Automatic bundle update
This commit is contained in:
@@ -40,6 +40,7 @@ be.updating = Updating...
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be.ignore = Ignore
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be.noupdates = No updates found.
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be.check = Check for updates
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mods.browser = Mod Browser
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mods.browser.selected = Selected mod
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mods.browser.add = Install
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@@ -81,6 +82,7 @@ schematic.renametag = Rename Tag
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schematic.tagged = {0} tagged
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schematic.tagdelconfirm = Delete this tag completely?
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schematic.tagexists = That tag already exists.
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stats = Stats
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stats.wave = Waves Defeated
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stats.unitsCreated = Units Created
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@@ -126,6 +128,7 @@ uploadingpreviewfile = Uploading Preview File
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committingchanges = Comitting Changes
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done = Done
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feature.unsupported = Your device does not support this feature.
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mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
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mods = Mods
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mods.name = Mod:
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@@ -145,6 +148,7 @@ mod.disable = Disable
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mod.version = Version:
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mod.content = Content:
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mod.delete.error = Unable to delete mod. File may be in use.
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mod.incompatiblegame = [red]Outdated Game
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mod.incompatiblemod = [red]Incompatible
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mod.blacklisted = [red]Unsupported
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@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
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mod.erroredcontent = [scarlet]Content Errors
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mod.circulardependencies = [red]Circular Dependencies
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mod.incompletedependencies = [red]Incomplete Dependencies
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mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
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mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
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mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
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@@ -159,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
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mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
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mod.circulardependencies.details = This mod has dependencies that depends on each other.
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mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
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mod.requiresversion = Requires game version: [red]{0}
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mod.errors = Errors have occurred loading content.
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mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
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mod.enable = Enable
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@@ -176,6 +183,7 @@ mod.missing = This save contains mods that you have recently updated or no longe
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mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
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mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
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mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
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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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@@ -252,12 +260,13 @@ servers.local = Local Servers
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servers.local.steam = Open Games & Local Servers
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servers.remote = Remote Servers
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servers.global = Community Servers
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servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
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servers.showhidden = Show Hidden Servers
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server.shown = Shown
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server.hidden = Hidden
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viewplayer = Viewing Player: [accent]{0}
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viewplayer = Viewing Player: [accent]{0}
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trace = Oyuncu isaretle
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trace.playername = Player name: [accent]{0}
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trace.ip = IP: [accent]{0}
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@@ -270,11 +279,13 @@ trace.times.kicked = Times Kicked: [accent]{0}
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trace.ips = IPs:
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trace.names = Names:
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invalidid = Yanlis islemci Linki! Sorunu bildir
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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 = Yasaklamalar
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server.bans.none = Yasaklananlar bulunamadi!
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server.admins = Yetkililer
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@@ -430,11 +441,11 @@ publishing = [accent]Publishing...
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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!
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publish.error = Error publishing item: {0}
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steam.error = Failed to initialize Steam services.\nError: {0}
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editor.planet = Planet:
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editor.sector = Sector:
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editor.seed = Seed:
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editor.cliffs = Walls To Cliffs
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editor.brush = Firca
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editor.openin = Editorde ac
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editor.oregen = Maden Yaratilma hizi
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@@ -501,17 +512,19 @@ waves.filter = Unit Filter
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waves.units.hide = Hide All
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waves.units.show = Show All
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#these are intentionally in lower case
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wavemode.counts = counts
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wavemode.totals = totals
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wavemode.health = health
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all = All
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all = All
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editor.default = [lightgray]<Default>
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details = Details...
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edit = Edit...
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variables = Vars
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.globals = Built-in Variables
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editor.name = isim:
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editor.spawn = Spawn Unit
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editor.removeunit = Remove Unit
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@@ -578,10 +591,12 @@ toolmode.fillerase = Fill Erase
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toolmode.fillerase.description = Erase blocks of the same type.
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toolmode.drawteams = Draw Teams
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toolmode.drawteams.description = Draw teams instead of blocks.
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#unused
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toolmode.underliquid = Under Liquids
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toolmode.underliquid.description = Draw floors under liquid tiles.
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filters.empty = [lightgray]No filters! Add one with the button below.
