diff --git a/.github/workflows/deployment.yml b/.github/workflows/deployment.yml index e98615e268..f3e83da601 100644 --- a/.github/workflows/deployment.yml +++ b/.github/workflows/deployment.yml @@ -17,21 +17,6 @@ jobs: java-version: 14 - name: Set env run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV - - name: Create artifacts - run: | - ./gradlew desktop:dist server:dist core:javadoc -Pbuildversion=${RELEASE_VERSION:1} - - name: Update docs - run: | - cd ../ - git config --global user.email "cli@github.com" - git config --global user.name "Github Actions" - git clone --depth=1 https://github.com/MindustryGame/docs.git - cp -a Mindustry/core/build/docs/javadoc/. docs/ - cd docs - git add . - git commit -m "Update ${RELEASE_VERSION:1}" - git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs - cd ../Mindustry - name: Add Arc release run: | git clone --depth=1 --branch=master https://github.com/Anuken/Arc ../Arc @@ -39,6 +24,24 @@ jobs: git tag ${RELEASE_VERSION} git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/Arc ${RELEASE_VERSION}; cd ../Mindustry + - name: Create artifacts + run: | + ./gradlew desktop:dist server:dist core:mergedJavadoc -Pbuildversion=${RELEASE_VERSION:1} + - name: Update docs + run: | + cd ../ + git config --global user.email "cli@github.com" + git config --global user.name "Github Actions" + git clone --depth=1 https://github.com/MindustryGame/docs.git + cd docs + find . -maxdepth 1 ! -name ".git" ! -name . -exec rm -r {} \; + cd ../ + cp -a Mindustry/core/build/javadoc/. docs/ + cd docs + git add . + git commit -m "Update ${RELEASE_VERSION:1}" + git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs + cd ../Mindustry - name: Update F-Droid build string run: | git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds @@ -47,6 +50,7 @@ jobs: echo versionName=6-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${RELEASE_VERSION:1} > version_fdroid.txt git add . git commit -m "Updating to build ${RELEASE_VERSION:1}" + git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds cd ../Mindustry - name: Upload client artifacts uses: svenstaro/upload-release-action@v2 diff --git a/.gitignore b/.gitignore index 471b909106..160366ca2a 100644 --- a/.gitignore +++ b/.gitignore @@ -43,6 +43,7 @@ ios/robovm.properties packr-out/ config/ *.gif +/tests/out /core/assets/basepartnames version.properties diff --git a/README.md b/README.md index 97aece9742..109bc42fdb 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ ![Logo](core/assets-raw/sprites/ui/logo.png) -[![Build Status](https://travis-ci.org/Anuken/Mindustry.svg?branch=master)](https://travis-ci.org/Anuken/Mindustry) -[![Discord](https://img.shields.io/discord/391020510269669376.svg?logo=discord&logoColor=white&logoWidth=20&labelColor=7289DA&label=Discord)](https://discord.gg/mindustry) +[![Build Status](https://github.com/Anuken/Mindustry/workflows/Tests/badge.svg?event=push)](https://github.com/Anuken/Mindustry/actions) +[![Discord](https://img.shields.io/discord/391020510269669376.svg?logo=discord&logoColor=white&logoWidth=20&labelColor=7289DA&label=Discord&color=17cf48)](https://discord.gg/mindustry) A sandbox tower defense game written in Java. diff --git a/SERVERLIST.md b/SERVERLIST.md index 83aa15a3d7..bef8443c8d 100644 --- a/SERVERLIST.md +++ b/SERVERLIST.md @@ -6,16 +6,17 @@ This is done by letting clients `GET` a [JSON list of servers](https://github.co You may want to add your server to this list. The steps for getting this done are as follows: 1. **Ensure your server is properly moderated.** For the most part, this applies to survival servers, but PvP servers can be affected as well. -You'll need to either hire some moderators, or make use of (currently non-existent) anti-grief and anti-curse plugins. +You'll need to either hire some moderators, or make use of (currently non-existent) anti-grief and anti-curse plugins. *Consider enabling a rate limit:* `config messageRateLimit 2` will make it so that players can only send messages every 2 seconds, for example. -2. **Set an appropriate MOTD, name and description.** This is set with `config `. "Appropriate" means that: +2. Make sure that your server is able to handle inappropriate content - this includes NSFW display/sorter art and abusive messages. **Servers that allow such content will be removed immediately.** Consider banning display blocks if it is a problem for your server: `rules add bannedBlocks ["logic-display", "large-logic-display"]`. +3. **Set an appropriate MOTD, name and description.** This is set with `config `. "Appropriate" means that: - Your name or description must reflect the type of server you're hosting. Since new players may be exposed to the server list early on, put in a phrase like "Co-op survival" or "PvP" so players know what they're getting into. Yes, this is also displayed in the server mode info text, but having extra info in the name doesn't hurt. - Make sure players know where to refer to for server support. It should be fairly clear that the server owner is not me, but you. - Try to be professional in your text; use common sense. -3. **Get some good maps.** *(optional, but highly recommended)*. Add some maps to your server and set the map rotation to custom-only. You can get maps from the Steam workshop by subscribing and exporting them; using the `#maps` channel on Discord is also an option. -4. **Check your server configuration.** *(optional)* I would recommend adding a message rate limit of 1 second (`config messageRateLimit 1`), and disabling connect/disconnect messages to reduce spam (`config showConnectMessages false`). -5. Finally, **submit a pull request** to add your server's IP to the list. +4. **Get some good maps.** *(optional, but highly recommended)*. Add some maps to your server and set the map rotation to custom-only. You can get maps from the Steam workshop by subscribing and exporting them; using the `#maps` channel on Discord is also an option. +5. **Check your server configuration.** *(optional)* I would recommend adding a message rate limit of 1 second (`config messageRateLimit 1`), and disabling connect/disconnect messages to reduce spam (`config showConnectMessages false`). +6. Finally, **submit a pull request** to add your server's IP to the list. This should be fairly straightforward: Press the edit button on the [server file](https://github.com/Anuken/Mindustry/blob/master/servers_v6.json), then add a JSON object with a single key, indicating your server address. For example, if your server address is `google.com`, you would add a comma after the last entry and insert: ```json diff --git a/android/build.gradle b/android/build.gradle index cf60a2f945..1dd5ff14c6 100644 --- a/android/build.gradle +++ b/android/build.gradle @@ -4,7 +4,6 @@ buildscript{ mavenCentral() google() maven{ url "https://oss.sonatype.org/content/repositories/snapshots/" } - jcenter() } dependencies{ @@ -20,8 +19,8 @@ configurations{ natives } repositories{ mavenCentral() - jcenter() maven{ url "https://maven.google.com" } + jcenter() //remove later once google fixes the dependency } dependencies{ diff --git a/android/src/mindustry/android/AndroidLauncher.java b/android/src/mindustry/android/AndroidLauncher.java index 1c9ee8f144..cd813c6ff0 100644 --- a/android/src/mindustry/android/AndroidLauncher.java +++ b/android/src/mindustry/android/AndroidLauncher.java @@ -72,9 +72,8 @@ public class AndroidLauncher extends AndroidApplication{ } @Override - public Class loadJar(Fi jar, String mainClass) throws Exception{ - DexClassLoader loader = new DexClassLoader(jar.file().getPath(), getFilesDir().getPath(), null, getClassLoader()); - return Class.forName(mainClass, true, loader); + public ClassLoader loadJar(Fi jar, String mainClass) throws Exception{ + return new DexClassLoader(jar.file().getPath(), getFilesDir().getPath(), null, getClassLoader()); } @Override @@ -162,7 +161,6 @@ public class AndroidLauncher extends AndroidApplication{ }, new AndroidApplicationConfiguration(){{ useImmersiveMode = true; hideStatusBar = true; - stencil = 8; }}); checkFiles(getIntent()); diff --git a/annotations/src/main/java/mindustry/annotations/remote/RemoteProcess.java b/annotations/src/main/java/mindustry/annotations/remote/RemoteProcess.java index b3a473795a..916bb3f278 100644 --- a/annotations/src/main/java/mindustry/annotations/remote/RemoteProcess.java +++ b/annotations/src/main/java/mindustry/annotations/remote/RemoteProcess.java @@ -63,7 +63,7 @@ public class RemoteProcess extends BaseProcessor{ classes = new Seq<>(); Seq orderedElements = elements.copy(); - orderedElements.sortComparing(Object::toString); + orderedElements.sort((a, b) -> -a.toString().compareTo(b.toString())); //create methods for(Smethod element : orderedElements){ @@ -71,12 +71,12 @@ public class RemoteProcess extends BaseProcessor{ //check for static if(!element.is(Modifier.STATIC) || !element.is(Modifier.PUBLIC)){ - err("All @Remote methods must be public and static: ", element); + err("All @Remote methods must be public and static", element); } //can't generate none methods if(annotation.targets() == Loc.none){ - err("A @Remote method's targets() cannot be equal to 'none':", element); + err("A @Remote method's targets() cannot be equal to 'none'", element); } //get and create class entry if needed diff --git a/build.gradle b/build.gradle index 98744b1358..cb151f6fb3 100644 --- a/build.gradle +++ b/build.gradle @@ -12,7 +12,6 @@ buildscript{ mavenCentral() google() maven{ url "https://oss.sonatype.org/content/repositories/snapshots/" } - jcenter() maven{ url 'https://jitpack.io' } } @@ -36,7 +35,7 @@ allprojects{ if(!project.hasProperty("versionType")) versionType = 'official' appName = 'Mindustry' steamworksVersion = '891ed912791e01fe9ee6237a6497e5212b85c256' - rhinoVersion = '2617981f706e50b8753155d8e15e326308be3b22' + rhinoVersion = '378626d8abc552bba57864358358045d2f2dbe9b' loadVersionProps = { return new Properties().with{p -> p.load(file('../core/assets/version.properties').newReader()); return p } @@ -184,7 +183,6 @@ allprojects{ maven{ url "https://oss.sonatype.org/content/repositories/snapshots/" } maven{ url "https://oss.sonatype.org/content/repositories/releases/" } maven{ url 'https://jitpack.io' } - jcenter() } task clearCache{ @@ -320,6 +318,15 @@ project(":core"){ } } + task sourcesJar(type: Jar, dependsOn: classes){ + classifier = 'sources' + from sourceSets.main.allSource + } + + artifacts{ + archives sourcesJar + } + dependencies{ compileJava.dependsOn(preGen) @@ -337,6 +344,28 @@ project(":core"){ annotationProcessor 'com.github.Anuken:jabel:34e4c172e65b3928cd9eabe1993654ea79c409cd' } + + afterEvaluate{ + task mergedJavadoc(type: Javadoc){ + def blacklist = [project(":ios"), project(":desktop"), project(":server"), project(":annotations")] + if(findProject(":android") != null){ + blacklist += project(":android") + } + + source rootProject.subprojects.collect{ project -> + if(!blacklist.contains(project) && project.hasProperty("sourceSets")){ + return project.sourceSets.main.allJava + } + } + + classpath = files(rootProject.subprojects.collect { project -> + if(!blacklist.contains(project) && project.hasProperty("sourceSets")){ + return project.sourceSets.main.compileClasspath + } + }) + destinationDir = new File(buildDir, 'javadoc') + } + } } project(":server"){ @@ -410,3 +439,12 @@ task deployAll{ dependsOn "server:deploy" dependsOn "android:deploy" } + +task resolveDependencies{ + doLast{ + rootProject.allprojects{ project -> + Set configurations = project.buildscript.configurations + project.configurations + configurations.findAll{c -> c.canBeResolved}.forEach{c -> c.resolve()} + } + } +} diff --git a/core/assets-raw/sprites/blocks/campaign/launch-pad-large.png b/core/assets-raw/sprites/blocks/campaign/launch-pad-large.png index ac77dbe43c..5eee359191 100644 Binary files a/core/assets-raw/sprites/blocks/campaign/launch-pad-large.png and b/core/assets-raw/sprites/blocks/campaign/launch-pad-large.png differ diff --git a/core/assets-raw/sprites/blocks/environment/ice-snow1.png b/core/assets-raw/sprites/blocks/environment/ice-snow1.png index ee593e9f64..d2010a0106 100644 Binary files a/core/assets-raw/sprites/blocks/environment/ice-snow1.png and b/core/assets-raw/sprites/blocks/environment/ice-snow1.png differ diff --git a/core/assets-raw/sprites/blocks/environment/ice-snow2.png b/core/assets-raw/sprites/blocks/environment/ice-snow2.png index a9ffcf1088..5a0d5458d4 100644 Binary files a/core/assets-raw/sprites/blocks/environment/ice-snow2.png and b/core/assets-raw/sprites/blocks/environment/ice-snow2.png differ diff --git a/core/assets-raw/sprites/blocks/environment/ice-snow3.png b/core/assets-raw/sprites/blocks/environment/ice-snow3.png index f38d778b29..4375ee7139 100644 Binary files a/core/assets-raw/sprites/blocks/environment/ice-snow3.png and b/core/assets-raw/sprites/blocks/environment/ice-snow3.png differ diff --git a/core/assets-raw/sprites/effects/select-arrow.png b/core/assets-raw/sprites/effects/select-arrow.png new file mode 100644 index 0000000000..41c2608d8b Binary files /dev/null and b/core/assets-raw/sprites/effects/select-arrow.png differ diff --git a/core/assets-raw/sprites/items/item-plastanium.png b/core/assets-raw/sprites/items/item-plastanium.png index f6ddf438fc..eb5b69d374 100644 Binary files a/core/assets-raw/sprites/items/item-plastanium.png and b/core/assets-raw/sprites/items/item-plastanium.png differ diff --git a/core/assets-raw/sprites/ui/pane-solid.9.png b/core/assets-raw/sprites/ui/pane-solid.9.png new file mode 100644 index 0000000000..f7a6a53b36 Binary files /dev/null and b/core/assets-raw/sprites/ui/pane-solid.9.png differ diff --git a/core/assets-raw/sprites/units/vanguard-cell.png b/core/assets-raw/sprites/units/vanguard-cell.png deleted file mode 100644 index 4366b2167b..0000000000 Binary files a/core/assets-raw/sprites/units/vanguard-cell.png and /dev/null differ diff --git a/core/assets-raw/sprites/units/vanguard.png b/core/assets-raw/sprites/units/vanguard.png deleted file mode 100644 index feacbacc6e..0000000000 Binary files a/core/assets-raw/sprites/units/vanguard.png and /dev/null differ diff --git a/core/assets/bundles/bundle.properties b/core/assets/bundles/bundle.properties index ca33ac045b..408f63bc72 100644 --- a/core/assets/bundles/bundle.properties +++ b/core/assets/bundles/bundle.properties @@ -41,10 +41,13 @@ be.ignore = Ignore be.noupdates = No updates found. be.check = Check for updates -mod.featured.dialog.title = Mod Browser (WIP) +mods.browser = Mod Browser mods.browser.selected = Selected mod mods.browser.add = Install -mods.github.open = View +mods.browser.reinstall = Reinstall +mods.github.open = Repo +mods.browser.sortdate = Sort by recent +mods.browser.sortstars = Sort by stars schematic = Schematic schematic.add = Save Schematic... @@ -110,17 +113,20 @@ committingchanges = Committing Changes done = Done feature.unsupported = Your device does not support this feature. -mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry GitHub. +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.[]\n\nTo disable this feature, turn it off in [accent]Settings->Game->Disable Mods On Startup Crash[]. mods = Mods mods.none = [lightgray]No mods found! mods.guide = Modding Guide mods.report = Report Bug mods.openfolder = Open Folder +mods.viewcontent = View Content mods.reload = Reload mods.reloadexit = The game will now exit, to reload mods. +mod.installed = [[Installed] mod.display = [gray]Mod:[orange] {0} mod.enabled = [lightgray]Enabled mod.disabled = [scarlet]Disabled +mod.multiplayer.compatible = [gray]Multiplayer Compatible mod.disable = Disable mod.content = Content: mod.delete.error = Unable to delete mod. File may be in use. @@ -211,9 +217,11 @@ server.hidden = Hidden trace = Trace Player trace.playername = Player name: [accent]{0} trace.ip = IP: [accent]{0} -trace.id = Unique ID: [accent]{0} +trace.id = ID: [accent]{0} trace.mobile = Mobile Client: [accent]{0} trace.modclient = Custom Client: [accent]{0} +trace.times.joined = Times Joined: [accent]{0} +trace.times.kicked = Times Kicked: [accent]{0} invalidid = Invalid client ID! Submit a bug report. server.bans = Bans server.bans.none = No banned players found! @@ -287,6 +295,7 @@ cancel = Cancel openlink = Open Link copylink = Copy Link back = Back +max = Max crash.export = Export Crash Logs crash.none = No crash logs found. crash.exported = Crash logs exported. @@ -306,6 +315,7 @@ cancelbuilding = [accent][[{0}][] to clear plan selectschematic = [accent][[{0}][] to select+copy pausebuilding = [accent][[{0}][] to pause building resumebuilding = [scarlet][[{0}][] to resume building +enablebuilding = [scarlet][[{0}][] to enable building showui = UI hidden.\nPress [accent][[{0}][] to show UI. wave = [accent]Wave {0} wave.cap = [accent]Wave {0}/{1} @@ -361,7 +371,6 @@ editor.center = Center workshop = Workshop waves.title = Waves waves.remove = Remove -waves.never = waves.every = every waves.waves = wave(s) waves.perspawn = per spawn @@ -390,7 +399,7 @@ editor.removeunit = Remove Unit editor.teams = Teams editor.errorload = Error loading file. editor.errorsave = Error saving file. -editor.errorimage = That's an image, not a map.\n\nIf you want to import a 3.5/build 40 map, use the 'Import Legacy Map' button in the editor. +editor.errorimage = That's an image, not a map. editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported. editor.errornot = This is not a map file. editor.errorheader = This map file is either not valid or corrupt. @@ -678,6 +687,7 @@ stat.drillspeed = Base Drill Speed stat.boosteffect = Boost Effect stat.maxunits = Max Active Units stat.health = Health +stat.armor = Armor stat.buildtime = Build Time stat.maxconsecutive = Max Consecutive stat.buildcost = Build Cost @@ -693,6 +703,7 @@ stat.lightningchance = Lightning Chance stat.lightningdamage = Lightning Damage stat.flammability = Flammability stat.radioactivity = Radioactivity +stat.charge = Charge stat.heatcapacity = Heat Capacity stat.viscosity = Viscosity stat.temperature = Temperature @@ -720,6 +731,7 @@ bar.corereq = Core Base Required bar.drillspeed = Drill Speed: {0}/s bar.pumpspeed = Pump Speed: {0}/s bar.efficiency = Efficiency: {0}% +bar.boost = Boost: {0}% bar.powerbalance = Power: {0}/s bar.powerstored = Stored: {0}/{1} bar.poweramount = Power: {0} @@ -787,9 +799,12 @@ setting.shadows.name = Shadows setting.blockreplace.name = Automatic Block Suggestions setting.linear.name = Linear Filtering setting.hints.name = Hints +setting.logichints.name = Logic Hints setting.flow.name = Display Resource Flow Rate setting.backgroundpause.name = Pause In Background setting.buildautopause.name = Auto-Pause Building +setting.doubletapmine.name = Double-Tap to Mine +setting.modcrashdisable.name = Disable Mods On Startup Crash setting.animatedwater.name = Animated Surfaces setting.animatedshields.name = Animated Shields setting.antialias.name = Antialias[lightgray] (requires restart)[] @@ -935,6 +950,7 @@ mode.custom = Custom Rules rules.infiniteresources = Infinite Resources rules.reactorexplosions = Reactor Explosions +rules.coreincinerates = Core Incinerates Overflow rules.schematic = Schematics Allowed rules.wavetimer = Wave Timer rules.waves = Waves @@ -946,6 +962,8 @@ rules.blockdamagemultiplier = Block Damage Multiplier rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier rules.unithealthmultiplier = Unit Health Multiplier rules.unitdamagemultiplier = Unit Damage Multiplier +rules.unitcapvariable = Cores Contribute To Unit Cap +rules.unitcap = Base Unit Cap rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles) rules.wavespacing = Wave Spacing:[lightgray] (sec) rules.buildcostmultiplier = Build Cost Multiplier @@ -1381,8 +1399,8 @@ block.inverted-sorter.description = Similar to a standard sorter, but outputs se block.router.description = Distributes input items to 3 output directions equally. block.router.details = A necessary evil. Using next to production inputs is not advised, as they will get clogged by output. block.distributor.description = Distributes input items to 7 output directions equally. -block.overflow-gate.description = Only outputs items to the left and right if the front path is blocked. Cannot be used next to other gates. -block.underflow-gate.description = Opposite of an overflow gate. Outputs to the front if the left and right paths are blocked. Cannot be used next to other gates. +block.overflow-gate.description = Only outputs items to the left and right if the front path is blocked. +block.underflow-gate.description = Opposite of an overflow gate. Outputs to the front if the left and right paths are blocked. block.mass-driver.description = Long-range item transport structure. Collects batches of items and shoots them to other mass drivers. block.mechanical-pump.description = Pumps and outputs liquids. Does not require power. block.rotary-pump.description = Pumps and outputs liquids. Requires power. @@ -1442,7 +1460,7 @@ block.ripple.description = Shoots clusters of shells at ground enemies over long block.cyclone.description = Fires explosive clumps of flak at nearby enemies. block.spectre.description = Fires large armor-piercing bullets at air and ground targets. block.meltdown.description = Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate. -block.foreshadow.description = Fires a large single-target bolt over long distances. +block.foreshadow.description = Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health. block.repair-point.description = Continuously repairs the closest damaged unit in its vicinity. block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted. block.parallax.description = Fires a tractor beam that pulls in air targets, damaging them in the process. @@ -1503,3 +1521,146 @@ unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Co unit.alpha.description = Defends the Shard core from enemies. Builds structures. unit.beta.description = Defends the Foundation core from enemies. Builds structures. unit.gamma.description = Defends the Nucleus core from enemies. Builds structures. + +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. +lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. +lst.drawflush = Flush queued [accent]Draw[] operations to a display. +lst.printflush = Flush queued [accent]Print[] operations to a message block. +lst.getlink = Get a processor link by index. Starts at 0. +lst.control = Control a building. +lst.radar = Locate units around a building with range. +lst.sensor = Get data from a building or unit. +lst.set = Set a variable. +lst.operation = Perform an operation on 1-2 variables. +lst.end = Jump to the top of the instruction stack. +lst.jump = Conditionally jump to another statement. +lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[]. +lst.unitcontrol = Control the currently bound unit. +lst.unitradar = Locate units around the currently bound unit. +lst.unitlocate = Locate a specific type of position/building anywhere on the map.\nRequires a bound unit. + +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.configure = Building configuration, e.g. sorter item. +lenum.enabled = Whether the block is enabled. + +laccess.color = Illuminator color. +laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself. +laccess.dead = Whether a unit/building is dead or no longer valid. +laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. +laccess.commanded = [red]Deprecated. Will be removed![]\nUse [accent]controlled[] instead. + +graphicstype.clear = Fill the display with a color. +graphicstype.color = Set color for next drawing operations. +graphicstype.stroke = Set line width. +graphicstype.line = Draw line segment. +graphicstype.rect = Fill a rectangle. +graphicstype.linerect = Draw a rectangle outline. +graphicstype.poly = Fill a regular polygon. +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[]. + +lenum.always = Always true. +lenum.idiv = Integer division. +lenum.div = Division.\nReturns [accent]null[] on divide-by-zero. +lenum.mod = Modulo. +lenum.equal = Equal. Coerces types.\nNon-null objects compared with numbers become 1, otherwise 0. +lenum.notequal = Not equal. Coerces types. +lenum.strictequal = Strict equality. Does not coerce types.\nCan be used to check for [accent]null[]. +lenum.shl = Bit-shift left. +lenum.shr = Bit-shift right. +lenum.or = Bitwise OR. +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.len = Length of vector. +lenum.sin = Sine, in degrees. +lenum.cos = Cosine, in degrees. +lenum.tan = 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. +lenum.enemy = Enemy unit. +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. +lenum.factory = Buildings that transform resources. +lenum.repair = Repair points. +lenum.rally = Command center. +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. + +lenum.idle = Don't move, but keep building/mining.\nThe default state. +lenum.stop = Stop moving/mining/building. +lenum.move = Move to exact position. +lenum.approach = Approach a position with a radius. +lenum.pathfind = Pathfind to the enemy spawn. +lenum.target = Shoot a position. +lenum.targetp = Shoot a target with velocity prediction. +lenum.itemdrop = Drop an item. +lenum.itemtake = Take an item from a building. +lenum.paydrop = Drop current payload. +lenum.paytake = Pick up payload at current location. +lenum.flag = Numeric unit flag. +lenum.mine = Mine at a position. +lenum.build = Build a structure. +lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[]. +lenum.within = Check if unit is near a position. +lenum.boost = Start/stop boosting. diff --git a/core/assets/bundles/bundle_cs.properties b/core/assets/bundles/bundle_cs.properties index 58942b40e3..f727c74fc6 100644 --- a/core/assets/bundles/bundle_cs.properties +++ b/core/assets/bundles/bundle_cs.properties @@ -194,6 +194,7 @@ servers.local = Místní servery servers.remote = Vzdálené servery servers.global = Komunitní servery +servers.disclaimer = Komunitní servery [accent]nejsou[] vlastněny ani kontrolovány vývojářem této hry.\n\nServery mohou obsahovat obsah vytvořený uživateli, který může na některé uživatele působit nepatřičně či nevhodně. servers.showhidden = Zobraz skryté servery server.shown = Zobrazené server.hidden = Skryté @@ -1278,6 +1279,10 @@ hint.payloadDrop.mobile = [accent]Ťupni a drž[] na prázdném místě pro polo hint.waveFire = [accent]Naplň[] věže vodou místo munice pro automatické hašení okolních požárů. hint.generator = \uf879 [accent]Spalovací generátory[] pálí uhlí a přenášení energii do sousedících bloků.\n\nPřenos energie na delší vzdálenost se provádí pomocí \uf87f [accent]Energetických uzlů[]. hint.guardian = Jednotky [accent]Strážce[] jsou obrněné. Měkká munice, jako je například [accent]měď[] a [accent]olovo[] je [scarlet]neefektivní[].\n\nPoužij vylepšené věže nebo \uf835 [accent]grafitovou[] munici pro \uf861 Střílnu Duo/\uf859 Salvu, abys Strážce sejmul. +hint.coreUpgrade = Jádro může být vylepšeno [accent]překrytím jádrem vyšší úrovně[].\n\nUmísti jádro typu [accent]Základ[] přes jádro typu [accent]Odštěpek[]. Ujisti se, že v okolí nejsou žádné překážky. +hint.presetLaunch = Na šedé [accent]sektory v přistávací zóně[], jako je například [accent]Zamrzlý les[], se lze vyslat kdykoli. Nevyžadují polapení okolního teritoria.\n\n[accent]Číslované sektory[], jako je tento, jsou [accent]volitelné[]. +hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[]. +hint.coopCampaign = Když hraješ [accent]kooperativní kampaň[], položky, které jsou vyrobeny v této mapě, budou též zaslány [accent]do Tvých místních sektorů[].\n\nJakýkoliv vývoj dosažený hostitelem se též přenáší. item.copper.description = Používá se ve všech typech bloků a munice. item.copper.details = Měď. Nezvykle nadpočetný kov na Serpulu. Konstrukčně slabý, pokud není rafinovaná. @@ -1471,7 +1476,7 @@ unit.zenith.description = Střílí salvy raket na všechny blízké nepřátele unit.antumbra.description = Střílí palbu střel na všechny blízké nepřátele. unit.eclipse.description = Vystřelí dva pronikavé lasery a záplavu protivzdušných střel na všechny blízké nepřátele. unit.mono.description = Samočinně těží měď a olovo a ukládá je do jádra. -unit.poly.description = Samočinně obnovuje poškozené konstrukce a pomáhá ostatním jednotkám při stavbě. +unit.poly.description = Samočinně obnovuje zničené konstrukce a pomáhá ostatním jednotkám při stavbě. unit.mega.description = Samočinně opravuje poškozené konstrukce. Je schopný přenést bloky a malé pozemní jednotky. unit.quad.description = Pouští velké bomby na pozemní cíle, opravuje spojenecké konstrukce a poškozuje nepřátele. Je schopen přenést středně velké pozemní jednotky. unit.oct.description = Chrání blízké spojence pomocí regeneračního štítu. Je schopen přenést většinu pozemních jednotek. diff --git a/core/assets/bundles/bundle_de.properties b/core/assets/bundles/bundle_de.properties index 571a1b6e53..b9a65373d4 100644 --- a/core/assets/bundles/bundle_de.properties +++ b/core/assets/bundles/bundle_de.properties @@ -41,10 +41,13 @@ be.ignore = Ignorieren be.noupdates = Keine Aktualisierungen gefunden. be.check = Auf Aktualisierungen prüfen -mod.featured.dialog.title = Mod Browser (unfertig) +mod.featured.dialog.title = Mod Browser mods.browser.selected = Ausgewählter Mod mods.browser.add = Installieren -mods.github.open = Ansehen +mods.browser.reinstall = Neu Installieren +mods.github.open = Github +mods.browser.sortdate = Nach neusten sortieren +mods.browser.sortstars = Nach Sternen sortieren schematic = Entwurf schematic.add = Entwurf speichern... @@ -68,9 +71,9 @@ schematic.disabled = [scarlet]Entwürfe deaktiviert[]\nAuf dieser [accent]Karte[ stats = Statistiken stat.wave = Wellen besiegt:[accent] {0} stat.enemiesDestroyed = Gegner zerstört:[accent] {0} -stat.built = Gebäude gebaut:[accent] {0} -stat.destroyed = Gebäude zerstört:[accent] {0} -stat.deconstructed = Gebäude abgebaut:[accent] {0} +stat.built = Blöcke gebaut:[accent] {0} +stat.destroyed = Blöcke zerstört:[accent] {0} +stat.deconstructed = Blöcke abgebaut:[accent] {0} stat.delivered = Übertragene Ressourcen: stat.playtime = Spielzeit:[accent] {0} stat.rank = Finaler Rang:[accent] {0} @@ -110,14 +113,16 @@ committingchanges = Veränderungen werden übernommen done = Fertig feature.unsupported = Dein System unterstützt dieses Feature nicht. -mods.alphainfo = Vergiss nicht, dass Mods in der Alpha sind und[scarlet] sehr fehlerhaft sein können[].\nMelde alle Probleme auf GitHub oder Discord. +mods.initfailed = [red]⚠[] Die vorherige Mindustry-Instanz konnte nicht starten. Dies lag wahrscheinlich an fehlerhaften Mods.\n\nDamit das Spiel starten kann, [red]wurden alle Mods deaktiviert.[]\n\nWenn du nicht willst, dass das passiert, kannst du es unter [accent]Einstellungen->Spiel->Mods bei Absturz deaktivieren[] ändern. mods = Mods mods.none = [lightgray]Keine Mods gefunden! mods.guide = Modding-Anleitung mods.report = Problem melden mods.openfolder = Mod-Verzeichnis öffnen +mods.viewcontent = Inhalt ansehen mods.reload = Neu laden mods.reloadexit = Das Spiel wird jetzt beendet, um die Mod-Änderungen anzuwenden. +mod.installed = [[Installiert] mod.display = [gray]Mod:[orange] {0} mod.enabled = [lightgray]Aktiviert mod.disabled = [scarlet]Deaktiviert @@ -211,9 +216,11 @@ server.hidden = Versteckt trace = Spieler verfolgen trace.playername = Spielername: [accent]{0} trace.ip = IP: [accent]{0} -trace.id = Eindeutige ID: [accent]{0} +trace.id = ID: [accent]{0} trace.mobile = Mobiler Client: [accent]{0} trace.modclient = Gemoddeter Client: [accent]{0} +trace.times.joined = Beigetreten: [accent]{0}[] Mal +trace.times.kicked = Rausgeworfen: [accent]{0}[] Mal invalidid = Ungültige Client-ID! Berichte den Fehler. server.bans = Verbannungen server.bans.none = Keine verbannten Spieler gefunden! @@ -287,6 +294,7 @@ cancel = Abbruch openlink = Link öffnen copylink = Link kopieren back = Zurück +max = Max crash.export = Crash-Logs exportieren crash.none = Keine Crash-Logs gefunden. crash.exported = Crash-Logs wurden erfolgreich exportiert. @@ -306,6 +314,7 @@ cancelbuilding = [accent][[{0}][] um den Plan zu leeren selectschematic = [accent][[{0}][] zum Auswählen+Kopieren pausebuilding = [accent][[{0}][] um das Bauen zu pausieren resumebuilding = [scarlet][[{0}][] um das Bauen fortzusetzen +enablebuilding = [scarlet][[{0}][] um zu bauen showui = Bedienflächen versteckt.\nDrücke [accent][[{0}][], um sie wieder anzuzeigen. wave = [accent]Welle {0} wave.cap = [accent]Welle {0}/{1} @@ -361,7 +370,6 @@ editor.center = Zur Mitte workshop = Workshop waves.title = Wellen waves.remove = Entfernen -waves.never = waves.every = alle waves.waves = Welle(n) waves.perspawn = pro Spawn @@ -390,7 +398,7 @@ editor.removeunit = Bereich entfernen editor.teams = Teams editor.errorload = Fehler beim Laden der Datei:\n[accent]{0} editor.errorsave = Fehler beim Speichern der Datei:\n[accent]{0} -editor.errorimage = Das ist ein Bild, keine Karte. Wechsle nicht den Dateityp und erwarte, dass es funktioniert.\n\nWenn du eine 'v3.5/build 40'-Karte importieren möchtest, benutze den 'Importiere Terrainbild'-Knopf im Editor. +editor.errorimage = Das ist ein Bild, keine Karte. editor.errorlegacy = Diese Karte ist zu alt und benutzt ein veraltetes Kartenformat, das nicht mehr unterstützt wird. editor.errornot = Dies ist keine Kartendatei. editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt. @@ -678,6 +686,7 @@ stat.drillspeed = Bohrgeschwindigkeit stat.boosteffect = Verstärkungseffekt stat.maxunits = Max. aktive Einheiten stat.health = Lebenspunkte +stat.armour = Panzer stat.buildtime = Baudauer stat.maxconsecutive = Max. Konsekutive stat.buildcost = Baukosten @@ -693,6 +702,7 @@ stat.lightningchance = Blitzwahr­schein­lich­keit stat.lightningdamage = Blitzschaden stat.flammability = Brennbarkeit stat.radioactivity = Radioaktivität +stat.charge = Ladung stat.heatcapacity = Hitzekapazität stat.viscosity = Viskosität stat.temperature = Temperatur @@ -720,6 +730,7 @@ bar.corereq = Kern-Basis erforderlich bar.drillspeed = Bohrgeschwindigkeit: {0}/s bar.pumpspeed = Pumpengeschwindigkeit: {0}/s bar.efficiency = Effizienz: {0}% +bar.boost = Beschleunigung: {0}% bar.powerbalance = Strom: {0}/s bar.powerstored = Gespeichert: {0}/{1} bar.poweramount = Strom: {0} @@ -787,9 +798,12 @@ setting.shadows.name = Schatten setting.blockreplace.name = Automatische Blockvorschläge setting.linear.name = Lineare Filterung setting.hints.name = Tipps +setting.logichints.name = Logiktipps setting.flow.name = Ressourcen-Fluss anzeigen setting.backgroundpause.name = Im Hintergrund pausieren setting.buildautopause.name = Bauen automatisch pausieren +setting.doubletapmine.name = Doppeltippen zum Abbauen +setting.modcrashdisable.name = Mods bei Absturz deaktivieren setting.animatedwater.name = Animiertes Wasser setting.animatedshields.name = Animierte Schilde setting.antialias.name = Antialias[lightgray] (Neustart erforderlich)[] @@ -935,6 +949,7 @@ mode.custom = Angepasste Regeln rules.infiniteresources = Unbegrenzte Ressourcen rules.reactorexplosions = Reaktor-Explosionen +rules.coreincinerates = Kern verbrennt überflüssige Materialien rules.schematic = Entwürfe erlaubt rules.wavetimer = Wellen-Timer rules.waves = Wellen @@ -946,6 +961,8 @@ rules.blockdamagemultiplier = Block-Schaden-Multiplikator rules.unitbuildspeedmultiplier = Baugeschwindigkeit-Einheit Multiplikator rules.unithealthmultiplier = Lebenspunkte-Einheit Multiplikator rules.unitdamagemultiplier = Schaden-Einheit Multiplikator +rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu +rules.unitcap = Einheiten-Limit rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln) rules.wavespacing = Wellen-Abstand:[lightgray] (Sek) rules.buildcostmultiplier = Bau-Kosten Multiplikator @@ -955,7 +972,7 @@ rules.waitForWaveToEnd = Warten bis Welle endet rules.dropzoneradius = Drop-Zonen-Radius:[lightgray] (Kacheln) rules.unitammo = Einheiten benötigen Munition rules.title.waves = Wellen -rules.title.resourcesbuilding = Ressourcen & Gebäude +rules.title.resourcesbuilding = Ressourcen & Blöcke rules.title.enemy = Gegner rules.title.unit = Einheiten rules.title.experimental = Experimentell @@ -1031,7 +1048,7 @@ unit.reign.name = Reign unit.vela.name = Vela unit.corvus.name = Korvus -block.resupply-point.name = Nachlade-Punkt +block.resupply-point.name = Munitionsvorrat block.parallax.name = Parallax block.cliff.name = Klippe block.sand-boulder.name = Sandbrocken @@ -1310,7 +1327,7 @@ item.coal.details = Scheint versteinerte Pflanzenmasse zu sein, die sich schon l item.titanium.description = Wird im Flüssigkeitsbereich, im Bohrerbereich und für Flugzeuge vielfältig eingesetzt. item.thorium.description = Wird als festes Baumaterial oder radioaktiver Kraftstoff verwendet. item.scrap.description = Wird in Pulverisierer und Schmelzer zu anderen Materialien bearbeitet. -item.scrap.details = Übriggebliebene Reste alter Gebäude oder Einheiten. +item.scrap.details = Übriggebliebene Reste alter Blöcke oder Einheiten. item.silicon.description = Wird in Solarzellen, komplizierter Elektronik und als zielsuchende Munition verwendet. item.plastanium.description = Wird für fortgeschrittene Einheiten, Isolation und Munition eingesetzt. item.phase-fabric.description = Kann in Elektronik und selbstreparierende Blöcke verwendet werden. @@ -1381,8 +1398,8 @@ block.inverted-sorter.description = Wie ein normaler Sortierer, aber gibt das au block.router.description = Verteilt Materialien auf bis zu drei Richtungen. block.router.details = Ein nötiges Übel. Es ist nicht empfehlenswert, ihn neben Fabriken zu setzen, da er sich dort verstopfen kann. block.distributor.description = Verteilt Materialien auf bis zu sieben Richtungen. -block.overflow-gate.description = Gibt Materialien nur zu den Seiten heraus, wenn der fordere Ausgang blockiert ist. Kann nicht neben anderen Überlauf- oder Unterlauftoren verwendet werden. -block.underflow-gate.description = Das Gegenteil eines Überlauftors. Gibt Materialien nur nach vorne heraus, wenn die Seiten blockiert sind. Kann nicht neben anderen Überlauf- oder Unterlauftoren verwendet werden. +block.overflow-gate.description = Gibt Materialien nur zu den Seiten heraus, wenn der fordere Ausgang blockiert ist. +block.underflow-gate.description = Das Gegenteil eines Überlauftors. Gibt Materialien nur nach vorne heraus, wenn die Seiten blockiert sind. block.mass-driver.description = Ein Transportblock mit sehr hoher Reichweite. Sammelt mehrere Materialien und schießt sie zu einem verbundenen Massenbeschleuniger. block.mechanical-pump.description = Eine Pumpe, die keinen Strom benötigt. block.rotary-pump.description = Eine Pumpe, die Strom verbraucht. @@ -1502,4 +1519,147 @@ unit.sei.description = Schießt ein Sperrfeuer aus Raketen und durchdringende Ge unit.omura.description = Schießt eine Railgun mit hoher Reichweite, um Gegner zu zerstören. Stellt Flare-Einheiten her. unit.alpha.description = Beschützt den Scherbenkern vor Feinden. Baut Blöcke. unit.beta.description = Beschützt den Fundamentkern vor Feinden. Baut Blöcke. -unit.gamma.description = Beschützt den Nukleuskern vor Feinden. Baut Blöcke. \ No newline at end of file +unit.gamma.description = Beschützt den Nukleuskern vor Feinden. Baut Blöcke. + +lst.read = Liest einen Wert aus einer verbundenen Spiecherzelle. +lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle. +lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird. +lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird. +lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm. +lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock. +lst.getlink = Gibt ein verbundenen Block wieder. Fängt bei 0 an. +lst.control = Steuert einen Block. +lst.radar = Findet Einheiten. +lst.sensor = Gibt Daten über einen Block oder eine Einheit wieder. +lst.set = Setzt eine Variable fest. +lst.operation = Verändert eine Variable. +lst.end = Springt wieder nach oben. +lst.jump = Falls die Bedingung erfüllt ist, wird woanders weitergemacht. +lst.unitbind = Speichert eine Einheit einer Sorte als [accent]@unit[]. +lst.unitcontrol = Steuert [accent]@unit[]. +lst.unitradar = Findet Einheiten in der Nähe von [accent]@unit[]. +lst.unitlocate = Findet mit [accent]@unit[] bestimmte Positionen / Blöcke auf der ganzen Karte. + +logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt. + +lenum.type = Englischer Name eines Blocks / einer Einheit. Ein Verteiler gibt [accent]@router[] wieder.\nKein string. +lenum.shoot = Schießt auf eine Position. +lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus. +lenum.configure = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer. +lenum.enabled = Ob der Block an oder aus ist. + +laccess.color = Illuminiererfarbe. +laccess.controller = Einheitensteurer. Gibt "processor" zurück, wenn die Einheit prozessorgesteuert ist,.\nGibt den Steuerer zurück, wenn die Einheit Teil einer Formation ist.\nSonst wird einfach die Einheit zurückgegeben. +laccess.dead = Ob ein Block / eine Einheit tot oder nicht mehr gültig ist. +laccess.controlled = Gibt zurück:\n[accent]@ctrlProcessor[] wenn die Einheit prozessorgesteuert ist\n[accent]@ctrlPlayer[] wenn die Einheit / der Block von einem Spieler gesteuert wird\n[accent]@ctrlFormation[] wenn die Einheit Teil einer Formation ist\nSonst 0. +laccess.commanded = [red]Veraltet. Wird bald entfernt![]\nBenutze stattdessen [accent]controlled[]. + +graphicstype.stroke = Setzt die Linienbreite fest. +graphicstype.line = Zeichnet eine Linie. +graphicstype.clear = Füllt den Bildschirm mit einer Farbe. +graphicstype.color = Wählt eine Farbe aus. +graphicstype.rect = Zeichnet ein Rechteck. +graphicstype.linerect = Zeichnet den Umriss eines Rechtecks. +graphicstype.poly = Füllt ein gleichmäßiges Polygon. +graphicstype.linepoly = Zeichnet den Umriss eines gleichmäßigen Polygons. +graphicstype.triangle = Zeichnet ein Dreieck. +graphicstype.image = Zeichnet ein Bild von einem englischen Namen.\nz.B. [accent]@router[] oder [accent]@dagger[]. + +lenum.always = Immer. +lenum.idiv = Division mit ganzen Zahlen. +lenum.div = Division.\nGibt bei Teilung durch null [accent]null[] zurück. +lenum.mod = Modulo. +lenum.equal = Prüft Gleichheit.\nNicht-"null" Objekte, die mit Zahlen verglichen werden, werden 1. +lenum.notequal = Prüft Ungleichheit. +lenum.strictequal = Prüft strenge Gleichheit.\nKann verwendet werden, um "null" zu finden. +lenum.shl = Bit-shift nacht links. +lenum.shr = Bit-shift nach rechts. +lenum.or = Bitwise ODER. +lenum.land = Logisches AND. +lenum.and = Bitwise UND. +lenum.not = Bitwise NOT. +lenum.xor = Bitwise XOR. + +lenum.min = Die Größte von zwei Zahlen. +lenum.max = Die Kleinste von zwei Zahlen. +lenum.angle = Angle of vector in degrees. +lenum.len = Length of vector. +lenum.sin = Sinus in Grad. +lenum.cos = Cosinus in Grad. +lenum.tan = Tangens in Grad. +#not a typo, look up 'range notation' +lenum.rand = Zufällige Zahl zwischen [0, ). +lenum.log = Logarithmus (ln). +lenum.log10 = Logarithmus zur Basis 10. +lenum.noise = 2D rauschen. +lenum.abs = Betrag. +lenum.sqrt = Quadratwurzel. + +lenum.any = Irgendeine Einheit. +lenum.ally = Freundliche Einheit. +lenum.attacker = Einheit mit Waffe. +lenum.enemy = Gegnerische Einheit. +lenum.boss = Bosseinheit. +lenum.flying = Lufteinheit. +lenum.ground = Bodeneinheit. +lenum.player = Spielergesteuerte Einheit. + +lenum.ore = Erz. +lenum.damaged = Beschädigter, alliierter Block. +lenum.spawn = Gegnerischer Spawnpunkt.\nKann ein Kern oder eine Position sein. +lenum.building = Ein Block einer bestimmten Sorte. + +lenum.core = Irgendein Kern. +lenum.storage = Speicherblock, z.B. ein Tresor. +lenum.generator = Blöcke, die Strom generieren. +lenum.factory = Blöcke, die Ressourcen verarbeiten. +lenum.repair = Reperaturpunkt. +lenum.rally = Kommandozentrale +lenum.battery = Irgendeine Batterie. +lenum.resupply = Munitionsvorrat.\nNur wichtig, wenn [accent]"Einheiten benötigen Munition"[] an ist. +lenum.reactor = Schlag- / Thoriumreaktor. +lenum.turret = Irgendein Geschütz. + +sensor.in = Der Block / die Einheit. + +radar.from = Block zu benutzen. [accent]Sensor[]-Reichweite hängt von der Blockreichweite ab. +radar.target = Einheitenfilter. +radar.and = Weitere Filter. +radar.order = Sortierreihenfolge der Ergebnisse. 0 bedeutet rückwärts. +radar.sort = Sortiermethode der Ergebnisse. +radar.output = Variable für das Ergebnis. + +unitradar.target = Einheitenfilter. +unitradar.and = Weitere Filter. +unitradar.order = Sortierreihenfolge der Ergebnisse. 0 bedeutet rückwärts. +unitradar.sort = Sortiermethode der Ergebnisse. +unitradar.output = Variable für das Ergebnis. + +control.of = Block, der gesteuert werden soll. +control.unit = Zieleinheit / Zielblock. +control.shoot = Ob geschossen werden soll. + +unitlocate.enemy = Ob gegnerische Blöcke gesucht werden sollen. +unitlocate.found = Ob der Block gefunden wurde. +unitlocate.building = Variable für das Ergebnis. +unitlocate.outx = Variable für die X-Koordinate. +unitlocate.outy = Variable für die Y-Koordinate. +unitlocate.group = Gesuchter Blocktyp. + +lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand. +lenum.stop = Bewegung / Abbau / Bau abbrechen. +lenum.move = Geht zu diese Position. +lenum.approach = Geht auf einen Punkt mit einem bestimmten Radius zu. +lenum.pathfind = Geht zum gegnerischen Spawnpunkt. +lenum.target = Schießt auf eine Position. +lenum.targetp = Schießt auf eine Einheit und sagt deren Position voraus. +lenum.itemdrop = Items abwerfen. +lenum.itemtake = Items aus einem Block nehmen. +lenum.paydrop = Lässt einen Block / eine Einheit wieder fallen. +lenum.paytake = Hebt einen Block / eine kleine Einheit auf. +lenum.flag = Zahl, mit der eine Einheit identifiziert werden kann. +lenum.mine = Erz von einer Position abbauen. +lenum.build = Einen Block bauen. +lenum.getblock = Gibt den Blocktyp an den Koordinaten zurück.\nEinheiten müssen nah genug dran sein.\nFeste nicht-Blöcke sind [accent]@solid[]. +lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist. +lenum.boost = Aktiviert / deaktiviert den Boost. \ No newline at end of file diff --git a/core/assets/bundles/bundle_es.properties b/core/assets/bundles/bundle_es.properties index 60e9538f1a..e9d0f796e3 100644 --- a/core/assets/bundles/bundle_es.properties +++ b/core/assets/bundles/bundle_es.properties @@ -24,7 +24,7 @@ gameover.waiting = [accent]Esperando el próximo mapa... highscore = [accent]¡Nuevo récord de puntuación! copied = Copiado indev.notready = Esta parte del juego no esta lista aún. -indev.campaign = [accent]Has llegado al final de la campaña![]\n\nEsto es todo lo lejos que puedes llegar por ahora.\nLos viajes interplanetarios se añadirán en futuras actualizaciones. +indev.campaign = [accent]Has llegado al final de la campaña![]\n\nEsto es lo más lejos que puedes llegar por ahora.\nLos viajes interplanetarios se añadirán en futuras actualizaciones. load.sound = Sonidos load.map = Mapas @@ -570,7 +570,7 @@ threat.low = Baja threat.medium = Media threat.high = Alta threat.extreme = Extrema -threat.eradication = Exterminio +threat.eradication = Erradicación planets = Planetas @@ -585,7 +585,7 @@ sector.ruinousShores.name = Costas Ruinosas sector.stainedMountains.name = Montañas manchadas sector.desolateRift.name = Grieta desolada sector.nuclearComplex.name = Complejo de producción nuclear -sector.overgrowth.name = Crecimiento excesivo +sector.overgrowth.name = Sobrecrecimiento sector.tarFields.name = Campos de alquitrán sector.saltFlats.name = Llanuras de sal sector.fungalPass.name = Paso de hongos @@ -594,13 +594,13 @@ sector.windsweptIslands.name = Islas Windswept sector.extractionOutpost.name = Puesto de avanzada de Extracción sector.planetaryTerminal.name = Terminal de Lanzamiento Interplanetario -sector.groundZero.description = La ubicación adecuada para empezar una vez más. Baja amenaza enemiga. Pocos recursos.\nReúna la mayor cantidad de plomo y cobre posible y sigue adelante. +sector.groundZero.description = La ubicación adecuada para empezar una vez más. Amenaza enemiga baja. Pocos recursos.\nReúna la mayor cantidad de plomo y cobre posible y sigue adelante. sector.frozenForest.description = Incluso aquí, más cerca de las montañas, las esporas se han extendido. Las gélidas temperaturas no las contendrán para siempre.\n\nAprende a usar la energía. Construye generadores de combustión. Aprende a usar reparadores. sector.saltFlats.description = En las afueras del desierto se encuentran las Salinas. No hay muchos recursos en esta ubicación.\n\nEl enemigo ha creado un complejo de almacenamiento de recursos aquí. Erradica su núcleo. No dejes nada en pie. sector.craters.description = El agua se ha acumulado en este cráter, reliquia de las viejas guerras. Recupera la zona. Recoge arena. Funde Metacristal. Bombea agua para enfriar torretas y taladros. sector.ruinousShores.description = Más allá de los páramos, se encuentra la costa. Una vez, esta ubicación albergó una serie de defensa costera. No queda mucho. Solo las estructuras de defensa más básicas han quedado ilesas, todo lo demás está reducido a chatarra.\nContinúa la expansión. Redescubre la tecnología. sector.stainedMountains.description = Más adentro se encuentran las montañas, aún intactas por las esporas.\nExtrae el abundante titanio de esta zona. Aprende a usarlo.\n\nLa presencia enemiga es mayor aquí. No les des tiempo para enviar sus unidades más fuertes. -sector.overgrowth.description = El área está cubierta de maleza, más cerca de la fuente de las esporas.\nEl enemigo ha establecido un puesto de avanzada aquí. Construye unidades Titán. Destruyelo. Recupera lo que se perdió. +sector.overgrowth.description = El área está cubierta de maleza, más cerca de la fuente de las esporas.\nEl enemigo ha establecido un puesto de avanzada aquí. Construye unidades Mace. Destruyelo. Recupera lo que se perdió. sector.tarFields.description = Las afueras de una zona de producción de petróleo, entre la montaña y el desierto. Una de las pocas áreas con reservas de alquitrán utilizables.\nAunque está abandonada, esta zona tiene algunas fuerzas enemigas peligrosas cerca. No los subestimes.\n\n[lightgray]Investiga la tecnología de procesamiento de petróleo si es posible. sector.desolateRift.description = Una zona extremadamente peligrosa. Recursos abundantes, pero poco espacio. Alto riesgo de destrucción. Abandona el lugar lo antes posible. No te dejes engañar por el intervalo entre los ataques enemigos. sector.nuclearComplex.description = Antigua instalación de producción y procesamiento de torio, reducida a ruinas.\n[lightgray] Investiga el torio y sus múltiples usos.\n\nEl enemigo está presente aquí,superando en número a sus atacantes. @@ -678,6 +678,7 @@ stat.drillspeed = Velocidad del Taladro stat.boosteffect = Efecto de Potenciador stat.maxunits = Máximo de Unidades Activas stat.health = Vida +stat.armor = Armadura stat.buildtime = Tiempo de construcción stat.maxconsecutive = Máximo consecutivo stat.buildcost = Coste de construcción @@ -693,7 +694,8 @@ stat.lightningchance = Probabilidad de descarga stat.lightningdamage = Daño por rayo stat.flammability = Inflamabilidad stat.radioactivity = Radioactividad -stat.heatcapacity = Resistencia temperatura +stat.charge = Carga eléctrica +stat.heatcapacity = Resistencia a la temperatura stat.viscosity = Viscosidad stat.temperature = Temperatura stat.speed = Velocidad @@ -706,11 +708,11 @@ stat.abilities = Habilidades stat.canboost = Tiene Propulsores stat.flying = Aéreo -ability.forcefield = Zona de Escudo -ability.repairfield = Zona de Reparación -ability.statusfield = Zona de Estado +ability.forcefield = Campo de Fuerza +ability.repairfield = Campo de Reparación +ability.statusfield = Campo de Estado ability.unitspawn = {0} Fábrica de Drones -ability.shieldregenfield = Regeneración de Escudos +ability.shieldregenfield = Campo de Regeneración de Escudos ability.movelightning = Movimiento Relámpago bar.drilltierreq = Requiere un taladro mejor @@ -735,7 +737,7 @@ bar.progress = Progreso de construcción bar.input = Entrada bar.output = Salida -units.processorcontrol = [lightgray]Procesador Controlado +units.processorcontrol = [lightgray]Controlado por Procesador bullet.damage = [stat]{0}[lightgray] Daño bullet.splashdamage = [stat]{0}[lightgray] daño de área ~[stat] {1}[lightgray] casillas @@ -744,6 +746,7 @@ bullet.sapping = [stat]Oxidante bullet.homing = [stat]Rastreadora bullet.shock = [stat]Electrizante bullet.frag = [stat]De fragmentación +bullet.buildingdamage = [stat]{0}%[lightgray]daño a estructuras bullet.knockback = [stat]{0}[lightgray] Empuje bullet.pierce = [stat]{0}[lightgray]x penetración bullet.infinitepierce = [stat]Penetrante @@ -796,7 +799,7 @@ setting.indicators.name = Indicadores de Enemigos setting.autotarget.name = Auto-Apuntado setting.keyboard.name = Controles de Ratón+Teclado setting.touchscreen.name = Controles Táctiles -setting.fpscap.name = Máximos FPS +setting.fpscap.name = FPS Maxímos setting.fpscap.none = Nada setting.fpscap.text = {0} FPS setting.uiscale.name = Escala de Interfaz[lightgray] (necesita reiniciar)[] @@ -823,7 +826,7 @@ setting.smoothcamera.name = Movimiento de cámara suave setting.vsync.name = VSync (Limita los fps a los Hz de tu pantalla) setting.pixelate.name = Pixelar setting.minimap.name = Mostrar Minimapa -setting.coreitems.name = Mostrar elementos en el nucleo (WIP) +setting.coreitems.name = Mostrar Objetos en el nucleo (WIP) setting.position.name = Mostrar indicadores de posición de jugadores. setting.musicvol.name = Volumen de la Música setting.atmosphere.name = Mostrar Atmósfera del planeta @@ -852,7 +855,7 @@ category.view.name = Visión category.multiplayer.name = Multijugador category.blocks.name = Seleccionar bloques command.attack = Atacar -command.rally = Patrullar +command.rally = Reunirse command.retreat = Retirarse command.idle = Esperar placement.blockselectkeys = \n[lightgray]Códigos: [{0}, @@ -1116,7 +1119,7 @@ block.plastanium-wall.name = Muro de Plastanio block.plastanium-wall-large.name = Muro de Plastanio grande block.phase-wall.name = Muro de Fase grande block.phase-wall-large.name = Muro de Fase grande -block.thorium-wall.name = Pared de Torio +block.thorium-wall.name = Muro de Torio block.thorium-wall-large.name = Muro de Torio grande block.door.name = Puerta block.door-large.name = Puerta Grande @@ -1232,7 +1235,7 @@ block.disassembler.name = Desensamblador block.silicon-crucible.name = Crisol de silicio block.overdrive-dome.name = Campo de Aceleración #experimental, puede ser eliminado -block.block-forge.name = Fundidor de Bloques +block.block-forge.name = Forja de Bloques block.block-loader.name = Cargador de Bloques block.block-unloader.name = Descargador de Bloques block.interplanetary-accelerator.name = Acelerador Interplanetario @@ -1247,10 +1250,10 @@ block.memory-cell.name = Unidad de memoria block.memory-bank.name = Servidor de memoria team.blue.name = azul -team.crux.name = rojo -team.sharded.name = naranja +team.crux.name = crux +team.sharded.name = sharded team.orange.name = naranja -team.derelict.name = abandonado +team.derelict.name = delerict team.green.name = verde team.purple.name = morado @@ -1269,7 +1272,7 @@ hint.placeConveyor = Las cintas transportadoras pueden sacar objetos de los tala hint.placeConveyor.mobile = Las cintas transportadoras pueden mover objetos de los taladros hasta otros bloques. Selecciona un \uf896 [accent]Transportador[] de la pestaña \ue814 [accent]Distribución[].\n\nMantén el dedo un segundo y arrastra para crear múltiples cintas transportadoras. hint.placeTurret = Construye \uf861 [accent]Torretas[] para defender tu base de los enemigos.\n\nLas torretas necesitan munición - en este caso, \uf838cobre.\nUsa cintas transportadoras y taladros para abastecerlas con cobre. hint.breaking = Pulsa [accent]Clic-derecho[] y arrastra para destruir bloques. -hint.breaking.mobile = Activa el botón con el \ue817 [accent]martillo[] situado abajo a la derecha y selecciona bloque para eliminarlos.\n\nMantén el dedo un segundo y arrastra para eliminar bloques directamente en esa selección. +hint.breaking.mobile = Activa el botón con el \ue817 [accent]martillo[] situado abajo a la derecha y selecciona bloques para eliminarlos.\n\nMantén el dedo un segundo y arrastra para eliminar bloques directamente en esa selección. hint.research = Usa el botón \ue875 [accent]Investigación[] para acceder al menú de descubrimientos tecnológicos. hint.research.mobile = Usa el botón \ue875 [accent]Investigación[] para acceder al menú de descubrimientos tecnológicos. hint.unitControl = Mantén [accent][[L-ctrl][] y [accent]haz clic[] sobre unidades o torretas aliadas para controlarlas manualmente. @@ -1286,7 +1289,7 @@ hint.payloadPickup = Pulsa [accent][[[] para recoger bloques pequeños o unidade hint.payloadPickup.mobile = [accent]Mantén[] sobre un bloque pequeño o unidad para recogerlo. hint.payloadDrop = Pulsa [accent]][] para soltar la carga. hint.payloadDrop.mobile = [accent]Mantén[] sobre un lugar vacío para soltar la carga. -hint.waveFire = Cuando las torretas [accent]Wave[] usan agua como munición, apagarán fuego e incendios cercanos automáticamente. +hint.waveFire = Cuando las torretas [accent]Wave[] usen agua como munición, apagarán fuego e incendios cercanos automáticamente. hint.generator = Los \uf879[accent]Generadores de combustión[] querman carbón para transmitir energía a bloques adyacentes.\n\nEl alcance de transmisión de energía se puede extender usando \uf87f[accent]Nodos de energía[]. hint.guardian = Los [accent]Guardianes[] poseen una robusta armadura. Municiones débiles como el [accent]Cobre[] o el [accent]Plomo[] no son [scarlet]effectivas[] contra él.\n\nUsa torretas de mayor categoría o por ejemplo, munición de \uf835[accent]Grafito[] \uf861Duo/\uf859 en torretas Salvo para derribar a los Guardianes. hint.coreUpgrade = Los núcleos se pueden mejorar [accent]construyendo núcleos de mayor calidad encima[].\n\nColoca un  núcleo [accent]Foundation[] sobre el  núcleo [accent]Shard[]. Asegúrate de que no hay obstáculos cerca. @@ -1294,7 +1297,7 @@ hint.presetLaunch = Las zonas de aterrizaje de los [accent]sectores grises[], co hint.coreIncinerate = Tras completar la capacidad máxima de almacenamiento en el núcleo para un tipo de objeto, cualquier recurso adicional de ese tipo que reciba el núcleo será [accent]incinerado[]. hint.coopCampaign = Sí estás jugando el modo [accent]campaña en multijugador[], los objetos producidos en el mapa actual también se enviarán [accent]a los sectores locales de cada jugador[].\n\nCualquier nueva investigación tecnológica realizada por el anfitrión también se desbloqueará para los demás jugadores. -item.copper.description = Un práctico material de estructura. Usado en todo tipo de bloques. +item.copper.description = Un práctico material para construcción. Usado en todo tipo de bloques y munición. item.copper.details = Cobre. Metal anormalmente abundante en Serpulo. Estructuralmente débil a menos que sea reforzado. item.lead.description = Un material básico. Usado en electrónicos y transferencia de líquidos. item.lead.details = Denso. Inerte. Extensamente usado en baterías.\nNota: Suele ser tóxico para la mayoría de formas de vida biológicas. Aunque ya no quedan muchas de esas por aquí. @@ -1329,16 +1332,16 @@ block.graphite-press.description = Comprime carbón en piezas de grafito puro. block.multi-press.description = Una versión mejorada de la prensa de grafito. Utiliza agua y energía para procesar carbón rápida y eficientemente. block.silicon-smelter.description = Reduce la arena con carbón puro. Produce silicio. block.kiln.description = Funde arena y plomo en metacristal. Requiere cantidades pequeñas de energía para funcionar. -block.plastanium-compressor.description = Produce plastanio con aceite y titanio. +block.plastanium-compressor.description = Produce plastanio con petróleo y titanio. block.phase-weaver.description = Produce tejido de fase del torio radioactivo y altas cantidades de arena. block.alloy-smelter.description = Produce aleación eléctrica con titanio, plomo, silicio y cobre. block.cryofluid-mixer.description = Combina agua y titanio en líquido criogénico, que es mucho más eficiente para enfriar. -block.blast-mixer.description = Usa aceite para transformar pirotita en un objeto menos inflamable pero más explosivo: el compuesto explosivo. +block.blast-mixer.description = Usa esporas para transformar pirotita en un objeto menos inflamable pero más explosivo: el compuesto explosivo. block.pyratite-mixer.description = Mezcla carbón, plomo y arena en pirotita altamente inflamable. -block.melter.description = Calienta piedra a temperaturas muy altas para obtener lava. -block.separator.description = Expone piedra a la presión del agua para obtener diversos minerales contenidos en la piedra. +block.melter.description = Calienta chatarra a temperaturas muy altas para obtener magma. +block.separator.description = Separa el magma en sus componentes minerales. block.spore-press.description = Comprime esporas en petróleo. -block.pulverizer.description = Despedaza la piedra en arena. Útil cuando no hay arena natural. +block.pulverizer.description = Despedaza la chatarra en arena. Útil cuando no hay arena natural. block.coal-centrifuge.description = Solidifica petróleo en piezas de carbón. block.incinerator.description = Se deshace de cualquier líquido o material producido en exceso. block.power-void.description = Elimina toda la energía que se le da. Solo en disponible en el modo Libre. @@ -1351,7 +1354,7 @@ block.copper-wall.description = Un bloque defensivo barato.\nÚtil para defender block.copper-wall-large.description = Un bloque defensivo barato.\nÚtil para defender el núcleo y las torres en las primeras oleadas.\nOcupa múltiples casillas. block.titanium-wall.description = Un bloque defensivo moderadamente fuerte.\nProporciona protección moderada contra los enemigos. block.titanium-wall-large.description = Un bloque defensivo moderadamente fuerte.\nProporciona protección moderada contra los enemigos.\nOcupa múltiples casillas. -block.plastanium-wall.description = Un tipo especial de pared que absorbe los arcos eléctricos y bloquea las conexiones automáticas de los nodos de potencia.. +block.plastanium-wall.description = Un tipo especial de pared que absorbe los arcos eléctricos y bloquea las conexiones automáticas de los nodos de potencia. block.plastanium-wall-large.description = Un tipo especial de pared que absorbe los arcos eléctricos y bloquea las conexiones automáticas de los nodos de potencia.\nOcupa múltiples casillas. block.thorium-wall.description = Un bloque defensivo fuerte.\nBuena protección contra enemigos. block.thorium-wall-large.description = Un bloque defensivo fuerte.\nBuena protección contra enemigos.\nOcupa múltiples casillas. @@ -1359,8 +1362,8 @@ block.phase-wall.description = No es tan fuerte como un muro de torio pero hace block.phase-wall-large.description = No es tan fuerte como un muro de torio pero rebota balas al enemigo si no son demasiado fuertes.\nOcupa múltiples casillas. block.surge-wall.description = El bloque defensivo más fuerte.\nTiene una pequeña probabilidad de disparar rayos al atacante. block.surge-wall-large.description = El bloque defensivo más fuerte.