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filter.distort = Distort
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filter.noise = Noise
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filter.enemyspawn = Enemy Spawn Select
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@@ -599,6 +614,7 @@ filter.option.ignore = Ignore
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filter.scatter = Scatter
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filter.terrain = Terrain
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filter.logic = Logic
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filter.option.scale = Scale
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filter.option.chance = Chance
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filter.option.mag = Magnitude
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@@ -623,6 +639,7 @@ filter.option.radius = Radius
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filter.option.percentile = Percentile
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filter.option.code = Code
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filter.option.loop = Loop
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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locales.applytoall = Apply Changes To All Locales
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@@ -675,6 +692,7 @@ launch.text = Launch
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map.multiplayer = Only the host can view sectors.
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uncover = Uncover
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configure = Configure Loadout
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objective.research.name = Research
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objective.produce.name = Obtain
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objective.item.name = Obtain Item
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@@ -688,6 +706,7 @@ objective.destroyblocks.name = Destroy Blocks
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objective.destroycore.name = Destroy Core
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objective.commandmode.name = Command Mode
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objective.flag.name = Flag
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marker.shapetext.name = Shape Text
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marker.point.name = Point
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marker.shape.name = Shape
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@@ -695,8 +714,10 @@ marker.text.name = Text
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marker.line.name = Line
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marker.quad.name = Quad
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marker.texture.name = Texture
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marker.background = Background
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marker.outline = Outline
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objective.research = [accent]Research:\n[]{0}[lightgray]{1}
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objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
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objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
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@@ -712,7 +733,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
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objective.destroycore = [accent]Destroy Enemy Core
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objective.command = [accent]Command Units
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objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
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announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
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loadout = Loadout
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resources = Resources
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resources.max = Max
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@@ -750,11 +773,12 @@ weather.snowing.name = Snow
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weather.sandstorm.name = Sandstorm
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weather.sporestorm.name = Sporestorm
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weather.fog.name = Fog
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campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
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campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
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sectorlist = Sectors
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sectorlist.attacked = {0} under attack
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sectors.unexplored = [lightgray]Unexplored
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sectors.resources = Resources:
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sectors.production = Production:
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@@ -790,27 +814,31 @@ sector.changeicon = Change Icon
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sector.noswitch.title = Unable to Switch Sectors
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sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
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sector.view = View Sector
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threat.low = Low
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threat.medium = Medium
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threat.high = High
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threat.extreme = Extreme
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threat.eradication = Eradication
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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 = Planets
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planet.serpulo.name = Serpulo
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planet.erekir.name = Erekir
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planet.sun.name = Sun
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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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@@ -859,6 +887,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
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sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
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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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@@ -869,6 +899,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
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sector.seaPort.description = WIP, map submission by inkognito626
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sector.weatheredChannels.description = WIP, map submission by Skeledragon
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sector.mycelialBastion.description = WIP, map submission by Skeledragon
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sector.onset.name = The Onset
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sector.aegis.name = Aegis
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sector.lake.name = Lake
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@@ -886,8 +917,8 @@ sector.siege.name = Siege
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sector.crossroads.name = Crossroads
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sector.karst.name = Karst
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sector.origin.name = Origin
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sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
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sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
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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.
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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.
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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.
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@@ -904,6 +935,7 @@ sector.siege.description = This sector features two parallel canyons that will f
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sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
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sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
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sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
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status.burning.name = Burning
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status.freezing.name = Freezing
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status.wet.name = Wet
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@@ -951,9 +983,9 @@ unit.nobuild = [scarlet]Unit can't build
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lastaccessed = [lightgray]Last Accessed: {0}
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lastcommanded = [lightgray]Last Commanded: {0}
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block.unknown = [lightgray]???
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stat.showinmap = <load map to show>
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stat.description = Purpose
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stat.input = Input
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stat.output = Output
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stat.maxefficiency = Max Efficiency
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@@ -1064,6 +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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@@ -1077,10 +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 = Only Core Depositing Allowed
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bar.drilltierreq = Better Drill Required
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bar.nobatterypower = Insufficieny Battery Power
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bar.noresources = Missing Resources
|
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@@ -1278,11 +1310,13 @@ keybind.command_mode.name = Command Mode
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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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|
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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
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
@@ -1294,6 +1328,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||
|
||||
keybind.rebuild_select.name = Rebuild Region
|
||||
keybind.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
@@ -1358,9 +1393,9 @@ mode.pvp.description = fight against other players locally.