\nTiene una pequeña probabilidad de disparar rayos al atacante.\nOcupa múltiplies casillas. -block.door.description = Una puerta pequeña que puede ser abierta y cerrada tocándola.\nSi está abirta, los enemigos pueden moverse y disparar a través de ella. -block.door-large.description = Una puerta grande que puede ser abierta y cerrada tocándola.\nSi está abirta, los enemigos pueden moverse y disparar a través de ella.\nOcupa múltiples casillas. +block.door.description = Una puerta pequeña que puede ser abierta y cerrada tocándola.\nSi está abierta, los enemigos pueden moverse y disparar a través de ella. +block.door-large.description = Una puerta grande que puede ser abierta y cerrada tocándola.\nSi está abierta, los enemigos pueden moverse y disparar a través de ella.\nOcupa múltiples casillas. block.mender.description = Repara bloques cercanos de forma constante. Mantiene a las defensas reparadas entre oleadas. Puede usar silicio opcionalmente para mejorar el alcance y la eficiencia. block.mend-projector.description = Regenera edificios cercanos de forma constante. Ocupa multiples casillas. block.overdrive-projector.description = Aumenta la velocidad de edificios cercanos como taladros y transportadores. @@ -1388,7 +1391,7 @@ block.pulse-conduit.description = Bloque de transporte de líquidos avanzado. Tr block.plated-conduit.description = Mueve líquidos a la misma velocidad que los conductos de pulso, pero posee más armadura. No acepta líquidos de los lados por otra cosa que no sean conductos.\nGotea menos. block.liquid-router.description = Acepta líquidos de una dirección y los deja en hasta 3 direcciones equitativamente. También puede almacenar cierta capacidad de líquido. Útil para dividir los líquidos de una fuente a varios objetivos. block.liquid-tank.description = Almacena una gran cantidad de líquidos. Úsalo para crear almacenes cuando no hay una demanda constante de materiales o para asegurarse de enfriar bloques vitales. -block.liquid-junction.description = Actúa como un puente para dos condusctos que se cruzan. Útil en situaciones en las que hay dos conductos con líquidos diferentes a diferentes lugares. +block.liquid-junction.description = Actúa como un puente para dos conductos que se cruzan. Útil en situaciones en las que hay dos conductos con líquidos diferentes a diferentes lugares. block.bridge-conduit.description = Bloque avanzado de transporte de líquidos. Permite transportar líquidos por encima de hasta 3 casillas de cualquier terreno o construcción. block.phase-conduit.description = Bloque de transporte de líquidos avanzado. Usa energía para transportar líquidos a otro conducto de fase conectado a través de varias casillas. block.power-node.description = Transmite energía a nodos conectados, conecta hasta diez fuentes de energía, edificios que usan energía o nodos. El nodo obtendrá o transmitirá energía de cualquier bloque adyacente. @@ -1398,7 +1401,7 @@ block.diode.description = La energía de la batería puede fluir a través de es block.battery.description = Guarda energía cuando hay abundancia y proporciona energía cuando hay escasez de energía mientras la batería tenga energía. block.battery-large.description = Almacena mucha más energía que una batería normal. block.combustion-generator.description = Genera energía quemando materiales inflamables o petróleo. -block.thermal-generator.description = Genera una gran cantidad de energía con la lava. +block.thermal-generator.description = Genera una gran cantidad de energía con el magma. block.steam-generator.description = Más eficiente que un generador de combustión, pero requiere agua adicional. block.differential-generator.description = Genera grandes cantidades de energía. Utiliza la diferencia de temperatura entre el fluído criogenico y la quema de pirotita. block.rtg-generator.description = Un generador radioisótropo termoeléctrico que no necesita enfriamiento, pero proporciona menos energía que un reactor de torio. @@ -1444,8 +1447,8 @@ block.segment.description = Daña y destruye proyectiles que se acerquen. No afe block.parallax.description = Dispara un rayo tractor que atrae enemigos aéreos, dañándolos en el proceso. block.tsunami.description = Dispara poderosos torrentes de líquido a los enemigos. También apaga fuegos automáticamente si se lo abastece con agua. block.silicon-crucible.description = Refina silicio a partir de arena y carbón, usando pirotita como una fuente de calor adicional. Es más eficiente en lugares cálidos. -block.disassembler.description = Separa magma cantidades moderadas de componentes minerales exóticos con baja eficiencia. Puede producir Torio. -block.overdrive-dome.description = Incrementa la velocidad de estructuras cercanas. Requiere Tejido de Fase, y Silicio para operar. +block.disassembler.description = Separa magma en cantidades moderadas de componentes minerales exóticos con baja eficiencia. Puede producir Torio. +block.overdrive-dome.description = Incrementa la velocidad de estructuras cercanas. Requiere Tejido de Fase y Silicio para operar. block.payload-conveyor.description = Mueve tanto grandes cargas, como unidades recién ensambladas de sus fábricas. block.payload-router.description = Divide las cargas entrantes en 3 direcciones de salida. block.command-center.description = Controla el comportamiento de las unidades con diferentes órdenes. @@ -1479,7 +1482,7 @@ unit.corvus.description = Dispara poderosos láseres que dañan enemigos, y repa unit.crawler.description = Corre hacia enemigos y se autodestruye, provocando una gran explosión. unit.atrax.description = Dispara orbes de magma debilitantes a enemigos terrestres. Puede pisar sobre la mayoría de terreno. unit.spiroct.description = Dispara láseres que debilitan al enemigo, reparándose en el proceso. Puede pisar sobre la mayoría de terreno. -unit.arkyid.description = Dispara grandes rayos láser que debilitan al enemigo, repairing itself in the process. Puede pisar sobre la mayoría de terreno. +unit.arkyid.description = Dispara grandes rayos láser que debilitan al enemigo, reparándose en el proceso. Puede pisar sobre la mayoría de terreno. unit.toxopid.description = Dispara grandes fragmentos electrizados y láseres perforantes. Puede pisar sobre la mayoría de terreno. unit.flare.description = Dispara proyectiles básicos a enemigos cercanos. unit.horizon.description = Suelta fragmentos explosivos sobre objetivos terrestres. @@ -1487,7 +1490,7 @@ unit.zenith.description = Dispara ráfagas de misiles a enemigos cercanos. unit.antumbra.description = Dispara un enjambre de balas a cualquer enemigo cercano. unit.eclipse.description = Dispara dos láseres perforantes y un enjambre de balas de fragmentación. unit.mono.description = Extrae cobre y plomo, y los deposita en el núcleo. -unit.poly.description = Recosntruye automáticamente estructuras dañadas y asiste a otras unidades en la construcción. +unit.poly.description = Reconstruye automáticamente estructuras dañadas y asiste a otras unidades en la construcción. unit.mega.description = Repara automáticamente estructuras dañadas. Puede llevar estructuras y unidades terrestres pequeñas. unit.quad.description = Suelta grandes bombas sobre objetivos terrestres, repara estructuras aliadas y daña enemigos. Puede cargar con unidades terrestres de tamaño medio. unit.oct.description = Protege aliados con su escudo. Puede cargar con la mayoría de unidades terrestres. diff --git a/core/assets/bundles/bundle_fi.properties b/core/assets/bundles/bundle_fi.properties index 9e516c89c9..d2a998db77 100644 --- a/core/assets/bundles/bundle_fi.properties +++ b/core/assets/bundles/bundle_fi.properties @@ -1,9 +1,9 @@ -credits.text = Pelin tehnyt [royal]Anuken[] - [sky]anukendev@gmail.com[] +credits.text = Pelin on luonut [royal]Anuken[] - [sky]anukendev@gmail.com[] credits = Tekijät contributors = Kääntäjät ja avustajat discord = Liity Mindustryn Discordiin! link.discord.description = Mindustryn virallinen Discord-keskusteluhuone -link.reddit.description = Mindustryn alireddit +link.reddit.description = Mindustryn reddit sivu link.github.description = Pelin lähdekoodi link.changelog.description = Lista päivityksien muutoksista link.dev-builds.description = Epävakaat kehitysversiot @@ -15,7 +15,7 @@ link.wiki.description = Virallinen Mindustry wiki link.suggestions.description = Ehdota uusia ominaisuuksia linkfail = Linkin avaaminen epäonnistui!\nOsoite on kopioitu leikepöydällesi. screenshot = Kuvankaappaus tallennettu sijaintiin {0} -screenshot.invalid = Kartta liian laaja, kuvankaappaukselle ei mahdollisesti ole tarpeeksi tilaa. +screenshot.invalid = Kartta liian laaja, levytila voi olla liian vähissä kuvankaappausta varten. gameover = Peli ohi gameover.pvp = [accent] {0}[] joukkue voittaa! highscore = [accent]Uusi ennätys! @@ -46,7 +46,7 @@ schematic.exists = Kaavio tällä nimellä on jo olemassa. schematic.import = Tuo kaavio... schematic.exportfile = Vie tiedosto schematic.importfile = Tuo tiedosto -schematic.browseworkshop = Selaa Workshoppia +schematic.browseworkshop = Selaa Steam Workshoppia schematic.copy = Kopioi leikepöydälle schematic.copy.import = Tuo leikepöydältä schematic.shareworkshop = Jaa Workshoppiin @@ -64,15 +64,15 @@ stat.destroyed = Rakennuksia tuhottu:[accent] {0} stat.deconstructed = Rakennuksia purettu:[accent] {0} stat.delivered = Resursseja laukaistu: stat.playtime = Pelattu aika:[accent] {0} -stat.rank = Lopullinen arvosana: [accent]{0} +stat.rank = Arvosana: [accent]{0} -globalitems = [accent]Global Items -map.delete = Oletko varma että haluat poistaa kartan "[accent]{0}[]"? +globalitems = [accent]Yhteiset tavarat +map.delete = Oletko varma että haluat poistaa kartan: "[accent]{0}[]"? level.highscore = Ennätys: [accent]{0} level.select = Tason valinta level.mode = Pelimuoto: coreattack = < Ytimeen hyökätään! > -nearpoint = [[ [scarlet]POISTU PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen +nearpoint = [[ [scarlet]POISTU VIHOLLISEN PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen database = Ytimen tietokanta savegame = Tallenna peli loadgame = Lataa peli @@ -92,11 +92,11 @@ continue = Jatka maps.none = [lightgray]Karttoja ei löytynyt! invalid = Virheellinen pickcolor = Valitse väri -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes +preparingconfig = Valmistellaan asetuksia +preparingcontent = Valmistellaan sisältöä +uploadingcontent = Julkaistaan sisältöä +uploadingpreviewfile = Julkaistaan esikatseltavaa tiedostoa +committingchanges = Varmistetaan muutokset done = Valmis feature.unsupported = Laitteesi ei tue tätä toimintoa. @@ -139,16 +139,16 @@ mod.scripts.disable = Laitteesi ei tue modeja skripteillä. Sinun on sammutettav about.button = Tietoa name = Nimi: noname = Valitse ensin[accent] pelaajanimi[]. -planetmap = Planet Map -launchcore = Launch Core +planetmap = Avaruuskartta +launchcore = Laukaise tukikohta filename = Tiedostonimi: unlocked = Uutta sisältöä avattu! completed = [accent]Suoritettu -techtree = Tekniikkapuu +techtree = Edistyspuu research.list = [lightgray]Tutki: research = Tutki researched = [lightgray]{0} tutkittu. -research.progress = {0}% complete +research.progress = {0}% valmis players = {0} pelaajaa paikalla players.single = {0} pelaaja paikalla players.search = etsiä @@ -180,7 +180,7 @@ host = Isäntä hosting = [accent]Avataan palvelinta... hosts.refresh = Päivitä hosts.discovering = Etsitään LAN pelejä -hosts.discovering.any = Etsitään Pelejä +hosts.discovering.any = Etsitään pelejä server.refreshing = Päivitetään palvelimen tietoja hosts.none = [lightgray]Paikallisia pelejä ei löytynyt! host.invalid = [scarlet]Isäntään ei voitu yhdistää. @@ -192,8 +192,8 @@ servers.global = Yhteisön palvelimet trace = Seuraa pelaajaa trace.playername = Pelaajanimi: [accent]{0} trace.ip = IP-osoite: [accent]{0} -trace.id = Uniikki tunniste: [accent]{0} -trace.mobile = Mobile Client: [accent]{0} +trace.id = Pelaajakohtainen tunniste: [accent]{0} +trace.mobile = Mobiililaite: [accent]{0} trace.modclient = Custom Client: [accent]{0} invalidid = Invalid client ID! Submit a bug report. server.bans = Porttikiellot @@ -225,7 +225,7 @@ connecting = [accent]Yhdistetään... connecting.data = [accent]Ladataan maailman tietoja... server.port = Portti: server.addressinuse = Osoite on jo käytössä! -server.invalidport = Invalid port number! +server.invalidport = Tällä portilla ei löytynyt peliä! server.error = [crimson]Error hosting server: [accent]{0} save.new = Uusi tallennus save.overwrite = Haluatko varmasti korvata \ntämän tallennuspaikan?? @@ -260,39 +260,39 @@ confirm = Vahvista delete = Poista view.workshop = View In Workshop workshop.listing = Edit Workshop Listing -ok = OK +ok = Juu open = Avaa customize = Muokkaa sääntöjä cancel = Peruuta openlink = Avaa linkki copylink = Kopioi linkki back = Takaisin -data.export = Vie data -data.import = Tuo data +data.export = Vie dataa +data.import = Tuo dataa data.openfolder = Avaa datakansio -data.exported = Data viety. +data.exported = Dataa on viety. data.invalid = This isn't valid game data. data.import.confirm = Importing external data will overwrite[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately. quit.confirm = Oletko varma että haluat poistua? -quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[] +quit.confirm.tutorial = Oletko varma että tiedät mitä teet?\nVoit tehdä tutoriaalin milloin vain[accent] Asetukset->Peli->Tee Tutoriaali Uudelleen[] loading = [accent]Ladataan... reloading = [accent]Ladataan Modeja... saving = [accent]Tallennetaan... -respawn = [accent][[{0}][] to respawn in core -cancelbuilding = [accent][[{0}][] to clear plan -selectschematic = [accent][[{0}][] to select+copy -pausebuilding = [accent][[{0}][] to pause building -resumebuilding = [scarlet][[{0}][] to resume building +respawn = [accent][[{0}][] uudelleensyntymiseen ytimessä +cancelbuilding = [accent][[{0}][] tyhjentääksesi suunnitelman +selectschematic = [accent][[{0}][] jotta voisit kopioida ja liittää +pausebuilding = [accent][[{0}][] pysäyttääksesi rakentamisen +resumebuilding = [scarlet][[{0}][] jatkaaksesi rakentamista wave = [accent]Taso {0} wave.cap = [accent]Wave {0}/{1} wave.waiting = [lightgray]Seuraava taso {0} -wave.waveInProgress = [lightgray]Wave in progress +wave.waveInProgress = [lightgray]Taso käynnissä waiting = [lightgray]Odotetaan... waiting.players = Odotetaan pelaajia... wave.enemies = [lightgray]{0} vihollista jäljellä wave.enemy = [lightgray]{0} vihollinen jäljellä -wave.guardianwarn = Guardian approaching in [accent]{0}[] waves. -wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave. +wave.guardianwarn = Suojelija tulossa [accent]{0}[] tason päästä. +wave.guardianwarn.one = Suojelija tulee rökittämään sinut [accent]{0}[] tasolla. loadimage = Lataa kuva saveimage = Tallenna kuva unknown = Tuntematon @@ -306,10 +306,10 @@ map.nospawn.attack = This map does not have any enemy cores for player to attack map.invalid = Virhe ladatessa karttaa: korruptoitunut tai väärä karttatiedosto. workshop.update = Update Item workshop.error = Error fetching workshop details: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! -workshop.menu = Select what you would like to do with this item. +map.publish.confirm = Oletko varma että haluat julkaista tämän kartan?\n\n[lightgray]Hyväksy Workshopin EULA ehdot, muuten karttasi ei tule näkyviin! +workshop.menu = Mitä haluat tehdä tälle asialle? workshop.info = Kohteen Tiedot -changelog = Muutosloki (valinnainen): +changelog = Loki (valinnainen): eula = Steam EULA missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked. publishing = [accent]Publishing... @@ -402,9 +402,9 @@ editor.exists = Kartta tällä nimellä on jo olemassa. editor.selectmap = Valitse kartta ladattavaksi: toolmode.replace = Korvaa -toolmode.replace.description = Draws only on solid blocks. +toolmode.replace.description = Piirtää vain kiinteille objekteille. toolmode.replaceall = Korvaa kaikki -toolmode.replaceall.description = Replace all blocks in map. +toolmode.replaceall.description = Korvaa kaikki palikat kartassa. toolmode.orthogonal = Orthogonal toolmode.orthogonal.description = Draws only orthogonal lines. toolmode.square = Square @@ -423,15 +423,15 @@ filter.enemyspawn = Enemy Spawn Select filter.spawnpath = Path To Spawn filter.corespawn = Valitse Ydin filter.median = Mediaani -filter.oremedian = Malmin mediaani +filter.oremedian = Malmin keskiarvo filter.blend = Sekoitus -filter.defaultores = Oletuksena malmit +filter.defaultores = Oletus malmit filter.ore = Malmi filter.rivernoise = Jokien melu filter.mirror = Peili filter.clear = Selkeä -filter.option.ignore = Ohittaa -filter.scatter = Scatter +filter.option.ignore = Ohitta +filter.scatter = Hajauta filter.terrain = Maasto filter.option.scale = Mittakaava filter.option.chance = Mahdollisuus @@ -448,10 +448,10 @@ filter.option.flooronto = Target Floor filter.option.target = Target filter.option.wall = Seinä filter.option.ore = Malmi -filter.option.floor2 = Secondary Floor +filter.option.floor2 = Toinen lattia filter.option.threshold2 = Secondary Threshold -filter.option.radius = Radius -filter.option.percentile = Percentile +filter.option.radius = Säde +filter.option.percentile = Prosentti width = Leveys: height = Korkeus: @@ -483,7 +483,7 @@ research.multiplayer = Only the host can research items. uncover = Paljasta configure = Configure Loadout loadout = Loadout -resources = Resources +resources = Resurssit bannedblocks = Kielletyt Palikat addall = Lisää kaikki launch.destination = Destination: {0} @@ -508,37 +508,37 @@ error.io = Network I/O error. error.any = Unknown network error. error.bloom = Failed to initialize bloom.\nYour device may not support it. -weather.rain.name = Rain -weather.snow.name = Snow -weather.sandstorm.name = Sandstorm -weather.sporestorm.name = Sporestorm -weather.fog.name = Fog +weather.rain.name = Sade +weather.snow.name = Lumi +weather.sandstorm.name = Hiekkamyrsky +weather.sporestorm.name = Sienimyräkkä +weather.fog.name = Sumu sectors.unexplored = [lightgray]Unexplored -sectors.resources = Resources: -sectors.production = Production: -sectors.stored = Stored: -sectors.resume = Resume -sectors.launch = Launch -sectors.select = Select -sectors.nonelaunch = [lightgray]none (sun) -sectors.rename = Rename Sector -sector.missingresources = [scarlet]Insufficient Core Resources +sectors.resources = Resurssit: +sectors.production = Produktio: +sectors.stored = Säilötty: +sectors.resume = Jatka +sectors.launch = Laukaise +sectors.select = Valitse +sectors.nonelaunch = [lightgray]ei mitään (sun) +sectors.rename = Nimeä sektori +sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja. planet.serpulo.name = Serpulo -planet.sun.name = Sun +planet.sun.name = Aurinko -sector.groundZero.name = Ground Zero -sector.craters.name = The Craters -sector.frozenForest.name = Frozen Forest -sector.ruinousShores.name = Ruinous Shores -sector.stainedMountains.name = Stained Mountains -sector.desolateRift.name = Desolate Rift -sector.nuclearComplex.name = Nuclear Production Complex -sector.overgrowth.name = Overgrowth -sector.tarFields.name = Tar Fields -sector.saltFlats.name = Salt Flats -sector.fungalPass.name = Fungal Pass +sector.groundZero.name = Tapahtumahorisontti +sector.craters.name = Kraatterit +sector.frozenForest.name = Jäätyneet Metsät +sector.ruinousShores.name = Taistelujen Ranta +sector.stainedMountains.name = Kalliovuoret +sector.desolateRift.name = Musta Kanjoni +sector.nuclearComplex.name = Hylätty Ydinvoimalaitos +sector.overgrowth.name = Jätti Viidakko +sector.tarFields.name = Tervakentät +sector.saltFlats.name = Suola Autio +sector.fungalPass.name = Sienirihmasto sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. @@ -633,15 +633,15 @@ stat.lightningdamage = Lightning Damage stat.flammability = Flammability stat.radioactivity = Radioactivity stat.heatcapacity = HeatCapacity -stat.viscosity = Viscosity -stat.temperature = Temperature -stat.speed = Speed +stat.viscosity = Tahmeus +stat.temperature = Lämpötila +stat.speed = Nopeus stat.buildspeed = Build Speed stat.minespeed = Mine Speed stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity stat.commandlimit = Command Limit -stat.abilities = Abilities +stat.abilities = Erikoisvoimat ability.forcefield = Force Field ability.repairfield = Repair Field @@ -684,11 +684,11 @@ bullet.pierce = [stat]{0}[lightgray]x pierce bullet.infinitepierce = [stat]pierce bullet.freezing = [stat]jäädyttävä bullet.tarred = [stat]tervattu -bullet.multiplier = [stat]{0}[lightgray]x ammusten kerroin +bullet.multiplier = [stat]{0}[lightgray]x ammusmäärän kerroin bullet.reload = [stat]{0}[lightgray]x ampumisnopeus unit.blocks = palikat -unit.blockssquared = blocks² +unit.blockssquared = palikat² unit.powersecond = energiayksikköä/sekunti unit.liquidsecond = nesteyksikköä/sekunti unit.itemssecond = esinettä/sekunti @@ -696,12 +696,12 @@ unit.liquidunits = nesteyksikköä unit.powerunits = energiayksikköä unit.degrees = astetta unit.seconds = sekunttia -unit.minutes = mins +unit.minutes = minuuttia unit.persecond = /s unit.perminute = /min unit.timesspeed = x nopeus unit.percent = % -unit.shieldhealth = shield health +unit.shieldhealth = suojan elinpisteet unit.items = esinettä unit.thousands = t unit.millions = mil @@ -733,24 +733,24 @@ setting.fpscap.none = Ei Mitään setting.fpscap.text = {0} FPS setting.uiscale.name = UI Koko[lightgray] (vaatii uudelleenkäynnistyksen)[] setting.swapdiagonal.name = Aina vino korvaus -setting.difficulty.training = Treeni -setting.difficulty.easy = Helppo -setting.difficulty.normal = Keskivaikea -setting.difficulty.hard = Haastava -setting.difficulty.insane = Järjetön +setting.difficulty.training = Treenaus +setting.difficulty.easy = Huoleton +setting.difficulty.normal = Haasteeton +setting.difficulty.hard = Taidonnäyte +setting.difficulty.insane = Hullun Vaikea setting.difficulty.name = Vaikeustaso: setting.screenshake.name = Näytön keikkuminen setting.effects.name = Naytön Efektit setting.destroyedblocks.name = Näytä tuhoutuneet palikat -setting.blockstatus.name = Display Block Status +setting.blockstatus.name = Näytä Palikan Toimintakunto setting.conveyorpathfinding.name = Conveyor Placement Pathfinding setting.sensitivity.name = Ohjauksen herkkyys setting.saveinterval.name = Tallennuksen Aikaväli -setting.seconds = {0} Sekunttia +setting.seconds = {0} Sekuntia setting.blockselecttimeout.name = Block Select Timeout -setting.milliseconds = {0} millisekunttia -setting.fullscreen.name = Fullscreen -setting.borderlesswindow.name = Borderless Window[lightgray] (vaatii uudelleenkäynnistyksen) +setting.milliseconds = {0} millisekuntia +setting.fullscreen.name = Täysnäyttö +setting.borderlesswindow.name = Reunaton Ikkuna[lightgray] (vaatii uudelleenkäynnistyksen) setting.fps.name = Näytä FPS setting.smoothcamera.name = Smooth Camera setting.vsync.name = VSync @@ -776,8 +776,8 @@ public.confirm = Do you want to make your game public?\n[accent]Anyone will be a public.beta = Note that beta versions of the game cannot make public lobbies. uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds... uiscale.cancel = Peruuta ja poistu -setting.bloom.name = Bloom -keybind.title = Rebind Keys +setting.bloom.name = Hehkeys +keybind.title = Kontrollit keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported. category.general.name = General category.view.name = View @@ -786,10 +786,10 @@ category.blocks.name = Block Select command.attack = Hyökkäys command.rally = Kokoontuminen command.retreat = Perääntyminen -command.idle = Idle +command.idle = AFK placement.blockselectkeys = \n[lightgray]Key: [{0}, -keybind.respawn.name = Respawn -keybind.control.name = Control Unit +keybind.respawn.name = Synny Uudelleen +keybind.control.name = Käytä Yksikköä keybind.clear_building.name = Clear Building keybind.press = Press a key... keybind.press.axis = Press an axis or key... @@ -907,19 +907,19 @@ item.graphite.name = Grafiitti item.titanium.name = Titaani item.thorium.name = Torium item.silicon.name = Pii -item.plastanium.name = Plastaniumi -item.phase-fabric.name = Kiihdekuitu -item.surge-alloy.name = Taiteseos +item.plastanium.name = Plastiikkaseos +item.phase-fabric.name = Kiihtokuitu +item.surge-alloy.name = Venttikovete item.spore-pod.name = Itiöpalko item.sand.name = Hiekka -item.blast-compound.name = Räjähdeyhdiste -item.pyratite.name = Pyratiitti -item.metaglass.name = Metallilasi +item.blast-compound.name = Erikoisruuti +item.pyratite.name = Rikkikiisu +item.metaglass.name = Teräslasi item.scrap.name = Romu liquid.water.name = Vesi liquid.slag.name = Kuona liquid.oil.name = Öljy -liquid.cryofluid.name = Kryoneste +liquid.cryofluid.name = Kryölitku unit.dagger.name = Tikari unit.mace.name = Mace @@ -991,9 +991,9 @@ block.spawn.name = Vihollisten syntymispiste block.core-shard.name = Ydin: Siru block.core-foundation.name = Ydin: Pohjaus block.core-nucleus.name = Ydin: Tuma -block.deepwater.name = Syvä vesi -block.water.name = Vesi -block.tainted-water.name = Pilaantunut vesi +block.deepwater.name = Syvää vettä +block.water.name = Vettä +block.tainted-water.name = Saastevettä block.darksand-tainted-water.name = Dark Sand Tainted Water block.tar.name = Terva block.stone.name = Kivi @@ -1057,7 +1057,7 @@ block.titanium-conveyor.name = Titanium Conveyor block.plastanium-conveyor.name = Plastanium Conveyor block.armored-conveyor.name = Armored Conveyor 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 conveyor belts. -block.junction.name = Junction +block.junction.name = Junktio block.router.name = Reititin block.distributor.name = Distributor block.sorter.name = Lajittelija diff --git a/core/assets/bundles/bundle_fr.properties b/core/assets/bundles/bundle_fr.properties index 79de4a4865..08146a578b 100644 --- a/core/assets/bundles/bundle_fr.properties +++ b/core/assets/bundles/bundle_fr.properties @@ -1,29 +1,32 @@ -credits.text = Créé par [royal]Anuken[] - [sky]anukendev@gmail.com[]\n\n[gray] +credits.text = Créé par [royal]Anuken[] - [sky]anukendev@gmail.com[] credits = Crédits contributors = Traducteurs et contributeurs -discord = Rejoignez le Discord de Mindustry -link.discord.description = Le discord officiel de Mindustry! -link.reddit.description = Le subreddit de Mindustry +discord = Rejoignez le Discord de Mindustry ! +link.discord.description = Discord officiel de Mindustry +link.reddit.description = Subreddit de Mindustry link.github.description = Code source du jeu link.changelog.description = Liste des mises à jour -link.dev-builds.description = Versions instables du jeu -link.trello.description = Trello officiel pour les ajouts futurs -link.itch.io.description = Page itch.io avec lien de téléchargement pour PC -link.google-play.description = Google Play Store -link.f-droid.description = Catalogue F-Droid -link.wiki.description = Le wiki officiel de Mindustry -link.suggestions.description = Suggérer de nouvelles fonctionnalités -linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copiée dans votre presse-papier. -screenshot = Capture d'écran sauvegardée à {0} -screenshot.invalid = La carte est trop large, il n'y a potentiellement pas assez de mémoire pour la capture d'écran. -gameover = Game over -gameover.pvp = L'équipe [accent] {0}[] a gagné ! +link.dev-builds.description = Versions expérimentales du jeu +link.trello.description = Trello officiel pour les nouvelles fonctionalités planifiées +link.itch.io.description = Page itch.io avec les différentes versions du jeu. +link.google-play.description = Page Google Play du jeu +link.f-droid.description = Page F-Droid du jeu +link.wiki.description = Wiki officiel de Mindustry +link.suggestions.description = Suggérez de nouvelles fonctionallités +link.bug.description = Vous avez trouvé un bug? Reportez le ici +linkfail = L'ouverture du lien a échoué!\nL'URL a été copiée dans votre presse-papier. +screenshot = Capture d'écran sauvegardée dans {0} +screenshot.invalid = Carte trop grande, potentiellement pas assez de mémoire pour la capture d'écran. +gameover = Partie terminée +gameover.disconnect = Déconnecté +gameover.pvp = L'équipe[accent] {0}[] a gagnée! +gameover.waiting = [accent]Attente de la nouvelle carte... highscore = [accent]Nouveau meilleur score! copied = Copié. -indev.popup = [accent]v6[] is currently in [accent]alpha[].\n[lightgray]This means:[]\n[scarlet]- The campaign is completely unfinished[]\n- Content is missing\n - Most [scarlet]Unit AI[] does not work properly\n- Many units are unfinished\n- Everything you see is subject to change or removal.\n\nReport bugs or crashes on [accent]Github[]. -indev.notready = This part of the game isn't ready yet +indev.notready = Cette partie du jeu n'est pas encore prête +indev.campaign = [accent]Félicitations! Vous avez atteint la fin de la campagne![]\n\nC'est ici que le contenu actuel s'arrête. Le voyage interplanétaire sera ajouté dans de futures mises à jour. -load.sound = Sons +load.sound = Son load.map = Cartes load.image = Images load.content = Contenu @@ -31,38 +34,41 @@ load.system = Système load.mod = Mods load.scripts = Scripts -be.update = Une nouvelle version en développement est disponible: -be.update.confirm = Télécharger et Redémarrer le jeu maintenenant ? +be.update = Une nouvelle version expérimentale est disponible: +be.update.confirm = Télécharger et Redémarrer le jeu maintenenant? be.updating = Mise à jour en cours... be.ignore = Ignorer be.noupdates = Aucune mise à jour trouvée. -be.check = Vérifiez les mises à jour +be.check = Chercher des mises à jour -mod.featured.title = Explorateur de mods -mod.featured.dialog.title = Explorateur de Mods +mods.browser = Navigateur de Mods mods.browser.selected = Mod sélectionné -mods.browser.add = Installer le mod -mods.github.open = Ouvrir au Github +mods.browser.add = Installer +mods.browser.reinstall = Reinstaller +mods.github.open = Voir sur Github +mods.browser.sortdate = Classer par date +mods.browser.sortstars = Classer par étoiles schematic = Schéma -schematic.add = Sauvegarder le schéma... +schematic.add = Enregistrer le Schéma schematics = Schémas -schematic.replace = Un schéma avec ce nom existe déjà. Le remplacer? +schematic.replace = Un schéma avec ce nom existe déjà. Voulez-vous le remplacer? schematic.exists = Un schéma avec ce nom existe déjà. -schematic.import = Importer un schéma... +schematic.import = Importer un schéma schematic.exportfile = Exporter le fichier schematic.importfile = Importer un fichier schematic.browseworkshop = Consulter le Steam Workshop -schematic.copy = Copier au presse-papier -schematic.copy.import = Importer du presse-papier +schematic.copy = Copier dans le presse-papier +schematic.copy.import = Importer depuis presse-papier schematic.shareworkshop = Partager sur le Steam Workshop schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Retourner le schéma -schematic.saved = Schéma sauvegardé. +schematic.saved = Schéma enregistré. schematic.delete.confirm = Ce schéma sera supprimé définitivement. -schematic.rename = Renommer le schéma +schematic.rename = Renommer le Schéma schematic.info = {0}x{1}, {2} blocs -schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server. +schematic.disabled = [scarlet]Schémas désactivés![]\nVous n'êtes pas autorisés à utiliser des schémas sur cette [accent]carte[] ou dans ce [accent]serveur. +stats = Stats stat.wave = Vagues vaincues:[accent] {0} stat.enemiesDestroyed = Ennemis détruits:[accent] {0} stat.built = Bâtiments construits:[accent] {0} @@ -72,26 +78,27 @@ stat.delivered = Ressources transférées: stat.playtime = Temps de jeu:[accent] {0} stat.rank = Rang Final: [accent]{0} -globalitems = [accent]Global Items -map.delete = Êtes-vous certain(e) de vouloir supprimer la carte "[accent]{0}[]"? +globalitems = [accent]Ressources globales +map.delete = Êtes-vous sûr de vouloir supprimer cette carte ?"[accent]{0}[]"? level.highscore = Meilleur score: [accent]{0} level.select = Sélection du niveau level.mode = Mode de jeu: -coreattack = [scarlet]< Le noyau est attaquée! > +coreattack = [scarlet]< Le Noyau est attaqué! > nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente database = Base de données savegame = Sauvegarder la partie -loadgame = Charger la partie +loadgame = Charger une partie joingame = Rejoindre une partie -customgame = Partie customisée +customgame = Partie personnalisée newgame = Nouvelle partie -none = -minimap = Minimap +none = +none.found = [lightgray] +minimap = Mini-carte position = Position close = Fermer website = Site Web quit = Quitter -save.quit = Sauvegarder\net Quitter +save.quit = Sauvegarder & Quitter maps = Cartes maps.browse = Parcourir les cartes continue = Continuer @@ -104,24 +111,26 @@ uploadingcontent = Publication du contenu uploadingpreviewfile = Publication du fichier d'aperçu committingchanges = Validation des modifications done = Fait -feature.unsupported = Votre appareil ne supporte pas cette fonctionnalité. +feature.unsupported = Votre appareil ne prend pas en charge cette fonctionnalité. -mods.alphainfo = Gardez à l'esprit que les mods sont en alpha et[scarlet] peuvent être très buggés[].\nMerci de signaler les problèmes que vous rencontrez via le GitHub ou le Discord Mindustry. +mods.alphainfo = Gardez à l'esprit que les mods sont en alpha et[scarlet] qu'ils peuvent être très buggés[].\nMerci de signaler les problèmes que vous rencontrez via le GitHub de Mindustry. mods = Mods -mods.none = [lightgray]Aucun mod trouvé! +mods.none = [lightgray]Aucun Mod trouvé! mods.guide = Guide de Modding mods.report = Signaler un Bug -mods.openfolder = Ouvrir le dossier des mods -mods.reload = Rafraichir -mods.reloadexit = The game will now exit, to reload mods. +mods.openfolder = Ouvrir le Dossier +mods.viewcontent = Voir le Contenu +mods.reload = Relancer +mods.reloadexit = Le jeu va se fermer pour relancer les mods. +mod.installed = [[Installé] mod.display = [gray]Mod:[orange] {0} mod.enabled = [lightgray]Activé mod.disabled = [scarlet]Désactivé mod.disable = Désactiver mod.content = Contenu: mod.delete.error = Impossible de supprimer le mod. Le fichier est probablement en cours d'utilisation. -mod.requiresversion = [scarlet]Version du jeu requise : [accent]{0} -mod.outdated = [scarlet]Not compatible with V6 (no minGameVersion: 105) +mod.requiresversion = [scarlet]Version minimale du jeu requise : [accent]{0} +mod.outdated = [scarlet]Non compatible avec la V6 (no minGameVersion: 105) mod.missingdependencies = [scarlet]Dépendances manquantes: {0} mod.erroredcontent = [scarlet]Erreurs de contenu mod.errors = Des erreurs se sont produites lors du chargement du contenu. @@ -129,34 +138,38 @@ mod.noerrorplay = [scarlet]Vous avez des mods avec des erreurs.[] Désactivez le mod.nowdisabled = [scarlet]Le mod '{0}' a des dépendances manquantes:[accent] {1}\n[lightgray]Ces mods doivent d'abord être téléchargés.\nCe mod sera automatiquement désactivé. mod.enable = Activer mod.requiresrestart = Le jeu va maintenant se fermer pour appliquer les modifications du mod. -mod.reloadrequired = [scarlet]Rechargement requis +mod.reloadrequired = [scarlet]Redémarrage requis mod.import = Importer un mod mod.import.file = Importer un fichier -mod.import.github = Importer un mod GitHub -mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source! +mod.import.github = Importer un mod depuis GitHub +mod.jarwarn = [scarlet]Les mods JAR sont par nature peu sûrs.[]\nFaites en sorte d'importer ce mod depuis une source digne de confiance. mod.item.remove = Cet objet fait partie du mod[accent] '{0}'[]. Pour le supprimer, désinstallez le mod en question. mod.remove.confirm = Ce mod sera supprimé. mod.author = [lightgray]Auteur:[] {0} -mod.missing = Cette sauvegarde contient des mods que vous avez récemment mis à jour ou que vous avez désinstallés. Votre sauvegarde risque d'être corrompue. Êtes-vous sûr(e) de vouloir l'importer?\n[lightgray]Mods:\n{0} +mod.missing = Cette sauvegarde contient des mods que vous avez récemment mis à jour ou que vous avez désinstallés. Votre sauvegarde risque d'être corrompue. Êtes-vous sûr de vouloir l'importer?\n[lightgray]Mods:\n{0} mod.preview.missing = Avant de publier ce mod dans le Steam Workshop, vous devez ajouter une image servant d'aperçu.\nPlacez une image nommée[accent] preview.png[] dans le dossier du mod et réessayez. -mod.folder.missing = Seuls les mods sous forme de dossiers peuvent être publiés sur le Steam Workshop.\nPour convertir n'importe quel mod en un dossier, dézippez-le tout simplement dans un dossier et supprimez l'ancien zip, puis redémarrez votre jeu ou rechargez vos mods. -mod.scripts.disable = Votre appareil ne supporte pas les mods avec des scripts. Vous devez désactiver ces mods pour jouer. +mod.folder.missing = Seuls les mods sous forme de dossiers peuvent être publiés sur le Steam Workshop.\nPour convertir n'importe quel mod en un dossier, décompressez-le tout simplement dans un dossier et supprimez l'ancien zip, puis redémarrez votre jeu ou rechargez vos mods. +mod.scripts.disable = Votre appareil ne prend pas an charge les mods avec des scripts. Vous devez désactiver ces mods pour pouvoir jouer. about.button = À propos name = Nom: -noname = Commencez par choisir un[accent] nom de joueur[]. -planetmap = Planet Map -launchcore = Launch Core +noname = Commencez par choisir un[accent] nom[]. +planetmap = Carte de la planète +launchcore = Lancer le Noyau filename = Nom du fichier: -unlocked = Nouveau bloc débloqué! +unlocked = Nouveau contenu débloqué! +available = Nouvelle recherche disponible! completed = [accent]Complété techtree = Arbre technologique +research.legacy = Des données de recherche de la [accent]5.0[] ont été trouvées.\nVoulez-vous [accent]charger ces données[] ou [accent]les ignorer[] et recommencer la recherche dans la nouvelle campagne? (recommandé) +research.load = Charger +research.discard = Ignorer research.list = [lightgray]Recherche: research = Rechercher -researched = [lightgray]{0} recherché(e). -research.progress = {0}% complete -players = {0} joueurs en ligne -players.single = {0} joueur en ligne +researched = [lightgray]{0} recherché. +research.progress = {0}% complété +players = {0} joueurs +players.single = {0} joueur players.search = Recherche players.notfound = [gray]Aucun joueur trouvé server.closing = [accent]Fermeture du serveur... @@ -168,113 +181,123 @@ server.kicked.clientOutdated = Client obsolète! Mettez votre jeu à jour! server.kicked.serverOutdated = Serveur obsolète! Demandez à l'hôte de le mettre à jour! server.kicked.banned = Vous avez été banni de ce serveur. server.kicked.typeMismatch = Ce serveur n'est pas compatible avec votre version du jeu. -server.kicked.playerLimit = Ce serveur est plein. Veuillez attendre qu'une place se libère. -server.kicked.recentKick = Vous avez été expulsé récemment.\nAttendez avant de vous connecter à nouveau. +server.kicked.playerLimit = Ce serveur est complet. Attendez qu'une place se libère. +server.kicked.recentKick = Vous avez été expulsé récemment.\nAttendez avant de vous reconnecter. server.kicked.nameInUse = Il y a déjà quelqu'un avec\nce nom sur ce serveur. server.kicked.nameEmpty = Votre nom est invalide. -server.kicked.idInUse = Vous êtes déjà sur ce serveur! Se connecter avec deux comptes n'est pas permis. +server.kicked.idInUse = Vous êtes déjà sur ce serveur! Se connecter avec deux comptes n'est pas permis! server.kicked.customClient = Ce serveur ne supporte pas les versions personnalisées (Custom builds). Téléchargez une version officielle. -server.kicked.gameover = Game over! +server.kicked.gameover = Partie terminée! server.kicked.serverRestarting = Le serveur est en train de redémarrer. server.versions = Votre version:[accent] {0}[]\nVersion du serveur:[accent] {1}[] -host.info = Le bouton [accent]Héberger[] héberge un serveur sur le port [scarlet]6567[]. \nN'importe qui sur le même [lightgray]wifi ou réseau local []devrait voir votre serveur sur sa liste de serveurs.\n\nSi vous voulez que les gens puissent s'y connecter de partout à l'aide de votre IP, [accent]le transfert de port (port forwarding)[] est requis.\n\n[lightgray]Note: Si quelqu'un a des problèmes de connexion à votre partie LAN, vérifiez que vous avez autorisé l'accès à Mindustry sur votre réseau local dans les paramètres de votre pare-feu. -join.info = Ici, vous pouvez entrer [accent]l'adresse IP d'un serveur []pour s'y connecter, ou découvrir un serveur en [accent]réseau local[].\nLe multijoueur en LAN ainsi qu'en WAN est supporté.\n\n[lightgray]Note: Il n'y a pas de liste de serveurs globaux automatiques; Si vous voulez vous connecter à quelqu'un par IP, il faudra d'abord demander à l'hébergeur leur IP. -hostserver = Héberger une partie +host.info = Le bouton [accent]héberger[] héberge un serveur sur le port [scarlet]6567[].\nN'importe qui sur le même [lightgray]réseau wifi ou local[] devrait pouvoir voir votre serveur dans sa liste de serveurs.\n\nSi vous voulez que les gens puissent se connecter de n'importe où grâce à l'IP, [accent]une ouverture des ports[] est requise.\n\n[lightgray]Note: Si quelqu'un éprouve des difficultés à se connecter à votre partie LAN, assurez-vous que vous avez autorisé Mindustry à accéder à votre réseau local dans les paramètres de votre pare-feu. +join.info = Ici, vous pouvez entrer l'[accent]IP d'un serveur[] pour vous y connecter, ou découvrir les serveurs sur votre [accent]réseau local[] ou les serveurs [accent]globaux[].\nLes parties multijoueur LAN et WAN sont toutes deux supportées.\n\n[lightgray]Note: Si vous voulez vous connecter à un serveur par IP, vous devrez demander l'IP à l'hébergeur. Celle-ci peut-être trouvée en recherchant "Mon IP" sur un moteur de recherche depuis son appareil. +hostserver = Héberger une partie multijoueur invitefriends = Inviter des Amis hostserver.mobile = Héberger\nune partie host = Héberger -hosting = [accent]Préparation du serveur... +hosting = [accent]Ouverture du serveur... hosts.refresh = Actualiser hosts.discovering = Recherche de jeux en LAN hosts.discovering.any = Recherche de parties server.refreshing = Actualisation du serveur -hosts.none = [lightgray]Aucun jeu en LAN trouvé! +hosts.none = [lightgray]Aucune partie en LAN trouvée! host.invalid = [scarlet]Impossible de se connecter à l'hôte. servers.local = Serveurs locaux servers.remote = Serveurs distants -servers.global = Serveurs officiels +servers.global = Serveurs communautaires + +servers.disclaimer = Les serveurs communautaires ne sont [accent]pas[] gérés, ni controllés par le développeur.\n\nCes serveurs peuvent contenir du contenu qui ne convient pas à tout les âges. +servers.showhidden = Montrer les serveurs cachés +server.shown = Visible +server.hidden = Caché trace = Suivre le joueur trace.playername = Nom du joueur : [accent]{0} trace.ip = IP: [accent]{0} -trace.id = ID Unique : [accent]{0} -trace.mobile = Client mobile: [accent]{0} +trace.id = ID Unique: [accent]{0} +trace.mobile = Client Mobile: [accent]{0} trace.modclient = Client personnalisé: [accent]{0} invalidid = ID du client invalide! Veuillez soumettre un rapport d'erreur. -server.bans = Joueurs Bannis +server.bans = Bans server.bans.none = Aucun joueur banni trouvé! -server.admins = Administrateurs +server.admins = Admins server.admins.none = Aucun administrateur trouvé! server.add = Ajouter un serveur -server.delete = Êtes-vous sûr de vouloir supprimer ce serveur ? +server.delete = Êtes-vous sûr de vouloir supprimer ce serveur? server.edit = Modifier le serveur -server.outdated = [crimson]Serveur obsolète![] -server.outdated.client = [crimson]Client obsolète![] -server.version = [lightgray]Version: {0} {1} +server.outdated = [scarlet]Serveur obsolète![] +server.outdated.client = [scarlet]Client obsolète![] +server.version = [gray]Version: {0} {1} server.custombuild = [accent]Version personnalisée -confirmban = Souhaitez-vous vraiment bannir ce joueur? -confirmkick = Souhaitez-vous vraiment expulser ce joueur? -confirmvotekick = Voulez-vous vraiment voter l'expulsion de ce joueur? -confirmunban = Souhaitez-vous vraiment réintégrer ce joueur ? -confirmadmin = Souhaitez-vous vraiment rendre ce joueur administrateur? -confirmunadmin = Souhaitez-vous vraiment enlever le statut d'administrateur à ce joueur? +confirmban = Êtes-vous sûr de vouloir bannir "{0}[white]"? +confirmkick = Êtes-vous sûr de vouloir expulser "{0}[white]"? +confirmvotekick = Êtes-vous sûr de vouloir voter "{0}[white]"? +confirmunban = Êtes-vous sûr de vouloir annuler le ban de ce joueur? +confirmadmin = Êtes-vous sûr de vouloir faire de "{0}[white]" un administrateur? +confirmunadmin = Êtes-vous sûr de vouloir supprimer le statut d'administrateur de "{0}[white]"? joingame.title = Rejoindre une partie joingame.ip = IP: disconnect = Déconnecté. -disconnect.error = Erreur de connexion. -disconnect.closed = Connexion fermée. +disconnect.error = Un problème est survenu lors de la connection. +disconnect.closed = Connection fermée. disconnect.timeout = Délai de connexion expiré. disconnect.data = Les données du monde n'ont pas pu être chargées! cantconnect = Impossible de rejoindre ([accent]{0}[]). connecting = [accent]Connexion... -connecting.data = [accent]Chargement de la partie... +reconnecting = [accent]Reconnexion... +connecting.data = [accent]Chargement des données du monde... server.port = Port: server.addressinuse = Adresse déjà utilisée! server.invalidport = Numéro de port invalide! -server.error = [crimson]Erreur d'hébergement: [accent]{0} +server.error = [scarlet]Erreur lors de l'hébergement du serveur. save.new = Nouvelle sauvegarde -save.overwrite = Êtes-vous sûr de vouloir\n écraser cette sauvegarde ? +save.overwrite = Êtes-vous sûr de vouloir\nécraser cette sauvegarde ? overwrite = Écraser -save.none = Aucune sauvegarde trouvée ! +save.none = Aucune sauvegarde trouvée! savefail = Échec de la sauvegarde! -save.delete.confirm = Êtes-vous sûr(e) de vouloir supprimer cette sauvegarde? +save.delete.confirm = Êtes-vous sûr de vouloir supprimer cette sauvegarde? save.delete = Supprimer -save.export = Exporter une\nsauvegarde +save.export = Exporter une sauvegarde save.import.invalid = [accent]Cette sauvegarde est invalide! -save.import.fail = [crimson]Échec d'importation: [accent]{0} -save.export.fail = [crimson]Échec d'exportation: [accent]{0} +save.import.fail = [crimson]L'importation de la sauvegarde\na échouée: [accent]{0} +save.export.fail = [crimson]L'exportation de la sauvegarde\na échouée: [accent]{0} save.import = Importer une sauvegarde save.newslot = Nom de la sauvegarde: save.rename = Renommer save.rename.text = Nouveau nom: -selectslot = Choisissez une sauvegarde. +selectslot = Sélectionnez une sauvegarde. slot = [accent]Emplacement {0} editmessage = Modifier le Message -save.corrupted = [accent]Sauvegarde corrompue ou invalide!\nSi vous venez de mettre à jour votre jeu, c'est probablement dû à un changement du format de sauvegarde et [scarlet]pas[] à un bug. +save.corrupted = Fichier de sauvegarde corrompu ou invalide! empty = on = Activé off = Désactivé save.autosave = Sauvegarde automatique: {0} save.map = Carte: {0} save.wave = Vague {0} -save.mode = Mode de jeu: {0} +save.mode = Mode de jeu : {0} save.date = Dernière sauvegarde: {0} save.playtime = Temps de jeu: {0} warning = Avertissement. confirm = Confirmer delete = Supprimer view.workshop = Voir dans le Steam Workshop -workshop.listing = Éditer le listing du Steam Workshop +workshop.listing = Éditer la liste du Steam Workshop ok = OK open = Ouvrir -customize = Personnaliser les règles +customize = Personnaliser cancel = Annuler openlink = Ouvrir le lien copylink = Copier le lien back = Retour +max = Max +crash.export = Exporter les rapports de bugs +crash.none = Aucun rapport de bug trouvé. +crash.exported = Rapports de bugs exportés. data.export = Exporter les données -data.import = Importer les données +data.import = Importer des données data.openfolder = Ouvrir le dossier de données data.exported = Données exportées. data.invalid = Ce ne sont pas des données de jeu valides. @@ -284,11 +307,13 @@ quit.confirm.tutorial = Êtes-vous sur de ce que vous faites?\nLe tutoriel peut loading = [accent]Chargement... reloading = [accent]Rechargement des Mods... saving = [accent]Sauvegarde... -respawn = [accent][[{0}][] pour réapparaitre dans le noyau +respawn = [accent][[{0}][] pour réapparaître dans le Noyau cancelbuilding = [accent][[{0}][] pour effacer le plan -selectschematic = [accent][[{0}][] pour sélectionner et copier +selectschematic = [accent][[{0}][] pour sélectionner+copier pausebuilding = [accent][[{0}][] pour mettre la construction en pause resumebuilding = [scarlet][[{0}][] pour reprendre la construction +enablebuilding = [scarlet][[{0}][] pour activer la construction +showui = Interface cachée.\nPressez [accent][[{0}][] pour montrer l'interface. wave = [accent]Vague {0} wave.cap = [accent]Vague {0}/{1} wave.waiting = [lightgray]Vague dans {0} @@ -296,38 +321,40 @@ wave.waveInProgress = [lightgray]Vague en cours waiting = [lightgray]En attente... waiting.players = En attente de joueurs... wave.enemies = [lightgray]{0} Ennemis restants +wave.enemycores = [accent]{0}[lightgray] Noyaux ennemis +wave.enemycore = [accent]{0}[lightgray] Noyau ennemi wave.enemy = [lightgray]{0} Ennemi restant -wave.guardianwarn = Gardien à l'approche dans [accent]{0}[] vagues. -wave.guardianwarn.one = Gardien à l'approche dans [accent]{0}[] vague. +wave.guardianwarn = Arrivée du Gardien dans [accent]{0}[] vagues. +wave.guardianwarn.one = Arrivée du Gardien dans [accent]{0}[] vague. loadimage = Charger l'image saveimage = Sauvegarder l'image unknown = Inconnu custom = Personnalisé -builtin = Intégré -map.delete.confirm = Voulez-vous vraiment supprimer cette carte? Il n'y aura plus de retour en arrière! +builtin = Pré-fait +map.delete.confirm = Voulez-vous vraiment supprimer cette carte? Il n'y aura pas de retour en arrière! map.random = [accent]Carte aléatoire -map.nospawn = Cette carte n'a pas de base pour qu'un joueur puisse y apparaître! Ajoutez une base[accent] orange[] sur cette carte dans l'éditeur. -map.nospawn.pvp = Cette carte n'a pas de base ennemie pour qu'un joueur ennemi puisse y apparaître! Ajoutez au moins une base [scarlet] non-orange[] dans l'éditeur. -map.nospawn.attack = Cette carte n'a aucune base ennemie à attaquer! Veuillez ajouter une base[scarlet] rouge[] sur cette carte dans l'éditeur. +map.nospawn = Cette carte ne possède pas de base pour que le joueur puisse apparaître! Ajouter un [accent]Noyau orange[] sur cette carte dans l'éditeur. +map.nospawn.pvp = Cette carte n'a pas de base ennemie pour qu'un joueur ennemi puisse y apparaître! Ajoutez au moins un Noyau[scarlet] non-orange[] dans l'éditeur. +map.nospawn.attack = Cette carte n'a aucune base ennemie à attaquer! Veuillez ajouter un Noyau[scarlet] rouge[] sur cette carte dans l'éditeur. map.invalid = Erreur lors du chargement de la carte: carte corrompue ou invalide. workshop.update = Mettre à jour workshop.error = Erreur lors de la récupération des détails du Steam Workshop: {0} -map.publish.confirm = Êtes-vous sûr(e) de vouloir publier cette carte?\n\n[lightgray]Assurez-vous d’accepter d’abord les CGU du Steam Workshop, sinon vos cartes ne seront pas affichées! +map.publish.confirm = Êtes-vous sûr de vouloir publier cette carte?\n\n[lightgray]Assurez-vous d’accepter d’abord les CGU du Steam Workshop, sinon vos cartes ne seront pas affichées! workshop.menu = Sélectionnez ce que vous souhaitez faire avec cet élément. workshop.info = Infos sur l'élément changelog = Journal des changements (optionnel): eula = CGU de Steam -missing = Cet élément a été supprimé ou déplacé.\n[lightgray]Le listing du Steam Workshop a maintenant été automatiquement dissocié. +missing = Cet élément a été supprimé ou déplacé.\n[lightgray]La liste du Steam Workshop a maintenant été automatiquement dissociée. publishing = [accent]Publication... -publish.confirm = Êtes-vous sûr de vouloir publier ceci ?\n\n[lightgray]Assurez-vous d'être d'abord d'accord avec les CGU du workshop, sinon vos éléments n'apparaîtront pas ! +publish.confirm = Êtes-vous sûr de vouloir publier ceci ?\n\n[lightgray]Assurez-vous d'avoir accepté les CGU du workshop, sinon vos éléments n'apparaîtront pas! publish.error = Erreur de publication de l'élément: {0} -steam.error = Échec d'initialisation des services Steam.\nError: {0} +steam.error = Échec d'initialisation des services Steam.\nErreur: {0} editor.brush = Pinceau editor.openin = Ouvrir dans l'éditeur editor.oregen = Génération de minerais editor.oregen.info = Génération de minerais: -editor.mapinfo = Infos Carte +editor.mapinfo = Infos de la Carte editor.author = Auteur: editor.description = Description: editor.nodescription = Une carte doit avoir une description d'au moins 4 caractères pour pouvoir être publiée. @@ -341,7 +368,6 @@ editor.center = Centrer workshop = Steam Workshop waves.title = Vagues waves.remove = Supprimer -waves.never = waves.every = tous les waves.waves = vague(s) waves.perspawn = par apparition @@ -356,48 +382,49 @@ waves.invalid = Vagues invalides dans le presse-papiers. waves.copied = Vagues copiées waves.none = Aucun ennemi défini.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut. -wavemode.counts = counts -wavemode.totals = totals -wavemode.health = health +#these are intentionally in lower case +wavemode.counts = compte +wavemode.totals = totaux +wavemode.health = vie editor.default = [lightgray] details = Détails... edit = Modifier... editor.name = Nom: -editor.spawn = Créer l'unité +editor.spawn = Ajouter une unité editor.removeunit = Retirer l'unité -editor.teams = Équipe +editor.teams = Équipes editor.errorload = Erreur lors du chargement du fichier:\n[accent]{0} editor.errorsave = Erreur lors de la sauvegarde du fichier:\n[accent]{0} editor.errorimage = Ceci est une image, et non une carte.\n\nSi vous voulez importer une carte provenant de la version 3.5 (build 40), utilisez le bouton 'importer une carte obsolète (image)' dans l'éditeur. -editor.errorlegacy = Cette carte est trop ancienne, et utilise un format de carte qui n'est plus supporté. +editor.errorlegacy = Cette carte est trop ancienne et utilise un format de carte qui n'est plus pris en charge. editor.errornot = Ceci n'est pas un fichier de carte. -editor.errorheader = Le fichier de carte est invalide ou corrompu. +editor.errorheader = Ce fichier de carte est invalide ou corrompu. editor.errorname = La carte n'a pas de nom. Essayez-vous de charger une sauvegarde? editor.update = Mettre à jour -editor.randomize = Rendre aléatoire +editor.randomize = Randomiser editor.apply = Appliquer editor.generate = Générer editor.resize = Redimensionner editor.loadmap = Charger la carte editor.savemap = Sauvegarder la carte editor.saved = Sauvegardé! -editor.save.noname = Votre carte n'a pas de nom! Ajoutez un nom dans le menu 'info de la carte'. -editor.save.overwrite = Votre carte écrase une carte du jeu de base! Choisissez un nom différent dans le menu 'info de la carte' . -editor.import.exists = [scarlet]Importation impossible :[] '{0}' est le nom d'une carte du jeu de base! -editor.import = Importation... +editor.save.noname = Votre carte n'a pas de nom! Ajoutez un nom dans le menu 'Infos de la Carte' +editor.save.overwrite = Votre carte écrase une carte de base du jeu! Choisissez un nom différent dans le menu 'Infos de la Carte'. +editor.import.exists = [scarlet]Importation impossible :[] '{0}' est le nom d'une carte de base du jeu! +editor.import = Importer editor.importmap = Importer une carte -editor.importmap.description = Importer une carte existante +editor.importmap.description = Importer une carte déjà existante editor.importfile = Importer un fichier editor.importfile.description = Importer une carte externe -editor.importimage = Importer une carte obsolète +editor.importimage = Importer une carte (image) editor.importimage.description = Importer une carte externe (image) -editor.export = Exporter... +editor.export = Exporter editor.exportfile = Exporter un fichier editor.exportfile.description = Exporter un fichier de carte editor.exportimage = Exporter l'image du terrain -editor.exportimage.description = Exporter une image de la carte -editor.loadimage = Importer le terrain +editor.exportimage.description = Exporter une image de la carte avec du terrain seulement +editor.loadimage = Importer un terrain editor.saveimage = Exporter le terrain editor.unsaved = [scarlet]Vous n'avez pas sauvegardé vos modifications![] Voulez-vous vraiment quitter ? editor.resizemap = Redimensionner\nla carte @@ -408,15 +435,15 @@ editor.exists = Une carte avec ce nom existe déjà. editor.selectmap = Sélectionnez une carte: toolmode.replace = Remplacer -toolmode.replace.description = Dessiner seulement sur les blocs solides. +toolmode.replace.description = Dessine seulement sur les blocs solides. toolmode.replaceall = Tout Remplacer toolmode.replaceall.description = Remplace tous les blocs de la carte. toolmode.orthogonal = Orthogonal toolmode.orthogonal.description = Dessine seulement des lignes orthogonales. toolmode.square = Carré toolmode.square.description = Pinceau carré. -toolmode.eraseores = Effacer les minéraux -toolmode.eraseores.description = Efface seulement les minéraux. +toolmode.eraseores = Effacer les minerais +toolmode.eraseores.description = Efface seulement les minerais. toolmode.fillteams = Remplir les équipes toolmode.fillteams.description = Remplit les équipes au lieu des blocs. toolmode.drawteams = Dessiner les équipes @@ -425,39 +452,39 @@ toolmode.drawteams.description = Dessine les équipes au lieu de blocs. filters.empty = [lightgray]Aucun filtre! Ajoutez-en un avec les boutons ci-dessous. filter.distort = Déformation filter.noise = Bruit -filter.enemyspawn = Zone d'apparition enemi -filter.spawnpath = Path To Spawn -filter.corespawn = Zone d'apparition du noyau +filter.enemyspawn = Zone d'apparition enemie +filter.spawnpath = Chemin vers la zone d'apparition +filter.corespawn = Zone d'apparition du Noyau filter.median = Médian filter.oremedian = Minerai Médian filter.blend = Fusion -filter.defaultores = Minerai par défaut +filter.defaultores = Minerais par défaut filter.ore = Minerai -filter.rivernoise = Bruit des rivières +filter.rivernoise = Bruit de rivière filter.mirror = Miroir filter.clear = Effacer filter.option.ignore = Ignorer filter.scatter = Disperser filter.terrain = Terrain -filter.option.scale = Gamme +filter.option.scale = Échelle filter.option.chance = Chance filter.option.mag = Magnitude filter.option.threshold = Seuil -filter.option.circle-scale = Gamme du cercle +filter.option.circle-scale = Échelle circulaire filter.option.octaves = Octaves -filter.option.falloff = Diminution +filter.option.falloff = Détachemment filter.option.angle = Angle filter.option.amount = Quantité filter.option.block = Bloc filter.option.floor = Sol -filter.option.flooronto = Sol en question +filter.option.flooronto = Sol ciblé filter.option.target = Cible filter.option.wall = Mur filter.option.ore = Minerai filter.option.floor2 = Sol secondaire filter.option.threshold2 = Seuil secondaire filter.option.radius = Rayon -filter.option.percentile = Centile +filter.option.percentile = Pourcentage width = Largeur: height = Hauteur: @@ -468,7 +495,9 @@ load = Charger save = Sauvegarder fps = FPS: {0} ping = Ping: {0}ms -language.restart = Veuillez redémarrer votre jeu pour que le changement de langue prenne effet. +memory = Mem: {0}mb +memory2 = Mem:\n {0}mb +\n {1}mb +language.restart = Veuillez redémarrez votre jeu pour que le changement de langage prenne effet. settings = Paramètres tutorial = Tutoriel tutorial.retake = Refaire le Tutoriel @@ -481,59 +510,80 @@ locked = Verrouillé complete = [lightgray]Compléter: requirement.wave = Vague {0} dans {1} requirement.core = Détruire le Noyau ennemi dans {0} -requirement.research = Research {0} -requirement.capture = Capture {0} -bestwave = [lightgray]Meilleur: {0} -launch.text = Launch -research.multiplayer = Only the host can research items. +requirement.research = Recherchez {0} +requirement.produce = Produisez {0} +requirement.capture = Capturez {0} +launch.text = Décoller +research.multiplayer = Seul l'hôte peut rechercher des objets. +map.multiplayer = Seul l'hôte peut voir les secteurs. uncover = Découvrir -configure = Modifier les ressources à emporter -loadout = Loadout -resources = Resources -bannedblocks = Blocs Bannis -addall = Ajouter TOUS +configure = Modifier le chargement + +loadout = Chargement +resources = Ressources +bannedblocks = Blocs bannis +addall = Ajouter TOUT +launch.from = Décollage depuis: [accent]{0} launch.destination = Destination: {0} -configure.invalid = Le montant doit être un nombre compris entre 0 et {0}. -zone.unlocked = [lightgray]{0} débloquée. -zone.requirement.complete = Exigences pour {0} complétées:[lightgray]\n{1} -zone.resources = [lightgray]Ressources détectées: -zone.objective = [lightgray]Objectif: [accent]{0} -zone.objective.survival = Survivre -zone.objective.attack = Détruire le noyau ennemi -add = Ajouter... -boss.health = Santé du Boss +configure.invalid = La quantité doit être un nombre compris entre 0 et {0}. +add = Ajouter +boss.health = Santé du Gardien -connectfail = [crimson]Échec de la connexion au serveur :\n\n[accent]{0} -error.unreachable = Serveur injoignable.\nL'adresse IP est-elle correcte? +connectfail = [scarlet]Échec de la connexion au serveur:\n\n[accent]{0} +error.unreachable = Serveur inaccessible.\nEst-ce que l'adresse est écrite correctement? error.invalidaddress = Adresse invalide. -error.timedout = Délai de connexion expiré!\nAssurez-vous que l'hôte a autorisé l'accès au port (port forwarding) et que l'adresse est correcte! -error.mismatch = Erreur de paquet:\nPossible différence de version entre le client et le serveur .\nVérifiez que vous et l'hôte avez la version de Mindustry la plus récente! -error.alreadyconnected = Déjà connecté(e). -error.mapnotfound = Carte introuvable! +error.timedout = Expiration du délai!\nAssurez-vous que l'ouverture des port est configurée chez l'hôte et que l'adresse est correcte! +error.mismatch = Erreur de paquet:\nPossible incompatibilité de version client/serveur.\nAssurez-vous que l'hôte et vous disposez de la dernière version de Mindustry! +error.alreadyconnected = Déjà connecté. +error.mapnotfound = Fichier de carte introuvable ! error.io = Erreur de Réseau (I/O) -error.any = Erreur réseau inconnue -error.bloom = Échec de l'initialisation du flou lumineux.\nVotre appareil peut ne pas le supporter. +error.any = Erreur de réseau inconnue. +error.bloom = Échec de l'initialisation du flou lumineux.