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||||
mode.attack.name = Attack
|
||||
mode.attack.description = No waves, with the goal to destroy the enemy base.
|
||||
mode.custom = Custom Rules
|
||||
|
||||
rules.invaliddata = Invalid clipboard data.
|
||||
rules.hidebannedblocks = Hide Banned Blocks
|
||||
|
||||
rules.infiniteresources = Infinite Resources
|
||||
rules.onlydepositcore = Only Allow Core Depositing
|
||||
rules.derelictrepair = Allow Derelict Block Repair
|
||||
@@ -1440,6 +1475,7 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
rules.weather.duration = Duration:
|
||||
|
||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||
@@ -1451,6 +1487,7 @@ content.block.name = Blocks
|
||||
content.status.name = Status Effects
|
||||
content.sector.name = Sectors
|
||||
content.team.name = Factions
|
||||
|
||||
wallore = (Wall)
|
||||
|
||||
item.copper.name = Bakir
|
||||
@@ -1475,6 +1512,7 @@ item.tungsten.name = Tungsten
|
||||
item.oxide.name = Oxide
|
||||
item.carbide.name = Carbide
|
||||
item.dormant-cyst.name = Dormant Cyst
|
||||
|
||||
liquid.water.name = Su
|
||||
liquid.slag.name = Slag
|
||||
liquid.oil.name = Benzin
|
||||
@@ -1525,6 +1563,7 @@ unit.scepter.name = Scepter
|
||||
unit.reign.name = Reign
|
||||
unit.vela.name = Vela
|
||||
unit.corvus.name = Corvus
|
||||
|
||||
unit.stell.name = Stell
|
||||
unit.locus.name = Locus
|
||||
unit.precept.name = Precept
|
||||
@@ -1547,6 +1586,7 @@ unit.manifold.name = Manifold
|
||||
unit.assembly-drone.name = Assembly Drone
|
||||
unit.latum.name = Latum
|
||||
unit.renale.name = Renale
|
||||
|
||||
block.parallax.name = Parallax
|
||||
block.cliff.name = Cliff
|
||||
block.sand-boulder.name = Sand Boulder
|
||||
@@ -1748,6 +1788,7 @@ block.container.name = Container
|
||||
block.launch-pad.name = Launch Pad
|
||||
block.advanced-launch-pad.name = Launch Pad
|
||||
block.landing-pad.name = Landing Pad
|
||||
|
||||
block.segment.name = Segment
|
||||
block.ground-factory.name = Ground Factory
|
||||
block.air-factory.name = Air Factory
|
||||
@@ -1780,6 +1821,8 @@ block.payload-unloader.name = Payload Unloader
|
||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||
block.heat-source.name = Heat Source
|
||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||
|
||||
#Erekir
|
||||
block.empty.name = Empty
|
||||
block.rhyolite-crater.name = Rhyolite Crater
|
||||
block.rough-rhyolite.name = Rough Rhyolite
|
||||
@@ -1943,13 +1986,14 @@ block.large-logic-display.name = Large Logic Display
|
||||
block.tile-logic-display.name = Tiled Logic Display
|
||||
block.memory-cell.name = Memory Cell
|
||||
block.memory-bank.name = Memory Bank
|
||||
|
||||
team.malis.name = Malis
|
||||
team.crux.name = red
|
||||
team.sharded.name = orange
|
||||
team.derelict.name = derelict
|
||||
team.green.name = green
|
||||
|
||||
team.blue.name = blue
|
||||
|
||||
hint.skip = Skip
|
||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||
@@ -1989,6 +2033,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||
|
||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||
@@ -2009,6 +2054,7 @@ gz.zone1 = This is the enemy drop zone.
|
||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||
gz.zone3 = A wave will begin now.\nGet ready.
|
||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||
|
||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||
@@ -2034,6 +2080,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||
|
||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||
split.acquire = You must acquire some tungsten to build units.
|
||||
@@ -2061,14 +2108,19 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
||||
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 = Bombalar ve patlayicilarda kullanilabilir. Yakit olarak kullanilmasi tavsiye edilmez.
|
||||
item.pyratite.description = Yakici silahlar icin yakici bir madde.
|
||||
|
||||
#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.
|
||||
@@ -2076,10 +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 = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
||||
|
||||
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.
|
||||
@@ -2234,6 +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.
|
||||
@@ -2329,6 +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.
|
||||
@@ -2367,6 +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.
|
||||
@@ -2385,6 +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.
|
||||
@@ -2431,6 +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
|
||||
@@ -2438,6 +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
|
||||
@@ -2446,33 +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.
|
||||
@@ -2486,6 +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
|
||||
@@ -2500,6 +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.
|
||||
@@ -2512,6 +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.
|
||||
@@ -2526,23 +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.
|
||||
@@ -2551,10 +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.
|
||||
@@ -2564,28 +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.
|
||||
@@ -2606,6 +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.
|
||||
@@ -2613,6 +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