\nIl se peut que votre appareil ne le prenne pas en charge. -weather.rain.name = Rain -weather.snow.name = Snow -weather.sandstorm.name = Sandstorm -weather.sporestorm.name = Sporestorm -weather.fog.name = Fog +weather.rain.name = Pluie +weather.snow.name = Neige +weather.sandstorm.name = Tempête de sable +weather.sporestorm.name = Tempête de spores +weather.fog.name = Brouillard -sectors.unexplored = [lightgray]Unexplored -sectors.resources = Resources: +sectors.unexplored = [lightgray]Inexploré +sectors.resources = Ressources: sectors.production = Production: -sectors.stored = Stored: -sectors.resume = Resume -sectors.launch = Launch -sectors.select = Select -sectors.nonelaunch = [lightgray]none (sun) -sectors.rename = Rename Sector -sector.missingresources = [scarlet]Insufficient Core Resources +sectors.export = Exporté: +sectors.time = Temps de jeu: +sectors.threat = Menace: +sectors.wave = Vague: +sectors.stored = Stocké: +sectors.resume = Reprendre +sectors.launch = Décoller +sectors.select = Sélectionner +sectors.nonelaunch = [lightgray]Vide (soleil) +sectors.rename = Renommer le secteur +sectors.enemybase = [scarlet]Base ennemie +sectors.vulnerable = [scarlet]Vulnérable +sectors.underattack = [scarlet]Attaque en cours! [accent]{0}% endommagé +sectors.survives = [accent]Survécu à {0} vagues +sectors.go = Aller +sector.curcapture = Secteur capturé +sector.curlost = Secteur perdu +sector.missingresources = [scarlet]Ressources du Noyau insuffisantes +sector.attacked = Secteur [accent]{0}[white] attaqué! +sector.lost = Secteur [accent]{0}[white] perdu! +#note: the missing space in the line below is intentional +sector.captured = Sector [accent]{0}[white]capturé! + +threat.low = Faible +threat.medium = Normale +threat.high = Grande +threat.extreme = Extrême +threat.eradication = Éradication + +planets = Planètes planet.serpulo.name = Serpulo -planet.sun.name = Sun +planet.sun.name = Soleil +sector.impact0078.name = Impact 0078 sector.groundZero.name = Ground Zero sector.craters.name = The Craters sector.frozenForest.name = Frozen Forest @@ -545,20 +595,29 @@ sector.overgrowth.name = Overgrowth sector.tarFields.name = Tar Fields sector.saltFlats.name = Salt Flats sector.fungalPass.name = Fungal Pass +sector.biomassFacility.name = Biomass Synthesis Facility +sector.windsweptIslands.name = Windswept Islands +sector.extractionOutpost.name = Extraction Outpost +sector.planetaryTerminal.name = Planetary Launch Terminal -sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. -sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. -sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills. -sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology. -sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units. -sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Titan units. Destroy it. Reclaim that which was lost. -sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible. -sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks. -sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers. -sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores. +sector.groundZero.description = Un endroit optimal pour commencer. Avec une menace ennemie faible et le peu de ressources disponibles, rassemblez autant de cuivre et de plomb que possible pour continuer votre exploration. +sector.frozenForest.description = Même ici, près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir indéfiniment.\n\nCommencez votre production d'énergie en construisant des générateurs à combustion et apprennez à utiliser les bâtiments de soin. +sector.saltFlats.description = À la périphérie du désert se trouvent les déserts de sel. Peu de ressources s'y trouvent.\n\nLà-bas, l'ennemi a construit un complexe de stockage de ressource. Détruisez leur Noyau et ne laissez rien debout. +sector.craters.description = Ce cratère est une relique d'anciennes guerres. De l'eau s'est accumulée au fond. Prenez le contrôle de la zone.\nCollectez du Sable et faites fondre du Verre trempé. Pompez de l'eau pour refroidir vos tourelles et vos foreuses. +sector.ruinousShores.description = Au-delà des déchets, se trouve le littoral. Autrefois, cet endroit abritait un réseau de défense côtière, mais il n’en reste pas grand-chose. Seules quelques structures de défense basiques sont restées intactes, tout le reste a été réduit en ferraille.\nContinuez votre exploration en redécouvrant la technologie. +sector.stainedMountains.description = Plus loin, à l’intérieur des terres, se trouvent des montagnes qui n'ont pas touchées par les spores.\nExploitez le Titane présent en abondance dans cette zone et apprenez comment l'utiliser.\n\nLa présence ennemie est bien plus grande ici. Ne leur donnez pas le temps d’envoyer leurs unités les plus fortes. +sector.overgrowth.description = Étant plus proche de la source des spores, cette zone a été complètement envahie.\nL'ennemi y a établi un avant-poste. Formez des Titans et détruisez-le. +sector.tarFields.description = La périphérie d’une zone de production de pétrole, situé entre les montagnes et le désert. L’une des rares avec des réserves de goudron utilisables.\nBien qu’abandonnée, quelques forces ennemies dangereuses se trouvent à proximité. Ne les sous-estimez pas!\n\n[lightgray]Recherchez la technologie de traitement de pétrole si possible. +sector.desolateRift.description = Une zone extrêmement dangereuse. Des ressources abondantes, mais peu d’espace. Un risque élevé de destruction donc partez dès que possible! Ne vous laissez surtout pas berner par le long temps d'attente entre les vagues ennemies. Vous risquerez de le regretter. +sector.nuclearComplex.description = Une ancienne installation de production et de traitement de thorium, réduite en ruines.\n[lightgray]Faites des recherches sur ce minerai et ses nombreuses utilisations.\n\nL’ennemi est présent ici en grand nombre, recherchant constamment des attaquants. +sector.fungalPass.description = Une zone de transition entre les hautes montagnes et les terres plus basses, infestées de spores. Une petite base de reconnaissance ennemie se trouve ici.\nDétruisez les 2 Noyaux ennemis en utilisant des Poingnards et des Rampeurs. +sector.biomassFacility.description = L’origine des spores. Il s’agit de l’installation dans laquelle elles ont été étudiées et initialement produites.\nRecherchez la technologie présente sur les lieux et cultivez des spores pour la production de carburant et de plastique.\n\n[lightgray]Lors de la destruction de cette installation, les spores ont été libérées. Rien dans l’écosystème local ne pouvait concurrencer un organisme aussi envahissant. +sector.windsweptIslands.description = Au delà du rivage se trouve cette chaîne d’îles reculées. Les registres montrent qu’il y avait autrefois des usines de [accent]Plastanium[].\n\nDéfendez-vous contre les unités navales ennemies, établissez-y une base et faites des recherches sur ces usines. +sector.extractionOutpost.description = Un avant-poste éloigné, construit par l’ennemi dans le but de transférer des ressources vers d’autres secteurs.\n\nCette technologie de transport inter-secteur est essentielle pour de nouvelles conquêtes. Détruisez la base et recherchez leurs Rampes de lancement. +sector.impact0078.description = Ici reposent les vestiges d'un vaisseau de transport interstellaire, premier à être rentré dans ce système.\n\nRécuperez et recherchez autant de technologies que possible dans cette épave. +sector.planetaryTerminal.description = La cible finale.\n\nCette base côtière contient une structure capable de lancer des Noyaux sur les planètes voisines. Elle est extrêmement bien gardée.\n\nProduisez des unités navales, éliminez l’ennemi le plus rapidement possible et recherchez la structure de lancement. -settings.language = Langue +settings.language = Language settings.data = Données du Jeu settings.reset = Valeurs par Défaut settings.rebind = Réattribuer @@ -568,34 +627,34 @@ settings.game = Jeu settings.sound = Son settings.graphics = Graphismes settings.cleardata = Effacer les données du jeu... -settings.clear.confirm = Êtes-vous sûr d'effacer ces données ?\nAucun retour en arrière n'est possible! -settings.clearall.confirm = [scarlet]ATTENTION![]\nCette action effacera toutes les données, y compris les sauvegardes, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'OK' le jeu effacera TOUTES les données et se fermera. -settings.clearsaves.confirm = Are you sure you want to clear all your saves? -settings.clearsaves = Clear Saves -settings.clearresearch = Clear Research -settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research? -settings.clearcampaignsaves = Clear Campaign Saves -settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves? +settings.clear.confirm = Êtes-vous sûr de vouloir effacer ces données?\nAucun retour en arrière n'est possible! +settings.clearall.confirm = [scarlet]ATTENTION![]\nCette action effacera toutes les données, y compris les sauvegardes, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'OK', le jeu effacera TOUTES les données et se fermera. +settings.clearsaves.confirm = Êtes-vous sûr de vouloir supprimer toutes vos sauvegardes? +settings.clearsaves = Supprimer les Sauvegardes +settings.clearresearch = Supprimer la Recherche +settings.clearresearch.confirm = Êtes-vous sûr de vouloir supprimer toutes les recherches de la campagne? +settings.clearcampaignsaves = Supprimer la Campagne +settings.clearcampaignsaves.confirm = Êtes-vous sûr de vouloir supprimer toutes les sauvegardes de la campagne? paused = [accent]< Pause > clear = Effacer -banned = [scarlet]Bannis -unplaceable.sectorcaptured = [scarlet]Nécessite la capture du secteur +banned = [scarlet]Banni yes = Oui no = Non info.title = Info -error.title = [crimson]Une erreur s'est produite +error.title = [scarlet]Une erreur s'est produite error.crashtitle = Une erreur s'est produite -unit.nobuild = [scarlet]Cette unité ne peut construire -lastaccessed = [lightgray]Last Accessed: {0} +unit.nobuild = [scarlet]Cette unité ne peut pas construire +lastaccessed = [lightgray]Dernier accès: {0} block.unknown = [lightgray]??? -stat.input = Entrée -stat.output = Sortie -stat.booster = Booster -stat.tiles = Pré-requis +stat.description = Description +stat.input = Ressource(s) requise(s) +stat.output = Ressource(s) produite(s) +stat.booster = Boosteur +stat.tiles = Sol requis stat.affinities = Affinités stat.powercapacity = Capacité d'énergie -stat.powershot = Énergie/Tir +stat.powershot = Unités d'énergie/Tir stat.damage = Dégâts stat.targetsair = Cibles Aériennes stat.targetsground = Cibles Terrestres @@ -603,139 +662,154 @@ stat.itemsmoved = Vitesse de Déplacement stat.launchtime = Temps entre chaque lancement stat.shootrange = Portée de tir stat.size = Taille -stat.displaysize = Display Size +stat.displaysize = Résolution stat.liquidcapacity = Capacité liquide stat.powerrange = Portée électrique -stat.linkrange = Link Range +stat.linkrange = Portée des liens stat.instructions = Instructions stat.powerconnections = Nombre maximal de connections stat.poweruse = Énergie utilisée -stat.powerdamage = Dégâts d'énergie +stat.powerdamage = Unités d'énergie/Dégat stat.itemcapacity = Stockage -stat.memorycapacity = Memory Capacity -stat.basepowergeneration = Production d'énergie +stat.memorycapacity = Mémoire +stat.basepowergeneration = Production d'énergie de Base stat.productiontime = Durée de production -stat.repairtime = Durée de réparation complète du Bloc +stat.repairtime = Durée de la réparation complète d'un Bloc +stat.weapons = Armes +stat.bullet = Balles stat.speedincrease = Accélération stat.range = Portée stat.drilltier = Forable -stat.drillspeed = Vitesse de forage de base -stat.boosteffect = Effet du Boost -stat.maxunits = Unités actives max +stat.drillspeed = Vitesse de forage de Base +stat.boosteffect = Effet(s) du Boost +stat.maxunits = Max d'Unités Actives stat.health = Santé +stat.armor = Armure stat.buildtime = Durée de construction -stat.maxconsecutive = Max Consecutive +stat.maxconsecutive = Max Consécutif stat.buildcost = Coût de construction -stat.inaccuracy = Imprécision +stat.inaccuracy = Précision stat.shots = Tirs stat.reload = Tirs/Seconde stat.ammo = Munitions -stat.shieldhealth = Shield Health -stat.cooldowntime = Cooldown Time -stat.explosiveness = Explosiveness -stat.basedeflectchance = Base Deflect Chance -stat.lightningchance = Lightning Chance -stat.lightningdamage = Lightning Damage -stat.flammability = Flammability -stat.radioactivity = Radioactivity -stat.heatcapacity = HeatCapacity -stat.viscosity = Viscosity -stat.temperature = Temperature -stat.speed = Speed -stat.buildspeed = Build Speed -stat.minespeed = Mine Speed -stat.minetier = Mine Tier -stat.payloadcapacity = Payload Capacity -stat.commandlimit = Command Limit -stat.abilities = Abilities +stat.shieldhealth = Santé du bouclier +stat.cooldowntime = Temps de refroidissement +stat.explosiveness = Explosivité +stat.basedeflectchance = Chance de Détournement de Base +stat.lightningchance = Chance d'Éclairs +stat.lightningdamage = Dégats des Éclairs +stat.flammability = Inflammabilité +stat.radioactivity = Radioactivité +stat.charge = Charge +stat.heatcapacity = Capacité Thermique +stat.viscosity = Viscosité +stat.temperature = Température +stat.speed = Vitesse +stat.buildspeed = Vitesse de construction +stat.minespeed = Vitesse de minage +stat.minetier = Niveau de minage +stat.payloadcapacity = Capacité de chargement +stat.commandlimit = Limite de contrôle +stat.abilities = Abilités +stat.canboost = Boost +stat.flying = Unité volante +stat.ammouse = Utilisation de munitions -ability.forcefield = Force Field -ability.repairfield = Repair Field -ability.statusfield = Status Field -ability.unitspawn = {0} Factory -ability.shieldregenfield = Shield Regen Field +ability.forcefield = Champ de Force +ability.repairfield = Champ de Réparation +ability.statusfield = Champ d'Amélioration +ability.unitspawn = Usine de {0} +ability.shieldregenfield = Champ de regénération de bouclier +ability.movelightning = Déplacement éclair bar.drilltierreq = Meilleure Foreuse Requise -bar.noresources = Missing Resources -bar.corereq = Core Base Required +bar.noresources = Ressources manquantes +bar.corereq = Noyau de base requis bar.drillspeed = Vitesse de Forage: {0}/s bar.pumpspeed = Vitesse de Pompage: {0}/s bar.efficiency = Efficacité: {0}% +bar.boost = Boost: {0}% bar.powerbalance = Énergie: {0}/s -bar.powerstored = En stock: {0}/{1} +bar.powerstored = Réserves d'Énergie: {0}/{1} bar.poweramount = Énergie: {0} bar.poweroutput = Énergie Produite: {0} bar.powerlines = Connections: {0}/{1} bar.items = Objets: {0} bar.capacity = Capacité: {0} bar.unitcap = {0} {1}/{2} -bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unit disabled] -bar.liquid = Liquide +bar.liquid = Liquides bar.heat = Chaleur bar.power = Énergie -bar.progress = Progression de la construction +bar.progress = Construction en cours bar.input = Entrée bar.output = Sortie -units.processorcontrol = [lightgray]Processor Controlled +units.processorcontrol = [lightgray]Contrôlé par un processeur bullet.damage = [stat]{0}[lightgray] dégâts bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs bullet.incendiary = [stat]incendiaire +bullet.sapping = [stat]vol de vie bullet.homing = [stat]autoguidé bullet.shock = [stat]choc électrique -bullet.frag = [stat]explosif +bullet.frag = [stat]fragmentation +bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments bullet.knockback = [stat]{0}[lightgray] recul -bullet.pierce = [stat]{0}[lightgray]x pierce -bullet.infinitepierce = [stat]pierce +bullet.pierce = [stat]{0}[lightgray]x perforant +bullet.infinitepierce = [stat]perforant +bullet.healpercent = [stat]{0}[lightgray]% soins bullet.freezing = [stat]gel bullet.tarred = [stat]goudronné bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions bullet.reload = [stat]{0}[lightgray]x vitesse de tir unit.blocks = blocs -unit.blockssquared = blocks² -unit.powersecond = énergie/seconde -unit.liquidsecond = unité de liquide/seconde +unit.blockssquared = blocs² +unit.powersecond = unités d'énergie/seconde +unit.liquidsecond = Unités de liquide/seconde unit.itemssecond = objets/seconde -unit.liquidunits = unité de liquide -unit.powerunits = unité d'énergie +unit.liquidunits = unités de liquide +unit.powerunits = unités d'énergie unit.degrees = degrés unit.seconds = secondes -unit.minutes = mins +unit.minutes = minutes unit.persecond = /sec unit.perminute = /min unit.timesspeed = x vitesse unit.percent = % -unit.shieldhealth = shield health +unit.shieldhealth = santé du bouclier unit.items = objets unit.thousands = k -unit.millions = M -unit.billions = b -category.general = Général +unit.millions = mil +unit.billions = Md +unit.pershot = /tirs +category.purpose = Description +category.general = Caractéristiques category.power = Énergie category.liquids = Liquides category.items = Objets category.crafting = Fabrication -category.function = Function -category.optional = Améliorations optionnelles -setting.landscape.name = Verrouiller en rotation paysage +category.function = Fonction +category.optional = Améliorations facultatives +setting.landscape.name = Verrouiller la rotation en mode paysage setting.shadows.name = Ombres -setting.blockreplace.name = Suggestions Automatiques de Blocs -setting.linear.name = Filtrage Linéaire +setting.blockreplace.name = Suggestion automatique des Blocs +setting.linear.name = Filtrage linéaire setting.hints.name = Astuces -setting.flow.name = Afficher le Débit des Ressources -setting.buildautopause.name = Confirmation avant la construction -setting.animatedwater.name = Eau animée +setting.logichints.name = Astuces pour les commandes des processeurs +setting.flow.name = Afficher le Débit des ressources +setting.backgroundpause.name = Pause en Arrière-plan +setting.buildautopause.name = Confirmation avant construction +setting.animatedwater.name = Surfaces Animées setting.animatedshields.name = Boucliers Animés setting.antialias.name = Anticrénelage[lightgray] (redémarrage du jeu nécessaire)[] -setting.playerindicators.name = Indicateurs des Joueurs -setting.indicators.name = Indicateurs des Ennemis +setting.playerindicators.name = Indicateurs alliés +setting.indicators.name = Indicateurs ennemis setting.autotarget.name = Visée automatique setting.keyboard.name = Contrôles Souris+Clavier setting.touchscreen.name = Commandes d'écran tactile -setting.fpscap.name = FPS Max -setting.fpscap.none = Aucun +setting.fpscap.name = Max FPS +setting.fpscap.none = Illimité setting.fpscap.text = {0} FPS setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécessaire)[] setting.swapdiagonal.name = Autoriser le placement en diagonale @@ -747,65 +821,66 @@ setting.difficulty.insane = Extrême setting.difficulty.name = Difficulté: setting.screenshake.name = Tremblement de l'Écran setting.effects.name = Afficher les Effets -setting.destroyedblocks.name = Afficher les Blocs Détruits +setting.destroyedblocks.name = Afficher les Blocs détruits setting.blockstatus.name = Afficher le Statut des Blocs -setting.conveyorpathfinding.name = Auto-placement Intelligent des Convoyeurs +setting.conveyorpathfinding.name = Placement intelligent des Convoyeurs setting.sensitivity.name = Sensibilité de la manette -setting.saveinterval.name = Intervalle des Sauvegardes Automatiques +setting.saveinterval.name = Intervalle des Sauvegardes automatiques setting.seconds = {0} secondes -setting.blockselecttimeout.name = Délai d'Attente de Sélection de Bloc setting.milliseconds = {0} millisecondes setting.fullscreen.name = Plein Écran -setting.borderlesswindow.name = Fenêtre sans bords (Borderless)[lightgray] (peut nécessiter le redémarrage du jeu) +setting.borderlesswindow.name = Fenêtre sans bords[lightgray] (peut nécessiter le redémarrage du jeu) setting.fps.name = Afficher FPS et Ping setting.smoothcamera.name = Lissage de la Caméra -setting.vsync.name = VSync -setting.pixelate.name = Pixeliser[lightgray] (désactive les animations) -setting.minimap.name = Afficher la Minimap -setting.coreitems.name = Display Core Items (WIP) +setting.vsync.name = Synchronisation Verticale +setting.pixelate.name = Pixeliser +setting.minimap.name = Afficher la Mini-carte +setting.coreitems.name = Afficher les objets du Noyau setting.position.name = Afficher la position du joueur -setting.musicvol.name = Volume Musique -setting.atmosphere.name = Son atmosphérique de la planète +setting.musicvol.name = Volume de la Musique +setting.atmosphere.name = Montrer l'Atmosphère de la planète setting.ambientvol.name = Volume Ambiant setting.mutemusic.name = Couper la Musique -setting.sfxvol.name = Volume des Effets Spéciaux -setting.mutesound.name = Couper le son des Effets Spéciaux -setting.crashreport.name = Envoyer des Rapports de Crash anonymes +setting.sfxvol.name = Volume des Sons et Effets +setting.mutesound.name = Couper les Sons et Effets +setting.crashreport.name = Envoyer des Rapports de crash anonymes setting.savecreate.name = Sauvegardes Automatiques -setting.publichost.name = Visibilité de la Partie Publique +setting.publichost.name = Visibilité de la Partie publique setting.playerlimit.name = Limite de Joueurs setting.chatopacity.name = Opacité du Chat -setting.lasersopacity.name = Opacité des Connections Laser +setting.lasersopacity.name = Opacité des Connections laser setting.bridgeopacity.name = Opacité des ponts setting.playerchat.name = Montrer les bulles de discussion des joueurs -public.confirm = Voulez-vous rendre votre partie publique?\n[accent]N'importe qui pourrait rejoindre vos parties.\n[lightgray]Ce paramètre peut être changé plus tard dans Paramètres->Jeu->Visibilité de la Partie Publique -public.beta = Notez que les versions bêta du jeu ne peuvent pas créer des salons publics. -uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement des paramètres d'avant et fermeture dans [accent] {0}[]... +setting.showweather.name = Montrer les Effets météos +public.confirm = Voulez-vous rendre votre partie publique?\n[accent]N'importe qui pourra rejoindre vos parties.\n[lightgray]Ce paramètre peut être changé plus tard dans Paramètres->Jeu->Visibilité de la Partie Publique +public.confirm.really = Si vous voulez jouer avec des amis, utilisez [green]Inviter un Ami[] Au lieu [scarlet]d'un Serveur Public[]!\nÊtes-vous sûrs de vouloir rendre votre partie [scarlet]publique[]? +public.beta = Notez que les versions bêta du jeu ne peuvent pas créer de salons publics. +uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement des anciens paramètres et fermeture du jeu dans [accent] {0}[] secondes... uiscale.cancel = Annuler & Quitter setting.bloom.name = Flou lumineux -keybind.title = Raccourcis Clavier -keybinds.mobile = [scarlet]La plupart des raccourcis clavier ne sont pas fonctionnels sur mobile. Seuls les mouvements basiques sont supportés. +keybind.title = Paramètres des Touches du Clavier +keybinds.mobile = [scarlet]La plupart des touches de clavier ne sont pas fonctionnelles sur mobile. Seuls les mouvements basiques sont supportés. category.general.name = Général category.view.name = Voir category.multiplayer.name = Multijoueur -category.blocks.name = Block Select -command.attack = Attaque -command.rally = Rassembler +category.blocks.name = Sélection des blocs +command.attack = Attaquer +command.rally = Rallier command.retreat = Retraite -command.idle = Idle -placement.blockselectkeys = \n[lightgray]Touche: [{0}, -keybind.respawn.name = Réapparaitre +command.idle = Inactif +placement.blockselectkeys = \n[lightgray]Raccourci: [{0}, +keybind.respawn.name = Réapparaître keybind.control.name = Controler une Unité -keybind.clear_building.name = Effacer les constructions -keybind.press = Appuyez sur une touche... -keybind.press.axis = Appuyez sur un axe ou une touche... -keybind.screenshot.name = Capture d'écran +keybind.clear_building.name = Réinitialiser les constructions +keybind.press = Pressez une touche... +keybind.press.axis = Pressez un axe ou une touche... +keybind.screenshot.name = Capture d'écran de la carte keybind.toggle_power_lines.name = Montrer/Cacher les Connections d'Énergie -keybind.toggle_block_status.name = Montrer/Cacher les Status des Blocs -keybind.move_x.name = Mouvement X -keybind.move_y.name = Mouvement Y -keybind.mouse_move.name = Suivre la Souris -keybind.pan.name = Pan View +keybind.toggle_block_status.name = Montrer/Cacher le Statut des Blocs +keybind.move_x.name = Mouvement axe X +keybind.move_y.name = Mouvement axe Y +keybind.mouse_move.name = Suivre la souris +keybind.pan.name = Vue Panoramique keybind.boost.name = Boost keybind.schematic_select.name = Sélectionner une Région keybind.schematic_menu.name = Menu des schémas @@ -813,10 +888,10 @@ keybind.schematic_flip_x.name = Retourner le schéma sur l'axe des X keybind.schematic_flip_y.name = Retourner le schéma sur l'axe des Y keybind.category_prev.name = Catégorie Précédente keybind.category_next.name = Catégorie Suivante -keybind.block_select_left.name = Sélectionner Bloc de Gauche -keybind.block_select_right.name = Sélectionner Bloc de Droite -keybind.block_select_up.name = Sélectionner Bloc en Haut -keybind.block_select_down.name = Sélectionner Bloc en Bas +keybind.block_select_left.name = Sélectionner le Bloc de Gauche +keybind.block_select_right.name = Sélectionner le Bloc de Droite +keybind.block_select_up.name = Sélectionner le Bloc en Haut +keybind.block_select_down.name = Sélectionner le Bloc en Bas keybind.block_select_01.name = Sélectionner Catégorie/Bloc 1 keybind.block_select_02.name = Sélectionner Catégorie/Bloc 2 keybind.block_select_03.name = Sélectionner Catégorie/Bloc 3 @@ -833,59 +908,65 @@ keybind.diagonal_placement.name = Placement en diagonale keybind.pick.name = Choisir un bloc keybind.break_block.name = Supprimer un bloc keybind.deselect.name = Désélectionner -keybind.pickupCargo.name = Pickup Cargo -keybind.dropCargo.name = Drop Cargo -keybind.command.name = Command +keybind.pickupCargo.name = Prendre un Chargement +keybind.dropCargo.name = Lacher un Chargement +keybind.command.name = Commander keybind.shoot.name = Tirer -keybind.zoom.name = Zoomer +keybind.zoom.name = Zoom keybind.menu.name = Menu keybind.pause.name = Pause -keybind.pause_building.name = Pauser/Reprendre la construction -keybind.minimap.name = Minimap -keybind.chat.name = Chat -keybind.player_list.name = Liste des Joueurs +keybind.pause_building.name = Pauser/Reprendre la Construction +keybind.minimap.name = Mini-carte +keybind.planet_map.name = Carte de la Planète +keybind.research.name = Recherche +keybind.chat.name = Tchat +keybind.player_list.name = Liste des joueurs keybind.console.name = Console keybind.rotate.name = Tourner -keybind.rotateplaced.name = Tourner un bloc existant (maintenir) +keybind.rotateplaced.name = Tourner un Bloc existant (maintenir) keybind.toggle_menus.name = Cacher/Afficher les Menus -keybind.chat_history_prev.name = Remonter l'Historique du Chat -keybind.chat_history_next.name = Descendre l'Historique du Chat -keybind.chat_scroll.name = Défilement du Chat -keybind.drop_unit.name = Larguer l'unité -keybind.zoom_minimap.name = Zoom Minimap +keybind.chat_history_prev.name = Remonter l'Historique du Tchat +keybind.chat_history_next.name = Descendre l'Historique du Tchat +keybind.chat_scroll.name = Défilement du Tchat +keybind.chat_mode.name = Changer le mode du Tchat +keybind.drop_unit.name = Larguer une unité +keybind.zoom_minimap.name = Zoomer la Mini-carte mode.help.title = Description des modes de jeu mode.survival.name = Survie -mode.survival.description = Le mode normal. Ressources limitées et vagues d'Ennemis automatiques.\n[gray]Nécessite un point d'apparition ennemi pour y jouer. -mode.sandbox.name = Bac à sable -mode.sandbox.description = Ressources infinies et pas de minuterie pour les vagues. +mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques.\n[gray]Requiert des points d'apparition ennemis pour pouvoir jouer à ce mode. +mode.sandbox.name = Bac à Sable +mode.sandbox.description = Ressources infinies et pas de compte à rebours pour les vagues. mode.editor.name = Éditeur -mode.pvp.name = PvP -mode.pvp.description = Battez-vous contre d'autres joueurs en local.\n[gray]Requiert aux moins 2 noyaux de couleurs différentes dans la carte pour y jouer. +mode.pvp.name = JcJ +mode.pvp.description = Lutter contre d'autres joueurs pour gagner!\n[gray]Requiert au moins 2 Noyaux de couleurs différentes pour pouvoir jouer à ce mode. mode.attack.name = Attaque -mode.attack.description = Pas de vagues, le but étant de détruire la base ennemie.\n[gray]Requiert un noyau rouge dans la map pour y jouer. -mode.custom = Règles personnalisées +mode.attack.description = Pas forcément de vagues, le but étant de détruire la base ennemie.\n[gray]Requiert un Noyau rouge pour jouer à ce mode. +mode.custom = Règles Personnalisées -rules.infiniteresources = Ressources infinies +rules.infiniteresources = Ressources Infinies rules.reactorexplosions = Explosion des Réacteurs -rules.schematic = Schematics Allowed -rules.wavetimer = Minuterie pour les vagues +rules.coreincinerates = Incinération des surplus du Noyau +rules.schematic = Schémas autorisés +rules.wavetimer = Compte à rebours des vagues rules.waves = Vagues rules.attack = Mode « Attaque » -rules.buildai = AI Building +rules.buildai = Constructions de l'IA rules.enemyCheat = Ressources infinies pour l'IA (équipe rouge) rules.blockhealthmultiplier = Multiplicateur de Santé des Blocs rules.blockdamagemultiplier = Multiplicateur de Dégât des Blocs -rules.unitbuildspeedmultiplier = Multiplicateur de Vitesse de Construction d'Unités +rules.unitbuildspeedmultiplier = Multiplicateur de Vitesse de Construction des Unités rules.unithealthmultiplier = Multiplicateur de Santé des Unités rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités -rules.enemycorebuildradius = Périmètre de non-construction autour du noyau ennemi:[lightgray] (blocs) -rules.wavespacing = Espacement des vagues:[lightgray] (sec) +rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives +rules.unitcap = Limite d'Unités actives de Base +rules.enemycorebuildradius = Périmètre de Non-Construction autour du Noyau ennemi:[lightgray] (blocs) +rules.wavespacing = Temps entre les Vagues:[lightgray] (sec) rules.buildcostmultiplier = Multiplicateur du prix de construction rules.buildspeedmultiplier = Multiplicateur du temps de construction rules.deconstructrefundmultiplier = Multiplicateur du remboursement lors de la déconstruction -rules.waitForWaveToEnd = Les Vagues Attendent la Mort des Ennemis -rules.dropzoneradius = Rayon d'Apparition des Ennemis:[lightgray] (tuiles) -rules.unitammo = Les Unités Nécessitent des Munitions +rules.waitForWaveToEnd = Les Vagues attendent la mort des ennemis +rules.dropzoneradius = Rayon d'Apparition des ennemis:[lightgray] (tuiles) +rules.unitammo = Les Unités nécessitent des munitions rules.title.waves = Vagues rules.title.resourcesbuilding = Ressources & Construction rules.title.enemy = Ennemis @@ -893,18 +974,20 @@ rules.title.unit = Unités rules.title.experimental = Expérimental rules.title.environment = Environment rules.lighting = Éclairage -rules.enemyLights = Enemy Lights -rules.fire = Fire -rules.explosions = Block/Unit Explosion Damage +rules.enemyLights = Éclairage ennemi +rules.fire = Feu +rules.explosions = Dégâts d'explosion des Blocs/Unités rules.ambientlight = Éclairage Ambiant -rules.weather = Weather -rules.weather.frequency = Frequency: -rules.weather.duration = Duration: +rules.weather = Météo +rules.weather.frequency = Fréquence: +rules.weather.always = Permanent +rules.weather.duration = Durée: content.item.name = Objets content.liquid.name = Liquides content.unit.name = Unités content.block.name = Blocs +content.sector.name = Secteurs item.copper.name = Cuivre item.lead.name = Plomb @@ -916,7 +999,7 @@ item.silicon.name = Silicium item.plastanium.name = Plastanium item.phase-fabric.name = Tissu Phasé item.surge-alloy.name = Alliage Superchargé -item.spore-pod.name = Glande de Spore +item.spore-pod.name = Bulbe Sporifère item.sand.name = Sable item.blast-compound.name = Mélange Explosif item.pyratite.name = Pyratite @@ -928,7 +1011,7 @@ liquid.oil.name = Pétrole liquid.cryofluid.name = Liquide Cryogénique unit.dagger.name = Poignard -unit.mace.name = Mace +unit.mace.name = Titan unit.fortress.name = Forteresse unit.nova.name = Nova unit.pulsar.name = Pulsar @@ -942,7 +1025,7 @@ unit.flare.name = Flare unit.horizon.name = Horizon unit.zenith.name = Zenith unit.antumbra.name = Antumbra -unit.eclipse.name = Eclipse +unit.eclipse.name = Éclipse unit.mono.name = Mono unit.poly.name = Poly unit.mega.name = Mega @@ -956,89 +1039,90 @@ unit.omura.name = Omura unit.alpha.name = Alpha unit.beta.name = Beta unit.gamma.name = Gamma -unit.scepter.name = Scepter -unit.reign.name = Reign +unit.scepter.name = Destructeur +unit.reign.name = Éradicateur unit.vela.name = Vela unit.corvus.name = Corvus -block.resupply-point.name = Resupply Point +block.resupply-point.name = Point de Rechargement block.parallax.name = Parallax block.cliff.name = Falaise block.sand-boulder.name = Bloc de Sable +block.basalt-boulder.name = Rocher de Basalte block.grass.name = Herbe block.slag.name = Scories -block.space.name = Space +block.space.name = Espace block.salt.name = Sel -block.salt-wall.name = Salt Wall +block.salt-wall.name = Mur de Sel block.pebbles.name = Cailloux block.tendrils.name = Vrilles -block.sand-wall.name = Sand Wall +block.sand-wall.name = Mur de Sable block.spore-pine.name = Pin Sporeux -block.spore-wall.name = Spore Wall -block.boulder.name = Boulder -block.snow-boulder.name = Snow Boulder +block.spore-wall.name = Mur de Spores +block.boulder.name = Rocher +block.snow-boulder.name = Bloc de Neige block.snow-pine.name = Pin enneigé block.shale.name = Schiste block.shale-boulder.name = Blocs de Schiste block.moss.name = Mousse block.shrubs.name = Arbustes -block.spore-moss.name = Mousse Sporeuse -block.shale-wall.name = Shale Wall +block.spore-moss.name = Mousse Sporifère +block.shale-wall.name = Mur de Schiste block.scrap-wall.name = Mur de Ferraille block.scrap-wall-large.name = Grand Mur de Ferraille block.scrap-wall-huge.name = Énorme Mur de Ferraille block.scrap-wall-gigantic.name = Gigantesque Mur de Ferraille block.thruster.name = Propulseur -block.kiln.name = Four +block.kiln.name = Four à Verre block.graphite-press.name = Presse à Graphite block.multi-press.name = Multi-Presse -block.constructing = {0}\n[lightgray](En Construction) +block.constructing = {0} [lightgray](En Construction) block.spawn.name = Point d'Apparition Ennemi -block.core-shard.name = Noyau: Tesson +block.core-shard.name = Noyau: Fragment block.core-foundation.name = Noyau: Fondation block.core-nucleus.name = Noyau: Épicentre block.deepwater.name = Eau profonde block.water.name = Eau block.tainted-water.name = Eau Contaminée -block.darksand-tainted-water.name = Eau Contaminée avec fond de Sable Sombre +block.darksand-tainted-water.name = Eau Contaminée avec fond de Sable sombre block.tar.name = Goudron block.stone.name = Roche block.sand.name = Sable -block.darksand.name = Sable Sombre +block.darksand.name = Sable sombre block.ice.name = Glace block.snow.name = Neige block.craters.name = Cratères block.sand-water.name = Eau avec fond de Sable -block.darksand-water.name = Eau avec fond de Sable Sombre -block.char.name = Cendre +block.darksand-water.name = Eau avec fond de Sable sombre +block.char.name = Cendres block.dacite.name = Dacite -block.dacite-wall.name = Dacite Wall -block.dacite-boulder.name = Dacite Boulder +block.dacite-wall.name = Mur de Dacite +block.dacite-boulder.name = Rocher de Dacite block.ice-snow.name = Neige et Glace -block.stone-wall.name = Stone Wall -block.ice-wall.name = Ice Wall -block.snow-wall.name = Snow Wall -block.dune-wall.name = Dune Wall +block.stone-wall.name = Mur de Pierre +block.ice-wall.name = Mur de Glace +block.snow-wall.name = Mur de Neige +block.dune-wall.name = Mur de Sable sombre block.pine.name = Pin -block.dirt.name = Dirt -block.dirt-wall.name = Dirt Wall -block.mud.name = Mud +block.dirt.name = Terre +block.dirt-wall.name = Mur de Terre +block.mud.name = Boue block.white-tree-dead.name = Arbre Blanc Mort block.white-tree.name = Arbre Blanc -block.spore-cluster.name = Grappe de Spores -block.metal-floor.name = Plancher Métallique 1 -block.metal-floor-2.name = Plancher Métallique 2 -block.metal-floor-3.name = Plancher Métallique 3 -block.metal-floor-5.name = Plancher Métallique 4 -block.metal-floor-damaged.name = Plancher Métallique Endommagé -block.dark-panel-1.name = Panneau Sombre 1 -block.dark-panel-2.name = Panneau Sombre 2 -block.dark-panel-3.name = Panneau Sombre 3 -block.dark-panel-4.name = Panneau Sombre 4 -block.dark-panel-5.name = Panneau Sombre 5 -block.dark-panel-6.name = Panneau Sombre 6 -block.dark-metal.name = Métal Sombre -block.basalt.name = Basalt +block.spore-cluster.name = Grappes de Spores +block.metal-floor.name = Sol métallique +block.metal-floor-2.name = Sol métallique 2 +block.metal-floor-3.name = Sol métallique 3 +block.metal-floor-5.name = Sol métallique 5 +block.metal-floor-damaged.name = Sol métallique endommagé +block.dark-panel-1.name = Panneau sombre 1 +block.dark-panel-2.name = Panneau sombre 2 +block.dark-panel-3.name = Panneau sombre 3 +block.dark-panel-4.name = Panneau sombre 4 +block.dark-panel-5.name = Panneau sombre 5 +block.dark-panel-6.name = Panneau sombre 6 +block.dark-metal.name = Métal sombre +block.basalt.name = Basalte block.hotrock.name = Roches Chaudes block.magmarock.name = Roches Magmatiques block.copper-wall.name = Mur de Cuivre @@ -1057,20 +1141,18 @@ block.duo.name = Duo block.scorch.name = Brûleur block.scatter.name = Disperseur block.hail.name = Grêle -block.lancer.name = Lancier +block.lancer.name = Perforateur block.conveyor.name = Convoyeur block.titanium-conveyor.name = Convoyeur en Titane block.plastanium-conveyor.name = Convoyeur en Plastanium block.armored-conveyor.name = Convoyeur Cuirassé -block.armored-conveyor.description = Déplace les objets à la même vitesse que les convoyeurs en titane, mais est plus résistant. Seulement d'autres convoyeurs peuvent faire entrer des ressources par ses côtés. block.junction.name = Jonction block.router.name = Routeur block.distributor.name = Distributeur block.sorter.name = Trieur block.inverted-sorter.name = Trieur Inversé -block.message.name = Message +block.message.name = Bloc de Message block.illuminator.name = Illuminateur -block.illuminator.description = Une petite source lumineuse compacte et configurable. Nécessite de l'énergie pour fonctionner. block.overflow-gate.name = Barrière de Débordement block.underflow-gate.name = Barrière de Refoulement block.silicon-smelter.name = Fonderie de Silicium @@ -1079,7 +1161,7 @@ block.pulverizer.name = Pulvérisateur block.cryofluid-mixer.name = Refroidisseur block.melter.name = Four à Fusion block.incinerator.name = Incinérateur -block.spore-press.name = Presse à Spore +block.spore-press.name = Presse à Spores block.separator.name = Séparateur block.coal-centrifuge.name = Centrifugeuse à Charbon block.power-node.name = Transmetteur Énergétique @@ -1093,7 +1175,7 @@ block.steam-generator.name = Générateur à Turbine block.differential-generator.name = Générateur Différentiel block.impact-reactor.name = Réacteur à Impact block.mechanical-drill.name = Foreuse Mécanique -block.pneumatic-drill.name = Foreuse à Vérin +block.pneumatic-drill.name = Foreuse Pneumatique block.laser-drill.name = Foreuse Laser block.water-extractor.name = Extracteur d'Eau block.cultivator.name = Cultivateur @@ -1107,15 +1189,15 @@ block.power-void.name = Absorbeur Énergétique block.power-source.name = Source d'Énergie block.unloader.name = Déchargeur block.vault.name = Coffre-Fort -block.wave.name = Onde +block.wave.name = Vague block.tsunami.name = Tsunami -block.swarmer.name = Nuée +block.swarmer.name = Essaim block.salvo.name = Salve -block.ripple.name = Percussion +block.ripple.name = Percuteur block.phase-conveyor.name = Convoyeur Phasé block.bridge-conveyor.name = Pont block.plastanium-compressor.name = Compresseur de Plastanium -block.pyratite-mixer.name = Mixeur de Pyratite +block.pyratite-mixer.name = Mixeur à Pyratite block.blast-mixer.name = Mixeur à Explosion block.solar-panel.name = Panneau Solaire block.solar-panel-large.name = Grand Panneau Solaire @@ -1124,218 +1206,449 @@ block.repair-point.name = Point de Réparation block.pulse-conduit.name = Conduit à Impulsion block.plated-conduit.name = Conduit Plaqué block.phase-conduit.name = Conduit Phasé -block.liquid-router.name = Routeur de Liquide -block.liquid-tank.name = Réservoir à Liquide -block.liquid-junction.name = Jonction à Liquide -block.bridge-conduit.name = Conduit Surélevé +block.liquid-router.name = Routeur de Liquides +block.liquid-tank.name = Réservoir à Liquides +block.liquid-junction.name = Jonction à Liquides +block.bridge-conduit.name = Pont à Liquide block.rotary-pump.name = Pompe Rotative block.thorium-reactor.name = Réacteur à Thorium -block.mass-driver.name = Catapulte Électromagnétique -block.blast-drill.name = Foreuse à Explosion -block.thermal-pump.name = Pompe Thermique -block.thermal-generator.name = Générateur Thermique +block.mass-driver.name = Transporteur de masse +block.blast-drill.name = Foreuse à explosion +block.thermal-pump.name = Pompe thermique +block.thermal-generator.name = Générateur thermique block.alloy-smelter.name = Fonderie d'Alliage Superchargé -block.mender.name = Réparateur -block.mend-projector.name = Projecteur Soignant +block.mender.name = Gardien +block.mend-projector.name = Projecteur soignant block.surge-wall.name = Mur Superchargé -block.surge-wall-large.name = Grand Mur Superchargé +block.surge-wall-large.name = Grand mur Superchargé block.cyclone.name = Cyclone -block.fuse.name = Fusible -block.shock-mine.name = Mine -block.overdrive-projector.name = Projecteur Surmultiplicateur -block.force-projector.name = Champ de Force +block.fuse.name = Fuse +block.shock-mine.name = Mine terrestre +block.overdrive-projector.name = Projecteur Accélérant +block.force-projector.name = Projecteur de Champ de force block.arc.name = Arc -block.rtg-generator.name = Générateur G.T.R. +block.rtg-generator.name = G.T.R block.spectre.name = Spectre -block.meltdown.name = Fusion -block.foreshadow.name = Foreshadow +block.meltdown.name = Meltdown +block.foreshadow.name = Présage block.container.name = Conteneur -block.launch-pad.name = Plateforme de Lancement -block.launch-pad-large.name = Grande Plateforme de Lancement -block.segment.name = Diviseur -block.command-center.name = Command Center -block.ground-factory.name = Usine d'Unité Terrestre -block.air-factory.name = Usine d'Unité Aérienne -block.naval-factory.name = Usine d'Unité Navale +block.launch-pad.name = Rampe de lancement +block.launch-pad-large.name = Grande rampe de lancement +block.segment.name = Diviseur +block.command-center.name = Centre de Commande +block.ground-factory.name = Usine d'Unités Terrestres +block.air-factory.name = Usine d'Unités Aériennes +block.naval-factory.name = Usine d'Unités Navales block.additive-reconstructor.name = Reconstructeur Additif block.multiplicative-reconstructor.name = Reconstructeur Multiplicatif block.exponential-reconstructor.name = Reconstructeur Exponentiel block.tetrative-reconstructor.name = Reconstructeur Tétratif block.payload-conveyor.name = Convoyeur de Masse -block.payload-router.name = Routeur de Charge Utile -block.disassembler.name = Disassembler -block.silicon-crucible.name = Creuset de Silicium -block.overdrive-dome.name = Overdrive Dome +block.payload-router.name = Routeur de Masse +block.disassembler.name = Désasembleur +block.silicon-crucible.name = Grande Fonderie de Silicium +block.overdrive-dome.name = Dome Accélérant +#experimental, may be removed +block.block-forge.name = Forgeur de Blocs +block.block-loader.name = Chargeur de Blocs +block.block-unloader.name = Déchargeur de Blocs +block.interplanetary-accelerator.name = Accélérateur Interplanétaire -block.switch.name = Switch -block.micro-processor.name = Micro Processor -block.logic-processor.name = Logic Processor -block.hyper-processor.name = Hyper Processor -block.logic-display.name = Logic Display -block.large-logic-display.name = Large Logic Display -block.memory-cell.name = Memory Cell -block.memory-bank.name = Memory Bank +block.switch.name = Interrupteur +block.micro-processor.name = Micro Processeur +block.logic-processor.name = Processeur +block.hyper-processor.name = Hyper Processeur +block.logic-display.name = Écran +block.large-logic-display.name = Grand Écran +block.memory-cell.name = Cellule de mémoire +block.memory-bank.name = Banque de mémoire team.blue.name = bleu team.crux.name = rouge -team.sharded.name = jaune +team.sharded.name = orange team.orange.name = orange -team.derelict.name = abandonné +team.derelict.name = derelict team.green.name = vert -team.purple.name = violet +team.purple.name = mauve -tutorial.next = [lightgray] -tutorial.intro = Bienvenue sur le [scarlet]Tutoriel de Mindustry![]\nUtilisez [accent][[ZQSD ou WASD][] pour vous déplacer.\nFaites [accent]rouler[] la molette de la souris pour zoomer et dézoomer.\nCommencez en minant du [accent]cuivre[]. Pour cela, allez près de votre noyau, puis faites un clic gauche sur un minerai de cuivre.\n\n[accent]{0}/{1} cuivre -tutorial.intro.mobile = Bienvenue sur le [scarlet]Tutoriel de Mindustry![]\nBalayez l'écran pour vous déplacer.\n[accent] Pincez avec deux doigts [] pour zoomer et dézoomer.\nCommencez en[accent] minant du cuivre[]. Pour cela, allez près de votre noyau, puis appuyez sur un minerai de cuivre.\n\n[accent]{0}/{1} cuivre -tutorial.drill = Miner manuellement est inefficace.\nLes [accent]foreuses []peuvent miner pour vous.\nCliquez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[]. Placez-la ensuite sur des minerais de cuivre avec un clic-gauche.\nVous pouvez aussi sélectionner la foreuse en appuyant sur [accent][[2][] et [accent][[1][] rapidement, peu importe l'onglet ouvert.\n[accent]Faites un clic-droit[] pour arrêter la construction. -tutorial.drill.mobile = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nAppuyez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[].\nPlacez-la sur des minerais de cuivre en appuyant dessus, puis en touchant la[accent] coche[] pour confirmer votre placement.\nAppuyez sur le [accent]bouton X[] pour annuler le placement. -tutorial.blockinfo = Chaque bloc a des statistiques différentes. Chaque foreuse ne peut miner que certains minerais.\nPour vérifier les informations et les statistiques d'un bloc, appuyez sur le [accent]bouton "?" tout en le sélectionnant dans le menu de construction.[]\n\n[accent]Maintenant, essayez d'accéder aux statistiques de la foreuse mécanique.[] -tutorial.conveyor = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaites une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent]Maintenez votre souris pour les placer en ligne.[]\nGardez la touche[accent] CTRL[] enfoncée pour pouvoir les placer en diagonale.\n\nPlacez 2 convoyeurs en ligne, puis livrez un minerai au noyau. -tutorial.conveyor.mobile = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaites une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent] Maintenez votre doigt enfoncé[] et déplacez-le pour former une ligne.\n\nPlacez 2 convoyeurs en ligne, puis livrez un minerai au noyau. -tutorial.turret = Une fois qu'une ressource entre dans votre noyau, elle peut être utilisée pour la construction.\nGardez à l'esprit que certaines ressources ne peuvent pas être utilisées pour la construction.\nCes ressources, telles que[accent] le charbon[],[accent] le sable[] ou[accent] la ferraille[], ne peuvent pas entrer dans votre noyau.\nDes structures défensives doivent être construites pour repousser l'[lightgray] ennemi[].\nConstruisez une [accent]tourelle Duo[] près de votre noyau. -tutorial.drillturret = Les tourelles Duo ont besoin de[accent] munitions en cuivre []pour tirer.\nPlacez une foreuse près de la tourelle.\nÀ l'aide de convoyeurs, alimentez la tourelle en cuivre.\n\n[accent]Munitions livrées: 0/1 -tutorial.pause = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez planifier la construction de bâtiments tout en étant en pause.\n\n[accent]Appuyez sur la barre espace pour mettre en pause. -tutorial.pause.mobile = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez planifier la construction de bâtiments tout en étant en pause.\n\n[accent]Appuyez sur ce bouton en haut à gauche pour mettre en pause. -tutorial.unpause = Maintenant, appuyez à nouveau sur espace pour reprendre. -tutorial.unpause.mobile = Appuyez à nouveau dessus pour reprendre. -tutorial.breaking = Les blocs ou bâtiments doivent souvent être détruits.\n[accent]Gardez enfoncé le bouton droit de votre souris[] pour détruire tous les blocs en une sélection.[]\n\n[accent]Détruisez tous les blocs de ferraille situés à la gauche de votre noyau à l'aide de la sélection de zone. -tutorial.breaking.mobile = Les blocs ou bâtiments doivent souvent être détruits.\n[accent]Sélectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le détruire.\nDétruisez une zone en maintenant votre doigt appuyé pendant quelques secondes[] et en le déplaçant dans une direction.\nAppuyez sur le bouton coche pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille situés à la gauche de votre noyau à l'aide de la sélection de zone. -tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des ressources directement à partir des bâtiments.\nPour faire cela, [accent]appuyez sur un bloc[] qui contient des ressources, puis [accent]appuyez sur une ressource[] dans son inventaire.\nPlusieurs objets d'une même ressource peuvent être retirées en [accent]appuyant pendant quelques secondes[].\n\n[accent]Retirez du cuivre du noyau.[] -tutorial.deposit = Vous pouvez déposer des ressources dans des bâtiments en les faisant glisser de votre vaisseau vers le bâtiment de destination.\n\n[accent]Déposez le cuivre récupéré précédemment dans le noyau.[] -tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues.[accent] Cliquez[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. -tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. -tutorial.launch = Une fois que vous aurez atteint une vague spécifique, vous aurez la possibilité de[accent] faire décoller le noyau[], abandonnant vos défenses, mais [accent]sécurisant toutes les ressources stockées dans votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement. +hint.skip = Passer +hint.desktopMove = Utilisez [accent][[ZQSD][] pour bouger. +hint.zoom = [accent]Scroller[] pour zoomer et dézoomer. +hint.mine = Bougez vers le \uf8c4 minerai de cuivre et [accent]cliquez[] dessus mour le miner manuellement. +hint.desktopShoot = [accent][[Clic-gauche][] pour tirer. +hint.depositItems = Pour déposer des ressources dans le Noyau, déplacez-les depuis votre vaisseau, vers ce dernier. +hint.respawn = Pour réapparaître en tant que vaisseau, presser [accent][[V][]. +hint.respawn.mobile = Vous avez pris le contrôle d'une unité/structure. Pour réapparaître en tant que vaisseau, [accent]touchez l'avatar en haut à gauche.[] +hint.desktopPause = Pressez [accent][[Espace][] pour pauser et reprendre le jeu. +hint.placeDrill = Sélectionnez l'onglet \ue85e [accent]Foreuses[] dans le menu en bas à droite, sélectionnez une \uf870 [accent]Foreuse[] et cliquez sur un filon de cuivre pour la placer. +hint.placeDrill.mobile = Sélectionnez l'onglet \ue85e [accent]Foreuses[] dans le menu en bas à droite, sélectionnez une \uf870 [accent]Foreuse Méchanique[] et touchez un filon de cuivre pour la placer.\n\nPressez le \ue800 [accent]V[] en bas à droite pour confirmer. +hint.placeConveyor = Les Convoyeurs transportent les ressources des foreuses, vers d'autres blocs. Sélectionnez un \uf896 [accent]Convoyeur[] dans l'onglet \ue814 [accent]Distribution[].\n\nCliquez et maintenez pour placer plusieurs convoyeurs.\n[accent]Scrollez[] pour les faire pivoter. +hint.placeConveyor.mobile = Les Convoyeurs transportent les ressources des foreuses, vers d'autres blocs. Sélectionnez un \uf896 [accent]Convoyeur[] dans l'onglet \ue814 [accent]Distribution[].\n\nMaintenez votre doigt et déplacez-le pour placer plusieurs convoyeurs. +hint.placeTurret = Placez des \uf861 [accent]Tourelles[] pour défendre votre base contre les ennemis.\n\nLes Tourelles nécessitent des munitions (dans ce cas, du \uf838Cuivre).\nUtilisez les convoyeurs et les foreuses pour les ravitailler. +hint.breaking = Maintenez [accent]Clic-droit[] pour détruire des blocs. +hint.breaking.mobile = Activez le \ue817 [accent]marteau[] en bas à droite Touchez pour détruire des blocs.\n\nRetenez votre doigt pendant une seconde et déplacez-le pour détruire les blocs dans la zone de sélection. +hint.research = Utilisez le bouton \ue875 [accent]Recherche[] pour rechercher de nouvelles technologies. +hint.research.mobile = Utilisez le bouton \ue875 [accent]Recherche[] dans le \ue88c [accent]Menu[] pour rechercher de nouvelles technologies. +hint.unitControl = Retenez [accent][[Ctrl-gauche][] et [accent]cliquez[] Pour contrôler une tourelle ou une unité alliée. +hint.unitControl.mobile = [accent][[Tapez][] 2 fois une tourelle ou une unité alliée pour la controler. +hint.launch = Une fois que vous avez collecté assez de ressources, vous pouvez [accent]Lancer[] votre Noyau en sélectionnant un secteur depuis la \ue827 [accent]Carte[] en bas à droite. +hint.launch.mobile = Une fois que vous avez collecté assez de ressources, vous pouvez [accent]Lancer[] votre Noyau en sélectionnant un secteur depuis la \ue827 [accent]Carte[] dans le \ue88c [accent]Menu[]. +hint.schematicSelect = Retenez [accent][[F][] pour sélectionner des blocs dans une zone afin de les copier et les coller.\n\n[accent][[Clic du milieu][] pour copier un seule type de bloc. +hint.conveyorPathfind = Retenez [accent][[Ctrl-gauche][] pendant que vous placez des convoyeurs, afin de générer un chemin automatiquement. +hint.conveyorPathfind.mobile = Activez le mode \ue844 [accent]Diagonale[] et déplacez des convoyeurs, afin de générer un chemin automatiquement. +hint.boost = Retenez [accent][[Maj-gauche][] pour voler au-dessus des obstacles avec votre unité actuelle.\n\nSeules quelques unités terrestres peuvent voler. +hint.command = Pressez [accent][[G][] pour commander les unités proches d'un [accent]type similaire[] et bouger en formation.\n\nSeules les unités terrestres peuvent controller d'autres unités terrestres. +hint.command.mobile = [accent][[Tapez][] 2 fois votre unité pour commander les unités proches d'un [accent]type similaire[] et bouger en formation. +hint.payloadPickup = Pressez [accent][[[] pour transporter des blocs ou des unités. +hint.payloadPickup.mobile = [accent]Tapez et retenez[] votre doigt pour transporter des blocs ou des unités. +hint.payloadDrop = Pressez [accent]][] pour larguer votre chargement. +hint.payloadDrop.mobile = [accent]Tapez et retenez[] votre doigt pour larguer votre chargement. +hint.waveFire = [accent]Les tourelles à liquides[] approvisionnées en eau en tant que munition, vont automatiquement éteindre les incendies proches. +hint.generator = \uf879 Les [accent]Générateurs à combustion[] brûlent du Charbon et transmettent de l'énergie aux blocs adjacents.\n\nLa transmission d'énergie peut être étendue avec des \uf87f [accent]Transmetteurs Énergétiques[]. +hint.guardian = Les [accent]Gardiens[] sont protégés par un bouclier. Les munitions faibles telles que le [accent]Cuivre[] et le [accent]Plomb[] ne seront [scarlet]pas efficaces[].\n\nUtilisez des tourelles de plus haut niveau, ou de meilleures munitions comme le \uf835 [accent]Graphite[] avec un \uf861Duo/\uf859Salve pour pouvoir tuer le gardien. +hint.coreUpgrade = Les Noyaux peuvent être améliorés [accent]en plaçant un Noyau de plus haut niveau sur eux[].\n\nPlacez un  Noyau [accent]Fondation[] sur le  Noyau [accent]Fragment[]. Soyez sûrs que rien n'obstrue la construction. +hint.presetLaunch = Les [accent]secteurs[] gris, tels que [accent]Frozen Forest[], peuvent être lançés de n'importe où. Ils ne requièrent pas la capture d'un secteur adjacent.\n\n[accent]Il y a beaucoup de secteurs[] comme celui-ci, qui sont [accent]optionels[]. +hint.coreIncinerate = Lorsqu'un Noyau est remplit d'une ressource en particulier, le surplus qui rentrera dans celui-ci sera [accent]incinéré[]. +hint.coopCampaign = Quand vous jouez en [accent]campagne multi-joueur[], les ressources produites dans le secteur dans lequel vous jouez sera aussi envoyé [accent]dans vos secteurs[].\n\nLes recherches faites par l'hôte sont aussi partagées. -item.copper.description = Le matériau structurel de base. Utilisation très répandue dans tous les types de blocs. +item.copper.description = Le matériau structurel de base. Utilisation très répandue dans tous les types de blocs et en tant que munition. +item.copper.details = Le cuivre est un matériau anormalement abondant sur Serpulo. Il est structurellement faible à moins d'être renforcé. item.lead.description = Un matériau de départ. Utilisation très répandue en électronique et dans les blocs de transport de liquides. +item.lead.details = Dense et inerte, il est beaucoup utilisé dans les batteries.\nNote: Probablement toxique pour les formes de vie biologiques. Mais ce n'est pas comme s’il en restait beaucoup ici. item.metaglass.description = Un composé de verre super-résistant. Utilisation très répandue pour le transport et le stockage de liquides. -item.graphite.description = Du carbone minéralisé utilisé pour les munitions et l’isolation électrique. -item.sand.description = Un matériau commun largement utilisé dans la fonte, à la fois dans l'alliage et comme un flux. -item.coal.description = De la matière végétale fossilisée, formée bien avant l’ensemencement de ce monde. Utilisation très répandue pour la production de carburant et de ressources. -item.titanium.description = Un métal rare et super-léger largement utilisé dans le transport de liquides, dans les foreuses de hauts niveaux et dans l'aviation. -item.thorium.description = Un métal dense et radioactif utilisé comme support structurel et comme carburant nucléaire. -item.scrap.description = Un mix de métaux provenant des restes de vieilles structures et d'unités. Contient des traces de nombreux métaux différents. +item.graphite.description = Du carbone minéralisé utilisé pour les munitions et dans les composants électriques. +item.sand.description = Un matériau commun, largement utilisé pour la fabrication de matériaux raffinés. +item.coal.description = Un carburant commun et facile à obtenir. +item.coal.details = De la matière végétale fossilisée, formée bien avant l’ensemencement de ce monde. Utilisation très répandue pour la production de carburant et de ressources. +item.titanium.description = Un métal rare et super-léger, largement utilisé dans le transport de liquides, dans les foreuses de haut niveau et dans l'aviation. +item.thorium.description = Un métal dense et radioactif, utilisé comme support structurel et comme carburant nucléaire. +item.scrap.description = Il est utilisé dans les fours à fusion et les pulvériseurs, pour être raffiné en d'autres matériauxs. +item.scrap.details = Un mix de métaux provenant des restes de vieilles structures et d'unités. Contient des traces de nombreux métaux différents. item.silicon.description = Un matériau semi-conducteur extrêmement pratique utilisé dans les panneaux solaires, dans les munitions autoguidées et dans beaucoup d'autres composants électroniques complexes. -item.plastanium.description = Un matériau léger et ductile utilisé dans l'aviation avancée et dans les munitions à fragmentation. -item.phase-fabric.description = Une substance au poids quasiment inexistant utilisée pour l'électronique avancée et la technologie auto-réparatrice. -item.surge-alloy.description = Un alliage avancé avec des propriétés électriques uniques. -item.spore-pod.description = Une glande de spores synthétisées à partir de concentrations atmosphériques à des fins industrielles et utilisé pour la conversion en pétrole, en explosifs et en carburant. -item.blast-compound.description = Un composé instable synthétisé à partir de glandes de spores ou bien d'autres composés volatils et utilisé dans les bombes ainsi que dans les autres explosifs. Bien qu'il puisse être utilisé comme carburant, ce n'est pas conseillé. -item.pyratite.description = Une substance extrêmement inflammable utilisée dans les armes incendiaires. +item.plastanium.description = Un matériau léger et ductile, utilisé dans l'isolation, la fabrication d'unités avancées et dans les munitions à fragmentation. +item.phase-fabric.description = Une substance au poids quasiment inexistant, utilisée pour l'électronique avancée et la technologie auto-réparatrice. +item.surge-alloy.description = Un alliage avancé aux propriétés électriques uniques, utilisé dans l'armement avancé. +item.spore-pod.description = Les bulbes sporifères sont utilisés pour l'obtention d'huile, d'explosifs et de carburants. +item.spore-pod.details = Les spores dont des formes de vies synthetiques, émettant des gaz qui sont toxiques pour les autres formes de vie biologiques. Elles sont extrêmement invasives et Très inflammables dans certaines conditions. +item.blast-compound.description = Un matériau utilisé dans les bombes et les munitions explosives. +item.pyratite.description = Une substance extrêmement inflammable utilisée dans les armes incendiaires et comme combustible pour les générateurs. + liquid.water.description = Le liquide le plus utile. Couramment utilisé pour le refroidissement et le traitement des déchets. liquid.slag.description = Différents types de métaux en fusion mélangés. Peut être séparé en ses minéraux constitutifs ou tout simplement pulvérisé sur les unités ennemies. liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être transformé en charbon ou pulvérisé sur les ennemis, puis enflammé. liquid.cryofluid.description = Un liquide inerte, non corrosif, créé à partir d’eau et de titane. Possède une capacité d'absorption de chaleur extrêmement élevée. Largement utilisé comme liquide de refroidissement. -block.message.description = Enregistre un message. Utilisé pour la communication entre alliés. -block.graphite-press.description = Compresse des morceaux de charbon en feuilles de graphite pur. -block.multi-press.description = Une version améliorée de la presse à graphite. Utilise de l'eau et de l'électricité pour traiter le charbon rapidement et efficacement. -block.silicon-smelter.description = Réduit le sable avec du charbon pur. Produit du silicium. -block.kiln.description = Fait fondre le sable et le plomb en verre trempé. Nécessite une petite quantité d'énergie. +block.resupply-point.description = Approvisionne les unités proches en munitions. Pas compatible avec celles qui ont besoin d'énergie pour tirer. +block.illuminator.description = Une petite source lumineuse compacte et configurable. Nécessite de l'énergie pour fonctionner. +block.armored-conveyor.description = Déplace les objets à la même vitesse que les convoyeurs en titane, mais est plus résistant. Seulement d'autres convoyeurs peuvent faire entrer des ressources par ses côtés. +block.message.description = Enregistre un message. Utilisé pour la communication entre alliés. Le message contenu peut être modifié par un processeur logique. +block.graphite-press.description = Compresse le charbon en graphite. +block.multi-press.description = Une version améliorée de la presse à graphite, utilisant de l'eau et de l'électricité pour traiter le charbon plus rapidement et plus efficacement. +block.silicon-smelter.description = Raffine du silicium avec du sable et du charbon. +block.kiln.description = Fait fondre le sable et le plomb en verre trempé. block.plastanium-compressor.description = Produit du plastanium à partir de pétrole et de titane. -block.phase-weaver.description = Produit du tissu phasé à partir de thoriums et de grandes quantités de sable. Nécessite une quantité massive d'énergie pour fonctionner. +block.phase-weaver.description = Synthétise du tissu phasé à partir de thorium et de grandes quantités de sable. Nécessite une quantité massive d'énergie pour fonctionner. block.alloy-smelter.description = Produit un alliage superchargé à l'aide de titane, de plomb, de silicium et de cuivre. -block.cryofluid-mixer.description = Mélange de l’eau et de la fine poudre de titane pour former du liquide cryogénique. Indispensable lors de l'utilisation de réacteurs aux thoriums. -block.blast-mixer.description = Écrase et mélange les amas de spores avec de la pyratite pour produire un mélange explosif. -block.pyratite-mixer.description = Mélange le charbon, le plomb et le sable en pyratite hautement inflammable. -block.melter.description = Fait fondre la ferraille en scories pour un traitement ultérieur ou une utilisation dans les tourelles « Onde ». +block.cryofluid-mixer.description = Mélange de l’eau et de la poudre fine de titane pour former du liquide cryogénique. Indispensable lors de l'utilisation de réacteurs à thorium. +block.blast-mixer.description = Écrase et mélange des amas de spores avec de la pyratite pour produire un mélange explosif. +block.pyratite-mixer.description = Mélange du charbon, du plomb et du sable en pyratite hautement inflammable. +block.melter.description = Fait fondre la ferraille en scories. block.separator.description = Expose la scorie à de l'eau sous pression afin d'obtenir les différents minéraux qu'elle contient. -block.spore-press.description = Compresse les glandes de spore sous une pression extrême pour synthétiser du pétrole. +block.spore-press.description = Compresse des spores pour synthétiser du pétrole. block.pulverizer.description = Écrase la ferraille pour en faire du sable. Utile quand il y a un manque de sable naturel. block.coal-centrifuge.description = Solidifie le pétrole en blocs de charbon. -block.incinerator.description = Permet de se débarrasser de n'importe quel objet ou liquide en excès. +block.incinerator.description = Incinère ou vaporise n'importe quel objet ou liquide qu'il reçoit. block.power-void.description = Absorbe toute l'énergie qui va à l'intérieur. Bac à sable uniquement. block.power-source.description = Produit de l'énergie à l'infini. Bac à sable uniquement. -block.item-source.description = Produit des objets à l'infini. Bac à sable uniquement . +block.item-source.description = Produit des objets à l'infini. Bac à sable uniquement. block.item-void.description = Désintègre n'importe quel objet qui va à l'intérieur. Bac à sable uniquement. block.liquid-source.description = Source de liquide infinie. Bac à sable uniquement. block.liquid-void.description = Détruit n'importe quel liquide. Bac à sable uniquement. block.copper-wall.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles lors des premières vagues. -block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles lors des premières vagues.\n2 x 2. -block.titanium-wall.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis. -block.titanium-wall-large.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis.\n2 x 2. -block.plastanium-wall.description = Un mur spécial qui absorbe les arcs électriques et bloque les connections automatiques des transmetteurs énergétiques. -block.plastanium-wall-large.description = Un mur spécial qui absorbe les arcs électriques et bloque les connections automatiques des transmetteurs énergétiques.\n2 x 2. -block.thorium-wall.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis. -block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.\n2 x 2. -block.phase-wall.description = Moins puissant qu'un mur en Thorium mais dévie les balles, sauf si elles sont trop puissantes. -block.phase-wall-large.description = Moins puissant qu'un mur en Thorium mais dévie les balles, sauf si elles sont trop puissantes.\n2 x 2. -block.surge-wall.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis . -block.surge-wall-large.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .\n2 x 2. -block.door.description = Une petite porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers. -block.door-large.description = Une large porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.\n2 x 2. -block.mender.description = Soigne périodiquement les bâtiments autour de lui. Permet de garder les défenses en bon état entre les vagues ennemies.\nPeut utiliser du Silicium pour booster la portée et l'efficacié. -block.mend-projector.description = Une version améliorée du Réparateur. Soigne périodiquement les bâtiments autour de lui.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié. -block.overdrive-projector.description = Accélère le fonctionnement des bâtiments autour de lui, notamment les foreuses et les convoyeurs.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié. -block.force-projector.description = Crée un champ de force hexagonal autour de lui qui protège des dégâts les bâtiments et les unités à l'intérieur.\nSurchauffe si trop de dégâts sont reçus. Peut utiliser du liquide cryogénique pour éviter la surchauffe. Peut utiliser du tissu phasé pour booster la taille du bouclier. -block.shock-mine.description = Blesse les ennemis qui marchent dessus. Quasiment invisible pour l'ennemi. +block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles lors des premières vagues. +block.titanium-wall.description = Un bloc défensif standard.\nProcure une protection modérée contre les attaques ennemies. +block.titanium-wall-large.description = Un bloc défensif standard.\nProcure une protection modérée contre les attaques ennemies. +block.plastanium-wall.description = Un mur spécial qui peut absorber les arcs électriques et bloquer les connections automatiques des transmetteurs énergétiques. +block.plastanium-wall-large.description = Un mur spécial qui absorber les arcs électriques et bloquer les connections automatiques des transmetteurs énergétiques. +block.thorium-wall.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les attaques ennemies. +block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les attaques ennemies. +block.phase-wall.description = Ce mur est moins puissant qu'un mur en thorium, mais il peut dévier les balles, sauf si elles sont trop puissantes. +block.phase-wall-large.description = Ce mur est moins puissant qu'un mur en thorium, mais il peut dévier les balles, sauf si elles sont trop puissantes. +block.surge-wall.description = Le plus puissant bloc défensif.\nA une faible chance d'envoyer des éclairs vers les ennemis. +block.surge-wall-large.description = Le plus puissant bloc défensif.\nA une faible chance d'envoyer des éclairs vers les ennemis. +block.door.description = Une petite porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte, les ennemis peuvent passer à travers. +block.door-large.description = Une grande porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte, les ennemis peuvent passer à travers. +block.mender.description = Soigne périodiquement les bâtiments autour de lui, ce qui permet de remettre les défenses en bon état entre les vagues ennemies.\nPeut utiliser du silicium pour booster la portée et l'efficacité. +block.mend-projector.description = Une version améliorée du Gardien. Soigne périodiquement les bâtiments autour de lui.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacité. +block.overdrive-projector.description = Accélère le fonctionnement des bâtiments autour de lui, notamment les foreuses et les convoyeurs.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacité. +block.force-projector.description = Crée un champ de force hexagonal autour de lui, qui protège des dégâts les bâtiments et les unités à l'intérieur.\nSurchauffe si trop de dégâts sont reçus. De l'eau ou du liquide cryogénique peuvent être utilisés pour ralentir la surchauffe et/ou accélérer le refroidissement. Peut utiliser du tissu phasé pour booster la taille du bouclier. +block.shock-mine.description = Blesse les ennemis qui marchent dessus. block.conveyor.description = Convoyeur basique servant à transporter des objets. Les objets déplacés en avant sont automatiquement déposés dans les tourelles ou les bâtiments. Peut être tourné. -block.titanium-conveyor.description = Convoyeur avancé. Déplace les objets plus rapidement que les convoyeurs standard. -block.plastanium-conveyor.description = Moves items in batches.\nAccepts items at the back, and unloads them in three directions at the front. +block.titanium-conveyor.description = Convoyeur avancé. Déplace les objets plus rapidement que les convoyeurs standards. +block.plastanium-conveyor.description = Convoyeur transportant les ressources par paquets. Accepte les ressources par derrière et les décharge par 3 directions à l'avant. Pour une efficacité maximale, utilisez plusieurs points de chargement et de déchargement pour une même ligne. block.junction.description = Agit comme un pont pour deux lignes de convoyeurs se croisant. Utile lorsque deux lignes de convoyeurs différentes déplacent différents matériaux à différents endroits. -block.bridge-conveyor.description = Bloc de transport avancé permettant de traverser jusqu'à 3 blocs de n'importe quel terrain ou bâtiment. -block.phase-conveyor.description = Convoyeur très avancé. Utilise de l'énergie pour téléporter des objets à un convoyeur phasé connecté jusqu'à une longue distance. +block.bridge-conveyor.description = Bloc de transport avancé permettant de traverser jusqu'à 3 blocs, au-dessus de n'importe quel terrain ou bâtiment. +block.phase-conveyor.description = Convoyeur très avancé. Utilise de l'énergie pour téléporter des objets à un autre convoyeur phasé. Possède une longue portée. block.sorter.description = Trie les ressources. Si une ressource correspond à la sélection, elle peut passer tout droit. Autrement, elle est distribuée vers la gauche ou la droite. -block.inverted-sorter.description = Trie les ressources comme un trieur standard, mais ceux correspondant à la sélection sont envoyés sur les côtés. Le reste est envoyé tout droit. -block.router.description = Accepte les objets depuis une ou plusieurs directions et les renvoie dans n'importe quelle direction. Utile pour séparer une chaîne de convoyeurs en plusieurs. -block.distributor.description = Un routeur avancé qui répartit équitablement les objets entre au plus 7 directions différentes.\n2x2 -block.overflow-gate.description = Bloc envoyant les ressources à gauche et à droite si le chemin de devant est bloqué. -block.underflow-gate.description = Le contraire d'une barrière de débordement.\nEnvoie les ressources vers l'avant si les chemins de gauche et de droite sont bloqués. -block.mass-driver.description = Le moyen de transport de resources ultime. Collecte plusieurs ressources puis les envoie à une autre catapulte sur une longue distance. Nécessite de l'énergie pour fonctionner. -block.mechanical-pump.description = Une pompe de faible prix pompant lentement, mais ne consommant pas d'énergie. -block.rotary-pump.description = Une pompe avancée plus rapide mais utilisant de l'énergie.\n2x2 -block.thermal-pump.description = La pompe ultime.\n3x3 -block.conduit.description = Bloc de transport de liquide de base. Fait avancer les liquides. Utilisé avec des pompes et autres conduits. +block.inverted-sorter.description = Trie les ressources comme un trieur standard, mais celles qui correspondent à la sélection sont envoyées sur les côtés. Le reste est envoyé tout droit. +block.router.description = Accepte les objets depuis une ou plusieurs directions et les renvoie équitablement dans n'importe quelle direction. Utile pour séparer une chaîne de convoyeurs en plusieurs. +block.router.details = Un mal nécessaire... Utiliser un routeur à côté d'une usine est très déconseillé, car ceux-ci peuvent être bloqués par les matériaux produits par celle-ci. +block.distributor.description = Un routeur avancé qui répartit équitablement les objets jusqu'à 7 directions différentes. +block.overflow-gate.description = Bloc envoyant les ressources à gauche et à droite si le chemin de devant est bloqué. Ne peut pas être utilisée si elle est à côté d'une autre barrière. +block.underflow-gate.description = Le contraire d'une barrière de débordement. Envoie les ressources vers l'avant si les chemins de gauche et de droite sont bloqués. Ne peut pas être utilisée si elle est à côté d'une autre barrière. +block.mass-driver.description = Le moyen de transport de ressources ultime! Cette structure collecte des lots de ressources et les envoie à un autre transporteur de masse, sur une longue distance. Nécessite de l'énergie pour fonctionner. +block.mechanical-pump.description = Une pompe basique et bon marché qui pompe lentement des liquides. Elle ne consomme pas d'énergie. +block.rotary-pump.description = Une pompe avancée, plus rapide, mais utilisant de l'énergie. +block.thermal-pump.description = La pompe ultime. +block.conduit.description = Bloc de transport de liquide de base, faisant avancer les liquides. Utilisé avec des pompes et autres conduits. block.pulse-conduit.description = Conduit avancé permettant le transport de liquide. Transporte les liquides plus rapidement et en stocke plus que les conduits standards. -block.plated-conduit.description = Déplace les liquides au même rythme que les conduits à impulsion, mais est renforcé. N'accepte pas de liquides provenant des côtés par autre chose que des conduits.\nFuit moins. -block.liquid-router.description = Accepte les liquides depuis une direction et les rejette de tous les côtés équitablement. Peut aussi stocker une certaine quantité de liquide. Utile pour envoyer un liquide à plusieurs endroits. -block.liquid-tank.description = Stocke une grande quantité de liquide. Utile pour réguler la sortie quand la demande est inconstante ou comme sécurité pour refroidir des bâtiments importants. -block.liquid-junction.description = Agit comme une jonction pour deux conduits se croisant. Utile si deux conduits amènent différents liquides à différents endroits. -block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet le transport de liquides à travers 3 blocs de n'importe quel terrain ou bâtiment au plus. +block.plated-conduit.description = Déplace les liquides au même rythme que les conduits à impulsion, mais est renforcé et empêche les fuites en cas de rupture. N'accepte pas les liquides provenant des côtés, seuls les autres conduits peuvent le faire. +block.liquid-router.description = Accepte les liquides depuis une direction et les distribue jusqu'à 3 directions équitablement. Utile pour envoyer un liquide à plusieurs endroits. Peut aussi stocker une certaine quantité de liquide. +block.liquid-tank.description = Stocke une grande quantité de liquide et peut les distribuer dans tous les côtés, un peu comme un routeur liquide.\nUtile pour réguler la demande en liquide si elle est inconstante ou comme sécurité pour refroidir des bâtiments importants. +block.liquid-junction.description = Agit comme un pont pour deux conduits se croisant. Utile si deux conduits amènent différents liquides à différents endroits. +block.bridge-conduit.description = Bloc de transport de liquide avancé permettant de traverser jusqu'à 3 blocs, au-dessus de n'importe quel terrain ou bâtiment. block.phase-conduit.description = Conduit très avancé permettant le transport de liquide. Utilise de l'énergie pour téléporter les liquides à un autre conduit phasé sur une longue distance. -block.power-node.description = Transmet l'énergie aux transmetteurs énergétiques connectés. Le transmetteur recevra de l'énergie ou la transmettra à n'importe quel bâtiment adjacent, mais la connexion peut être activé/désactivé manuellement -block.power-node-large.description = Possède un rayon plus grand que le transmetteur énergétique standard, connectant d'autant plus de consommateurs ou transmetteurs d'énergie. -block.surge-tower.description = Un transmetteur énergétique de très grande portée mais avec moins de connections disponibles. -block.diode.description = L'énergie ne peut circuler à travers ce bloc que dans un sens, et uniquement si l’autre côté présente moins d’énergie en stock. +block.power-node.description = Transmet de l'énergie aux autres transmetteurs énergétiques connectés. Le transmetteur recevra de l'énergie ou la transmettra à n'importe quel bâtiment adjacent. La connexion peut être activée/désactivée manuellement. +block.power-node-large.description = Ce transmetteur possède un rayon plus grand que le transmetteur énergétique standard. Il peut aussi accepter plus de connexions. +block.surge-tower.description = Un transmetteur énergétique à très grande portée mais avec moins de connections disponibles. +block.diode.description = L'énergie ne circule que dans un sens à travers ce bloc, et uniquement si l’autre côté présente moins d’énergie en stock. Idéal pour protéger les lieux de production d'énergie. block.battery.description = Stocke le surplus d'énergie et le redistribue en cas de besoin. -block.battery-large.description = Stocke bien plus d'énergie qu'une batterie normale. +block.battery-large.description = Stocke bien plus d'énergie qu'une batterie normale. block.combustion-generator.description = Génère de l'énergie en brûlant du charbon ou d'autres matériaux inflammables. block.thermal-generator.description = Génère une grande quantité d'énergie à partir de zones de chaleur. block.steam-generator.description = Plus efficace qu'un générateur à combustion, mais requiert de l'eau. block.differential-generator.description = Génère de grandes quantités d'énergie en utilisant la différence de température entre le liquide cryogénique et la pyratite brûlante. -block.rtg-generator.description = Un générateur thermo-électrique à radioisotope qui ne demande pas de refroidissement mais produit moins d'énergie qu'un réacteur à Thorium. +block.rtg-generator.description = Un générateur thermo-électrique à radioisotope qui ne demande pas de refroidissement, mais produit moins d'énergie qu'un réacteur à Thorium. block.solar-panel.description = Génère une faible quantité d'énergie grâce aux rayons du soleil. block.solar-panel-large.description = Génère bien plus d'énergie qu'un panneau solaire standard, mais est aussi bien plus cher à construire. block.thorium-reactor.description = Génère énormément d'énergie à l'aide de la radioactivité du thorium. Requiert néanmoins un refroidissement constant. Explosera violemment en cas de surchauffe. -block.impact-reactor.description = Un générateur avancé, capable de produire une quantité d'énergie gigantesque lorsqu'il atteint son efficacité maximale. Nécessite une quantité significative d'énergie pour lancer le générateur. -block.mechanical-drill.description = Une foreuse de faible coût. Si elle est placée sur un endroit approprié, produit des matériaux lentement à l'infini. -block.pneumatic-drill.description = Une foreuse améliorée plus rapide et capable de forer des matériaux plus durs comme le titane grâce à l'usage de vérins à air comprimé. -block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, mais requiert de l'énergie . Permet de miner le Thorium, un matériau radioactif. -block.blast-drill.description = La Foreuse ultime . Demande une grande quantité d'énergie. -block.water-extractor.description = Extrait l'eau des nappes phréatiques. Utile quand il n'y a pas d'eau à proximité. -block.cultivator.description = Cultive le sol avec de l'eau afin d'obtenir de la biomasse. -block.oil-extractor.description = Utilise une grande quantité d'énergie afin d'extraire du pétrole à partir de sable. Utile quand il n'y a pas de lacs de pétrole à proximité. -block.core-shard.description = La première version du noyau. Une fois détruite tout contact avec la région est perdu. Ne laissez pas cela se produire. -block.core-foundation.description = La deuxième version du noyau. Meilleur blindage. Stocke plus de ressources. -block.core-nucleus.description = La troisième et dernière version du noyau. Extrêmement bien blindée. Stocke des quantités importantes de ressources. -block.vault.description = Stocke un grand nombre d'objets. Utile pour réguler le flux d'objets quand la demande de matériaux est inconstante. Un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le coffre-fort. -block.container.description = Stocke un petit nombre d'objets. Utile pour réguler le flux d'objets quand la demande de matériaux est inconstante. Un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le conteneur. -block.unloader.description = Décharge des objets depuis des conteneurs, coffres-forts ou d'un noyau sur un convoyeur ou directement dans un bloc adjacent. Le type d'objet peut être changé en appuyant sur le déchargeur. -block.launch-pad.description = Permet de transférer des ressources sans attendre le lancement du noyau. -block.launch-pad-large.description = Une version améliorée de la plateforme de lancement. Stocke plus de ressources et les envoie plus fréquemment. +block.impact-reactor.description = Ce réacteur est capable de produire de gigantesques quantités d'énergie lorsqu'il atteint son efficacité maximale. Nécessite une quantité significative d'énergie pour pouvoir le démarrer. +block.mechanical-drill.description = Une foreuse basique. Si elle est placée sur un endroit approprié, elle produira des matériaux lentement et indéfiniment. +block.pneumatic-drill.description = Une foreuse améliorée, plus rapide et capable de forer des minerais plus durs comme le titane. +block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, mais requiert de l'énergie pour fonctionner. Permet de miner du Thorium, un matériau radioactif. +block.blast-drill.description = La Foreuse ultime. Demande une grande quantité d'énergie pour fonctionner. +block.water-extractor.description = Extrait l'eau des nappes phréatiques. Utile quand il n'y a pas d'étendue d'eau à proximité. +block.cultivator.description = Cultive une petite quantité de spores atmosphériques afin de former des bulbes sporifères. +block.cultivator.details = Technologie de récupération. Utilisée pour produire des quantités massives de biomasse aussi efficacement que possible. Probablement l’incubateur initial des spores, qui couvrent maintenant Serpulo. +block.oil-extractor.description = Utilise de grandes quantités d'énergie pour extraire le pétrole du sable. Utilisez-le lorsqu'il n'y a pas de source directe de pétrole à proximité. +block.core-shard.description = Le coeur de votre base. Une fois détruit, le secteur est perdu. Ne laissez pas cela arriver. +block.core-shard.details = La première version du Noyau. Il est compact, doté d'un module d'auto-réplication et est équippé de propulseurs de lancement à usage unique. Equipped with single-use launch thrusters. Ceux-ci n'ont pas été conçus pour le voyage interplanétaire. +block.core-foundation.description = Le coeur de votre base. Cette version améliorée possède un meilleur blindage et stocke plus de ressources qu'un Noyau fragment. +block.core-foundation.details = La seconde version. +block.core-nucleus.description = Le coeur de votre base. Ce Noyau est extrêmement bien blindé et stocke des quantités massives de ressources. +block.core-nucleus.details = La version finale. +block.vault.description = Stocke un grand nombre d'objets de chaque type. Utilisez un déchargeur pour les récupérer.\nUtile pour réguler le flux d'objets quand la demande de matériaux est inconstante. +block.container.description = Stocke un petit nombre d'objets de chaque type. Utilisez un déchargeur pour les récupérer.\nUtile pour réguler le flux d'objets quand la demande de matériaux est inconstante. +block.unloader.description = Permet de décharger l'objet choisi, depuis les blocs adjacents. +block.launch-pad.description = Permet de transférer des ressources vers les secteurs sélectionnés. block.duo.description = Une petite tourelle à faible coût. Fonctionne bien contre les ennemis terrestres. block.scatter.description = Une tourelle anti-aérienne essentielle. Mitraille les ennemis de débris de plomb, de ferraille ou de verre trempé. block.scorch.description = Brûle les ennemis terrestres près de lui. Très efficace à courte portée. -block.hail.description = Une petite tourelle d'artillerie. Efficace à longue portée. -block.wave.description = Une tourelle de taille moyenne tirant rapidement des jets de liquide. Peut éteindre les incendies si elle est alimentée en eau. +block.hail.description = Une petite tourelle d'artillerie visant les ennemis terrestres. Efficace à longue portée. +block.wave.description = Une tourelle de taille moyenne tirant un jet de liquide. Peut éteindre les incendies automatiquement si elle est alimentée en eau. block.lancer.description = Une tourelle de taille moyenne chargeant et tirant de puissants lasers aux ennemis terrestres. -block.arc.description = Une petite tourelle de petite portée tirant des arcs électriques sur les ennemis. -block.swarmer.description = Une tourelle de taille moyenne attaquant les ennemis terrestres et aériens à l'aide de missiles autoguidés. +block.arc.description = Une petite tourelle tirant des arcs électriques sur les ennemis. +block.swarmer.description = Une tourelle de taille moyenne attaquant les ennemis terrestres et aériens à l'aide de missiles autoguidés. Consomme beaucoup de munitions. block.salvo.description = Une version plus grande et améliorée de la tourelle Duo. Tire par salves. block.fuse.description = Une tourelle de grande taille et de petite portée. Elle perce les lignées ennemis avec ses trois tirs de sharpnel. -block.ripple.description = Une grande tourelle d'artillerie qui tire plusieurs salves simultanément sur de très longues distances. -block.cyclone.description = Une grande tourelle qui tire rapidement des débris explosifs aux ennemis terrestres et aériens. -block.spectre.description = Une tourelle massive à double cannon et qui tire de puissantes balles perce-blindages simultanément. +block.ripple.description = Lance des amas d’obus sur les ennemis terrestres sur de très longues distances. +block.cyclone.description = Une grande tourelle qui tire rapidement des balles explosives aux ennemis proches. +block.spectre.description = Une tourelle massive à double cannon qui tire de puissantes balles perçantes. block.meltdown.description = Une tourelle massive chargeant et tirant de puissants rayons lasers. Nécessite un liquide de refroidissement. -block.repair-point.description = Soigne en permanence l'unité endommagée la plus proche à proximité. -block.segment.description = Endommage et détruit les tirs ennemis. Cependant, les lasers ne peuvent pas être ciblés. +block.foreshadow.description = Une tourelle massive tirant une puissante balle sur une cible, sur de très longues distances. Elle vise les unités ayant le plus de santé en priorité. +block.repair-point.description = Soigne l'unité endommagée la plus proche. +block.segment.description = Endommage et détruit les tirs ennemis. Les lasers ne peuvent pas être ciblés. +block.parallax.description = Tire un rayon tracteur qui attire les ennemis volants, infligeant aussi des dégâts. +block.tsunami.description = Tire un puissant jet de liquide aux ennemis. Peut éteindre les incendies automatiquement si elle est alimentée en eau. +block.silicon-crucible.description = Raffine du silicium avec du sable et du charbon en utilisant de la pyratite comme source de chaleur additionelle. Cette usine est plus efficace dans les endroits chauds. +block.disassembler.description = Cette verion avancée du séparateur peut produire du thorium. +block.overdrive-dome.description = Accélère le fonctionnement des bâtiments autour de lui. Requiert du silicium et du tissu phasé pour fonctionner. +block.payload-conveyor.description = Ce grand convoyeur peut déplacer de gros chargements, comme des unité depuis leurs usines ou bien des conteneurs. +block.payload-router.description = Distribue les chargements qui entrent jusqu'à 3 directions différentes. +block.command-center.description = Contrôle le comportement des unités avec plusieurs commandes différentes. +block.ground-factory.description = Produit des unités terrestres. Elles peuvent être soit utilisées directement, soit envoyées vers des reconstructeurs pour être améliorées. +block.air-factory.description = Produit des unités aériennes. Elles peuvent être soit utilisées directement, soit envoyées vers des reconstructeurs pour être améliorées. +block.naval-factory.description = Produit des unités navales. Elles peuvent être soit utilisées directement, soit envoyées vers des reconstructeurs pour être améliorées. +block.additive-reconstructor.description = Améliore les unités entrantes au second niveau. +block.multiplicative-reconstructor.description = Améliore les unités entrantes au troisième niveau. +block.exponential-reconstructor.description = Améliore les unités entrantes au quatrième niveau. +block.tetrative-reconstructor.description = Améliore les unités entrantes au cinquième niveau. +block.switch.description = Un interupteur pouvant être activé/désactivé. Le statut peut être lu et controllé avec des processeurs logiques. +block.micro-processor.description = Exécute une séquence d'instructions en bloucle. Peut être utilisé pour controller des unités ou des bâtiments. +block.logic-processor.description = Exécute une séquence d'instructions en bloucle. Peut être utilisé pour controller des unités ou des bâtiments. Plus rapide qu'un micro processeur. +block.hyper-processor.description = Exécute une séquence d'instructions en bloucle. Peut être utilisé pour controller des unités ou des bâtiments. Plus rapide qu'un processeur. +block.memory-cell.description = Stocke des informations pour un processeur logique. +block.memory-bank.description = Stocke des informations pour un processeur logique. Possède une plus grande capacité. +block.logic-display.description = Affiche des images à partir des instructions d'un processeur logique. +block.large-logic-display.description = Affiche des images à partir des instructions d'un processeur logique. Possède une plus grande résolution qu'un écran. +block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettre un déploiement interplanétaire. + +unit.dagger.description = Tire des balles normales aux ennemis proches. +unit.mace.description = Tire des jets de flammes aux ennemis proches. +unit.fortress.description = Tire des balles d’artillerie à longue portée, sur des cibles terrestres. +unit.scepter.description = Tire un barrage de balles superchargées aux ennemis proches. +unit.reign.description = Tire un barrage de grosses balles perçantes aux ennemis proches. +unit.nova.description = Tire des balles laser qui infligent des dégâts aux ennemis et réparent les structures alliées. Est capable de voler. +unit.pulsar.description = Tire des arcs électriques qui infligent des dégâts aux ennemis et réparent les structures alliées. Est capable de voler. +unit.quasar.description = Tire des faisceaux laser qui infligent des dégâts aux ennemis et réparent les structures alliées. Est capable de voler et est doté d'un champ de force. +unit.vela.description = Tire un rayon laser continu qui inflige des dégâts aux ennemis, cause des incendies aux structures ennemies et répare les structures alliées. Est capable de voler. +unit.corvus.description = Tire un rayon laser massif qui inflige des dégâts aux ennemis et répare les structures alliées. Peut marcher sur la plupart des terrains. +unit.crawler.description = Court vers un ennemi proche pour s'auto-détruire, causant une large explosion. +unit.atrax.description = Tire des orbes débilitants de scories sur des cibles terrestres. Peut marcher sur la plupart des terrains. +unit.spiroct.description = Tire des faisceaux laser sapants aux ennemis proches, le réparant aussi. Peut marcher sur la plupart des terrains. +unit.arkyid.description = Tire de larges faisceaux laser sapants aux ennemis proches, le réparant aussi. Peut marcher sur la plupart des terrains. +unit.toxopid.description = Tire de larges obus électriques et des lasers perçants aux ennemis proches. Peut marcher sur la plupart des terrains. +unit.flare.description = Tire des balles normales aux cibles terrestres. +unit.horizon.description = Largue des bombes sur des cibles terrestres. +unit.zenith.description = Tire des salves de missiles sur les ennemis proches. +unit.antumbra.description = Tire un barrage de balles aux ennemis proches. +unit.eclipse.description = Tire 2 lasers perçants et un barrage de balles explosives aux ennemis proches. +unit.mono.description = Mine automatiquement du cuivre et du plomb et le dépose dans un Noyau proche. +unit.poly.description = Reconstruit automatiquement les structures détruites (sauf les réacteurs à thorium) et assiste les autres unités lorsqu'elles construisent. +unit.mega.description = Répare automatiquement les structures endommagées. Capable de transporter des blocs et de petites unités terrestres. +unit.quad.description = Largue de grosses bombes sur des cibles terrestres, réparant les structures alliées et infligeant des dégâts aux ennemis. Capable de transporter des blocs et des unités terrestres de taille moyenne. +unit.oct.description = Protège les alliés proches avec son champ de force auto-regénérant. Capable de transporter des blocs et de grosses unités terrestres. +unit.risso.description = Tire un barrage de missiles et de balles aux ennemis proches. +unit.minke.description = Tire des obus et des balles normales aux ennemis proches. +unit.bryde.description = Tire des obus d'artillerie à longue portée et des missiles aux ennemis proches. +unit.sei.description = Tire un barrage de missiles et de balles perçantes aux ennemis proches. +unit.omura.description = Tire avec un canon à rails à longue portée, une puissante balle perçante aux ennemis proches. Possède une usine à flares. +unit.alpha.description = Défend le Noyau fragment contre les ennemis. Peut construire des structures. +unit.beta.description = Défend le Noyau fondation contre les ennemis. Peut construire des structures. +unit.gamma.description = Défend le Noyau épicentre contre les ennemis. Peut construire des structures. + +lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur. +lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur. +lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé. +lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé. +lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran. +lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message. +lst.getlink = Obtient un lien de processeur par index. Commence à 0. +lst.control = Contrôle un bâtiment. +lst.radar = Localise des unités dans la portée d'un bâtiment. +lst.sensor = Récupère des données depuis un bâtiment ou une unité. +lst.set = Définit une variable. +lst.operation = Éffectue une opération sur 1 ou 2 variables. +lst.end = Saute au sommet de la série d’instructions. +lst.jump = Saute conditionnelement vers une autre instruction. +lst.unitbind = Se lie à une unité du type donné et la stocke dans [accent]@unit[]. +lst.unitcontrol = Contrôle l'unité actuellement liée. +lst.unitradar = Localise des unités dans la portée de l'unité actuellement liée. +lst.unitlocate = Localise une position ou un type spécifique de bâtiment, n'importe où sur la carte.\nRequiert une unité reliée. + +lenum.type = Type de bâtiment/unité.\nPar exemple, pour tout routeur, cela retournera [accent]@router[].\nPas en texte. +lenum.shoot = Tire à une position donnée. +lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement. +lenum.configure = La configuration d'un bâtiment. Par exemple, l'objet sélectionné dans un trieur. +lenum.enabled = Retourne si le bloc est activé ou pas. + +laccess.color = La couleur d'un illuminateur. + +graphicstype.clear = Remplit l’écran d’une couleur. +graphicstype.color = Définit une couleur pour les prochaines opérations de dessin. +graphicstype.stroke = Définit la largeur d'une ligne. +graphicstype.line = Dessine un segment de droite. +graphicstype.rect = Dessine un rectangle. +graphicstype.linerect = Dessine le contour d'un rectangle. +graphicstype.poly = Dessine un polygone régulier. +graphicstype.linepoly = Dessine le contour un polygone régulier. +graphicstype.triangle = Dessine un triangle. +graphicstype.image = Dessine une image venant du contenu du jeu.\nex: [accent]@router[] ou [accent]@dagger[]. + +lenum.always = Toujours [accent]true[]. +lenum.idiv = Division entière. +lenum.div = Division.\nRetourne [accent]null[] lors d'une division par zéro. +lenum.mod = Modulo. +lenum.equal = Égalité. Conversion des types.\nLes objets non-nuls comparés avec des nombres deviennent 1, sinon 0. +lenum.notequal = Inégalité. Conversion des types. +lenum.strictequal = Égalité stricte. Ne convertit pas les types.\nPeut être utilisé pour vérifier les valeurs [accent]null[]. +lenum.shl = Décalage de bits gauche. +lenum.shr = Décalage de bits droite. +lenum.or = Opération binaire OR. +lenum.land = Opération logique AND. +lenum.and = Opération binaire AND. +lenum.not = Opération binaire flip. +lenum.xor = Opération binaire XOR. + +lenum.min = Le minimum des 2 nombres. +lenum.max = Le maximum des 2 nombres. +lenum.angle = Angle d'un vecteur en degrés. +lenum.len = Longueur d'un vecteur. +lenum.sin = Sinus, en degrés. +lenum.cos = Cosinus, en degrés. +lenum.tan = Tangente, en degrés. +#not a typo, look up 'range notation' +lenum.rand = Nombre aléatoire dans la plage [0, valeur]. +lenum.log = Logarithme naturel (ln). +lenum.log10 = Logarithme de base 10. +lenum.noise = Bruit simplex 2D. +lenum.abs = Valeur absolue. +lenum.sqrt = Racine carrée. + +lenum.any = N'importe quelle unité. +lenum.ally = Unité alliée. +lenum.attacker = Unité avec des armes. +lenum.enemy = Unité ennemie. +lenum.boss = Gardien. +lenum.flying = Unité volante. +lenum.ground = Unité terrestre. +lenum.player = Unité controllée par un joueur. + +lenum.ore = Gisement de minerai. +lenum.damaged = Bâtiments alliés endommagés. +lenum.spawn = Point d'apparition ennemi.\nPeut être un noyau ou une position. +lenum.building = Bâtiment dans un groupe spécifique. + +lenum.core = N'importe quel noyau. +lenum.storage = Bâtiments de stockage, un coffre-fort par exemple. +lenum.generator = Bâtiments générant de l'énergie. +lenum.factory = Bâtiments traitant des ressources. +lenum.repair = Points de réparation. +lenum.rally = Centres de commandes. +lenum.battery = N'importe quelle batterie. +lenum.resupply = Points de rechargement.\nUtile seulement lorsque [accent]"munitions"[] sont limitées. +lenum.reactor = Réacteur à Impact/Thorium. +lenum.turret = N'importe quelle tourelle. + +sensor.in = Les bâtiments/unités à analyser. + +radar.from = Bâtiment de détection.\nLa portée du détecteur est limitée à la portée du bâtiment. +radar.target = Filtre pour les unités à détecter. +radar.and = Filtres additionnels +radar.order = Ordre de filtrage. 0 pour inverser. +radar.sort = Valeur par laquelle les résultats sont triés. +radar.output = Variable dans laquelle écrire l'unité retournée. + +unitradar.target = Filtre pour les unités à détecter. +unitradar.and = Filtres additionnels +unitradar.order = Ordre de filtrage. 0 pour inverser. +unitradar.sort = Valeur par laquelle les résultats sont triés. +unitradar.output = Variable dans laquelle écrire l'unité retournée. + +control.of = Bâtiment à contrôler. +control.unit = Unité/bâtiment à viser. +control.shoot = S’il faut tirer ou non. + +unitlocate.enemy = S'il faut détecter les bâtiments ennemis au non. +unitlocate.found = Retourne un boolean s'il l'objet a été trouvé ou non. +unitlocate.building = Retourne une variable pour le bâtiment localisé. +unitlocate.outx = Retourne la coordonnée X. +unitlocate.outy = Retourne la coordonnée Y. +unitlocate.group = Le groupe de bâtiments à rechercher. + +lenum.stop = Empêche l'unité de bouger/miner/construire. +lenum.move = Bouge vers la position exacte. +lenum.approach = Approche une position avec un rayon. +lenum.pathfind = Détermine un itinéraire et bouge vers le point d'apparition ennemi. +lenum.target = Tire vers la position donnée. +lenum.targetp = Tire sur un cible avec la prédiction de mouvement. +lenum.itemdrop = Lâche un objet. +lenum.itemtake = Prend un objet depuis un bâtiment. +lenum.paydrop = Lâche le chargement actuel. +lenum.paytake = Prend un chargement à la position actuelle. +lenum.flag = Drapeau numérique d'une unité. +lenum.mine = Mine à une position donnée. +lenum.build = Construit une structure. +lenum.getblock = Récupère des données sur un bâtiment et son type aux coordonnées données.\nL'unité doit se trouver dans la portée de la position.\nLes blocs solides qui ne sont pas des bâtiments auront le type [accent]@solid[]. +lenum.within = Vérifie si l'unité est près de la position. +lenum.boost = Active/Désactive le boost. \ No newline at end of file diff --git a/core/assets/bundles/bundle_fr_BE.properties b/core/assets/bundles/bundle_fr_BE.properties deleted file mode 100644 index 8975031cb6..0000000000 --- a/core/assets/bundles/bundle_fr_BE.properties +++ /dev/null @@ -1,1335 +0,0 @@ -credits.text = Créé par [royal]Anuken[] - [sky]anukendev@gmail.com[] -credits = Crédits -contributors = Traducteurs et contributeurs -discord = Rejoignez le discord de Mindustry ! -link.discord.description = Le discord officiel de Mindustry -link.reddit.description = Le subreddit de Mindustry -link.github.description = Code source du jeu -link.changelog.description = Liste des mises à jour -link.dev-builds.description = Versions instables de développement -link.trello.description = Trello officiel pour les fonctionnalités planifiées. -link.itch.io.description = Site itch.io avec les versions téléchargeables pour ordinateur. -link.google-play.description = Page Google Play du jeu -link.f-droid.description = F-Droid catalogue listing -link.wiki.description = Wiki officiel de Mindustry -link.suggestions.description = Suggérer des nouvelles fonctionallitées -linkfail = L'ouverture du lien a échoué!\nL'URL a été copiée dans votre presse-papier. -screenshot = Capture d'écran enregistrée sur {0} -screenshot.invalid = Carte trop grande, potentiellement pas assez de mémoire pour la capture d'écran. -gameover = Le base a été détruite. -gameover.pvp = L'équipe[accent] {0}[] a gagnée ! -highscore = [accent]Nouveau meilleur score ! -copied = Copié. -indev.popup = [accent]La v6[] est actuellement en [accent]alpha[].\n[lightgray]Cela signifie :[]\n[scarlet]- La campagne est totalement incomplète[]\n- Il manque du contenu\n - La plupart des [scarlet]IA d'unités[] ne fonctionne pas correctement\n- De nombreuses unités ne sont pas terminées\n- Tout ce que vous voyez est susceptible d'être modifié ou supprimé.\n\nMerci de rapporter les bugs/crash sur [accent]Github[]. -indev.notready = Cette partie du jeu n'est pas encore prête - -load.sound = Son -load.map = Maps -load.image = Images -load.content = Contenu -load.system = Système -load.mod = Mods -load.scripts = Scripts - -be.update = Une nouvelle version est disponible: -be.update.confirm = Voulez vous la télécharger et recommencer maintenant ? -be.updating = En train de mettre à jour... -be.ignore = Ignorer -be.noupdates = Aucune mise à jour n'as été trouvée. -be.check = Chercher des mises à jour - -schematic = Schéma -schematic.add = Enregistrer Schéma... -schematics = Schémas -schematic.replace = Un schéma avec ce nom existe déjà. Voulez vous le remplacer ? -schematic.exists = Un schéma avec ce nom existe déjà. -schematic.import = Importer le Schéma... -schematic.exportfile = Exporter Dossier -schematic.importfile = Importer Dossier -schematic.browseworkshop = Parcourir l'Atelier -schematic.copy = Copier dans le presse-papier -schematic.copy.import = Importer du presse-papier -schematic.shareworkshop = Partager sur l'Atelier -schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Retourner Schéma -schematic.saved = Schéma enregistré. -schematic.delete.confirm = Ce Schéma sera définitivement supprimé. -schematic.rename = Renommer Schéma -schematic.info = {0}x{1}, {2} blocks -schematic.disabled = [scarlet] Schémas désactivés ![]\nVous n'êtes pas autorisés à utiliser des schémas sur cette [accent]map[] ou ce [accent]serveur. - -stat.wave = Vagues vaincues:[accent] {0} -stat.enemiesDestroyed = Ennemies détruits:[accent] {0} -stat.built = Bâtiments construits:[accent] {0} -stat.destroyed = Bâtiments détruits:[accent] {0} -stat.deconstructed = Bâtiments déconstruits:[accent] {0} -stat.delivered = Ressources transférées: -stat.playtime = Temps Joué:[accent] {0} -stat.rank = Rang Final: [accent]{0} - -globalitems = [accent]Global Items -map.delete = Êtes-vous sûr de vouloir supprimer cette carte ?"[accent]{0}[]"? -level.highscore = Meilleur score: [accent]{0} -level.select = Sélection de niveau -level.mode = Mode de jeu: -coreattack = -nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nextermination imminente -database = Base de données -savegame = Sauvegarder la partie -loadgame = Charger la partie -joingame = Rejoindre la partie -customgame = Partie personnalisée -newgame = Nouvelle partie -none = -minimap = Minimap -position = Position -close = Fermer -website = Site Web -quit = Quitter -save.quit = Save & Quit -maps = Cartes -maps.browse = Feuilleter les maps -continue = Continuer -maps.none = [lightgray]Aucune carte trouvée! -invalid = Invalide -pickcolor = Choisir Couleur -preparingconfig = Préparation Configuration -preparingcontent = Préparation Contenu -uploadingcontent = Télécharger Contenu -uploadingpreviewfile = Télécharger Aperçu de Dossier -committingchanges = Commettre Changements -done = Fini -feature.unsupported = Votre appareil ne prend pas en charge cette fonctionnalité. - -mods.alphainfo = Tenez en compte que les mods sont en version alpha et [scarlet] qu'ils peuvent avoir des bugs[].\nVeuillez signaler tout les problèmes que vous encontrez sur le Github de Mindustry ou sur Discord. -mods = Mods -mods.none = [lightgray]Aucun Mod trouvé ! -mods.guide = Guide de Modding -mods.report = Signaler un Bug -mods.openfolder = Ouvrir Dossier Mod -mods.reload = Relancer -mods.reloadexit = Le jeu va quitter pour relancer les mods. -mod.display = [gray]Mod:[orange] {0} -mod.enabled = [lightgray]Activé -mod.disabled = [scarlet]Désactivé -mod.disable = Désactive -mod.content = Contenu: -mod.delete.error = Unable to delete mod. File may be in use. -mod.requiresversion = [scarlet]Requires min game version: [accent]{0} -mod.outdated = [scarlet]Not compatible with V6 (no minGameVersion: 105) -mod.missingdependencies = [scarlet]Missing dependencies: {0} -mod.erroredcontent = [scarlet]Content Errors -mod.errors = Errors have occurred loading content. -mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing. -mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled. -mod.enable = Enable -mod.requiresrestart = The game will now close to apply the mod changes. -mod.reloadrequired = [scarlet]Reload Required -mod.import = Import Mod -mod.import.file = Import File -mod.import.github = Import GitHub Mod -mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source! -mod.item.remove = This item is part of the[accent] '{0}'[] mod. To remove it, uninstall that mod. -mod.remove.confirm = This mod will be deleted. -mod.author = [lightgray]Author:[] {0} -mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0} -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. -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. -mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game. - -about.button = À propos -name = Nom: -noname = Choisissez d'abord [accent]un pseudo[]. -planetmap = Planet Map -launchcore = Launch Core -filename = Nom du fichier: -unlocked = Nouveau bloc debloqué! -completed = [accent]Terminé -techtree = Arbre technologique -research.list = [lightgray]Recherche: -research = Recherche -researched = [lightgray]{0} recherché. -research.progress = {0}% complete -players = {0} joueurs -players.single = {0} joueur -players.search = search -players.notfound = [gray]no players found -server.closing = [accent]Fermeture du serveur ... -server.kicked.kick = Vous avez été expulsé du serveur ! -server.kicked.whitelist = You are not whitelisted here. -server.kicked.serverClose = Serveur fermé. -server.kicked.vote = Vous avez été expulsé par vote. Au revoir. -server.kicked.clientOutdated = Client dépassé! Mettez à jour votre jeu ! -server.kicked.serverOutdated = Serveur dépassé! Demandez à l'hôte de le mettre à jour ! -server.kicked.banned = Vous êtes banni de ce serveur. -server.kicked.typeMismatch = This server is not compatible with your build type. -server.kicked.playerLimit = Ce serveur est complet. Attendez qu'une place ce libére. -server.kicked.recentKick = Vous avez été expulsé récemment.\nAttendez avant de vous connecter à nouveau. -server.kicked.nameInUse = Il y a déjà quelqu'un avec ce nom\nsur ce serveur. -server.kicked.nameEmpty = Votre nom doit contenir au moins une lettre ou un chiffre. -server.kicked.idInUse = Vous êtes déjà sur ce serveur ! Se connecter avec deux comptes n'est pas permis ! -server.kicked.customClient = Ce serveur ne supporte pas les versions personnalisées (Custom builds). Télécharger une version officielle. -server.kicked.gameover = Vous avez perdu ! -server.kicked.serverRestarting = Le serveur est entrain de redémarrer. -server.versions = Votre version:[accent] {0}[]\nVersion du serveur:[accent] {1}[] -host.info = Le bouton [accent]héberger[] héberge un serveur sur les ports [scarlet]6567[] et [scarlet]6568.[]\nN'importe qui sur le même [lightgray]réseau wifi ou local[] devrait pouvoir voir votre serveur dans sa liste de serveurs.\n\nSi vous voulez que les gens puissent se connecter de n'importe où grâce à l'IP, [accent]rediriger les ports[] est requis.\n\n[lightgray]Note:Si quelqu'un éprouve des difficultés à se connecter à votre partie LAN, assurez-vous que vous avez autorisé Mindustry à accéder à votre réseau local dans les paramètres de votre pare-feu. -join.info = Ici, vous pouvez entrer l' [accent]IP d'un serveur[] pour s'y connecter, ou découvrir les serveurs[accent]sur votre réseau local[] pour s'y connecter.\nLes parties multijoueur LAN et WAN sont toutes deux supportées.\n\n[lightgray]Note: Aucune liste globale des serveurs n'est génerée automatiquement: si vous voulez vous connecter à un serveur par IP, vous devrez demander l'IP à l'hébergeur. -hostserver = Héberger un serveur -invitefriends = Inviter des amis -hostserver.mobile = Héberger\nune partie -host = Héberger -hosting = [accent]Ouverture du serveur ... -hosts.refresh = Actualiser -hosts.discovering = Recherche de parties en LAN -hosts.discovering.any = Découverte des jeux -server.refreshing = Actualisation du serveur -hosts.none = [lightgray]Aucun jeu en LAN trouvé ! -host.invalid = [scarlet]Impossible de se\nconnecter à l'hôte. - -servers.local = Serveurs Locaux -servers.remote = Serveurs Distants -servers.global = Serveurs Communautaires - -trace = Suivre le joueur -trace.playername = Nom du joueur: [accent]{0} -trace.ip = IP: [accent]{0} -trace.id = ID Unique: [accent]{0} -trace.mobile = Client Mobile: [accent]{0} -trace.modclient = Client personnalisé: [accent]{0} -invalidid = ID client invalide ! Soumettre un rapport de bug -server.bans = Banni -server.bans.none = Aucun joueur banni trouvé ! -server.admins = Administrateurs -server.admins.none = Aucun administrateur trouvé ! -server.add = Ajouter un serveur -server.delete = Êtes-vous sûr de vouloir supprimer ce serveur ? -server.edit = Modifier le serveur -server.outdated = [crimson]Serveur obsolète ![] -server.outdated.client = [crimson]Client obsolète ![] -server.version = [lightgray]Version: {0} {1} -server.custombuild = [accent]Version personnalisée -confirmban = Êtes-vous sûr de vouloir bannir ce joueur ? -confirmkick = Êtes-vous sûr de vouloir expulser ce joueur ? -confirmvotekick = Êtes-vous sûr de vouloir voter que ce joueur soit banni ? -confirmunban = Êtes-vous sûr de vouloir annuler le ban de ce joueur ? -confirmadmin = Êtes-vous sûr de vouloir faire de ce joueur un administrateur ? -confirmunadmin = Êtes-vous sûr de vouloir supprimer le statut d'administrateur de ce joueur ? -joingame.title = Rejoindre une partie -joingame.ip = IP: -disconnect = Déconnecté. -disconnect.error = Un problème est survenu lors de la connection. -disconnect.closed = Connection fermée. -disconnect.timeout = Timed out. -disconnect.data = Les données du monde n'ont pas pu être chargées ! -cantconnect = Impossible de rejoindre le jeu ([accent]{0}[]). -connecting = [accent]Connexion... -connecting.data = [accent]Chargement des données du monde... -server.port = Port: -server.addressinuse = Adresse déjà utilisée ! -server.invalidport = Numéro de port incorrect ! -server.error = [crimson]Erreur lors de l'hébergement du serveur: [accent]{0} -save.new = Nouvelle sauvegarde -save.overwrite = Êtes-vous sûr de vouloir\nrecouvrir cette sauvegarde ? -overwrite = Recouvrir -save.none = Aucune sauvegarde trouvée ! -savefail = Échec de la sauvegarde ! -save.delete.confirm = Êtes-vous sûr de supprimer cette sauvegarde ? -save.delete = Supprimer -save.export = Exporter une\nSauvegarde -save.import.invalid = [accent]Cette sauvegarde est invalide! -save.import.fail = [crimson]L'importation de la sauvegarde\na échouée: [accent]{0} -save.export.fail = [crimson]L'exportation de la sauvegarde\na échouée: [accent]{0} -save.import = Importer une sauvegarde -save.newslot = Nom de la sauvegarde: -save.rename = Renommer -save.rename.text = Nouveau nom: -selectslot = Sélectionnez une sauvegarde. -slot = [accent]Emplacement {0} -editmessage = Modifier le Message -save.corrupted = [accent]Fichier de sauvegarde corrompu ou invalide!\nSi vous venez de mettre à jour votre jeu, c'est probablement dû à un changement du format de sauvegarde et [scarlet]non[] un bug. -empty = -on = Allumer -off = Éteint -save.autosave = Sauvegarde automatique {0} -save.map = Carte: {0} -save.wave = Vague {0} -save.mode = Mode de jeu {0} -save.date = Dernière sauvegarde: {0} -save.playtime = Temps de jeu: {0} -warning = Avertissement. -confirm = Confirmer -delete = Supprimer -view.workshop = View In Workshop -workshop.listing = Edit Workshop Listing -ok = OK -open = Ouvrir -customize = Personnaliser -cancel = Annuler -openlink = Ouvrir le lien -copylink = Copier le lien -back = Retour -data.export = Export Data -data.import = Import Data -data.openfolder = Open Data Folder -data.exported = Data exported. -data.invalid = Ceci ne sont pas des données de jeu valide. -data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately. -quit.confirm = Êtes-vous sûr de vouloir quitter? -quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[] -loading = [accent]Chargement... -reloading = [accent]Reloading Mods... -saving = [accent]Sauvegarde... -respawn = [accent][[{0}][] to respawn in core -cancelbuilding = [accent][[{0}][] to clear plan -selectschematic = [accent][[{0}][] to select+copy -pausebuilding = [accent][[{0}][] to pause building -resumebuilding = [scarlet][[{0}][] to resume building -wave = [accent]Vague {0} -wave.cap = [accent]Wave {0}/{1} -wave.waiting = [lightgray]Prochaine vague dans {0} -wave.waveInProgress = [lightgray]Vague en cours -waiting = [lightgray]En attente... -waiting.players = En attente de joueurs ... -wave.enemies = [lightgray]{0} Ennemis restants -wave.enemy = [lightgray]{0} Ennemi restant -wave.guardianwarn = Guardian approaching in [accent]{0}[] waves. -wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave. -loadimage = Charger l'image -saveimage = Sauvegarder l'image -unknown = Inconnu -custom = Personnalisé -builtin = Pré-fait -map.delete.confirm = Êtes-vous sûr de vouloir effacer cette carte ? Cette action est irréversible ! -map.random = [accent]Carte aléatoire -map.nospawn = Cette carte ne possède pas de base pour que le joueur puisse apparaître !Ajouter un [royal]base bleue[] sur cette carte dans l'éditeur. -map.nospawn.pvp = Cette carte ne contient aucune base ennemi dans lequel le joueur apparaît!\nAjoutez des bases [scarlet]rouge[] à cette carte dans l'éditeur. -map.nospawn.attack = Cette carte ne contient aucune base ennemi à attaquer! Ajoutez des bases [scarlet]rouge[] à cette carte dans l'éditeur. -map.invalid = Erreur lors du chargement de la carte: carte corrompue ou invalide. -workshop.update = Update Item -workshop.error = Error fetching workshop details: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! -workshop.menu = Select what you would like to do with this item. -workshop.info = Item Info -changelog = Changelog (optional): -eula = Steam EULA -missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked. -publishing = [accent]Publishing... -publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up! -publish.error = Error publishing item: {0} -steam.error = Failed to initialize Steam services.\nError: {0} - -editor.brush = Pinceau -editor.openin = Ouvrir dans l'éditeur -editor.oregen = Génération des minerais -editor.oregen.info = Génération de minerais: -editor.mapinfo = Infos sur la carte -editor.author = Auteur: -editor.description = Description: -editor.nodescription = A map must have a description of at least 4 characters before being published. -editor.waves = Vagues: -editor.rules = Règles: -editor.generation = Generation: -editor.ingame = Modifier en jeu -editor.publish.workshop = Publish On Workshop -editor.newmap = Nouvelle carte -editor.center = Center -workshop = Workshop -waves.title = Vagues -waves.remove = Retirer -waves.never = -waves.every = tous les -waves.waves = vague(s) -waves.perspawn = par apparition -waves.shields = shields/wave -waves.to = à -waves.guardian = Guardian -waves.preview = Prévisualiser -waves.edit = Modifier... -waves.copy = Copier dans le Presse-papiers -waves.load = Coller depuis le Presse-papiers -waves.invalid = Vagues invalides dans le Presse-papiers. -waves.copied = Vagues copiées. -waves.none = Aucun ennemi défini.\nNotez que les dispositions vides seront automatiquement remplacées par la dispositions par défaut. - -wavemode.counts = counts -wavemode.totals = totals -wavemode.health = health - -editor.default = [lightgray] -details = Details... -edit = Modifier... -editor.name = Nom: -editor.spawn = Ajouter une unité -editor.removeunit = Retirer l'unité -editor.teams = Équipes -editor.errorload = Erreur lors du chargement du fichier:\n[accent]{0} -editor.errorsave = Erreur lors de la sauvegarde du fichier:\n[accent]{0} -editor.errorimage = C’est une image, pas une carte.\n\nSi vous souhaitez importer une carte 3.5/build 40, utilisez le bouton "Importer une carte héritée" dans l’éditeur. -editor.errorlegacy = Cette carte est trop ancienne et utilise un format de carte qui n'est plus pris en charge. -editor.errornot = Ce n'est pas un fichier de carte. -editor.errorheader = Ce fichier de carte n'est pas valide ou corrompu. -editor.errorname = La carte n'a pas de nom ! -editor.update = Mettre à jour -editor.randomize = Randomiser -editor.apply = Appliquer -editor.generate = Générer -editor.resize = Redimensionner -editor.loadmap = Charger une carte -editor.savemap = Sauvegarder une carte -editor.saved = Sauvegardé ! -editor.save.noname = Votre carte ne possède pas de nom ! Ajouter en un dans le menu 'Infos sur la carte'. -editor.save.overwrite = Une carte posséde déjà ce nom ! Choisissez un nom différent dans le menu 'Infos sur la carte'. -editor.import.exists = [scarlet]Importation impossible :[] Une carte nommé '{0}' existe déjà! -editor.import = Importation... -editor.importmap = Importer une carte -editor.importmap.description = Importer une carte déjà existante -editor.importfile = Importer un fichier -editor.importfile.description = Importer une carte à partir d'un fichier externe -editor.importimage = Importer la carte existante -editor.importimage.description = Importer une image de terrain à partir d'un fichier externe -editor.export = Exportation en cours... -editor.exportfile = Exporter un fichier -editor.exportfile.description = Exporter une carte -editor.exportimage = Exporter l'image du terrain -editor.exportimage.description = Exporter la carte sous forme d'image -editor.loadimage = Importer le terrain -editor.saveimage = Exportr le terrain -editor.unsaved = [scarlet] Vous avez des changements non sauvegardés ![] Êtes-vous sûr de vouloir quitter ? -editor.resizemap = Redimensionner\nla carte -editor.mapname = Nom de la carte: -editor.overwrite = [accent]Attention!\nCela écrasera une carte existante. -editor.overwrite.confirm = [scarlet]Attention ![] Une carte avec ce nom existe déjà. Êtes-vous sûr de vouloir la réécrire? -editor.exists = A map with this name already exists. -editor.selectmap = Sélectionnez une carte à charger: - -toolmode.replace = Remplacer -toolmode.replace.description = Dessine uniquement sur des blocs pleins. -toolmode.replaceall = Remplacer tout -toolmode.replaceall.description = Remplacez tous les blocs de la carte. -toolmode.orthogonal = Orthogonale -toolmode.orthogonal.description = Dessine uniquement des lignes orthogonales. -toolmode.square = Carré -toolmode.square.description = Pinceau carré. -toolmode.eraseores = Effacer les minerais -toolmode.eraseores.description = N'effacez que les minerais. -toolmode.fillteams = Remplir les équipes -toolmode.fillteams.description = Remplissez les équipes au lieu de blocs. -toolmode.drawteams = Tirage au sort des équipes -toolmode.drawteams.description = Dessinez des équipes au lieu de blocs. - -filters.empty = [lightgray]Aucun filtre! Ajoutez-en un avec les boutons ci-dessous. -filter.distort = Déformation -filter.noise = Bruit -filter.enemyspawn = Enemy Spawn Select -filter.spawnpath = Path To Spawn -filter.corespawn = Core Select -filter.median = Median -filter.oremedian = Ore Median -filter.blend = Mélange -filter.defaultores = Minerais par défaut -filter.ore = Minerai -filter.rivernoise = Bruit des rivières -filter.mirror = Miroir -filter.clear = Nettoyer -filter.option.ignore = Ignorer -filter.scatter = Dispersement -filter.terrain = Terrain -filter.option.scale = Échelle -filter.option.chance = Chance -filter.option.mag = Magnitude -filter.option.threshold = Seuil -filter.option.circle-scale = Échelle du cercle -filter.option.octaves = Octaves -filter.option.falloff = Diminution -filter.option.angle = Angle -filter.option.amount = Amount -filter.option.block = Bloc -filter.option.floor = Sol -filter.option.flooronto = Sible au sol -filter.option.target = Target -filter.option.wall = Mur -filter.option.ore = Minerai -filter.option.floor2 = Sol secondaire -filter.option.threshold2 = Seuil secondaire -filter.option.radius = Rayon -filter.option.percentile = Centile - -width = Largeur: -height = Hauteur: -menu = Menu -play = Jouer -campaign = Campagne -load = Charger -save = Sauvegarder -fps = FPS: {0} -ping = Ping: {0}ms -language.restart = Veuillez redémarrez votre jeu pour le changement de langage prenne effet. -settings = Paramètres -tutorial = Tutoriel -tutorial.retake = Re-Take Tutorial -editor = Éditeur -mapeditor = Éditeur de carte - -abandon = Abandonner -abandon.text = Cette zone et toutes ses ressources seront perdues. -locked = Verrouillé -complete = [lightgray]Compléter: -requirement.wave = Reach Wave {0} in {1} -requirement.core = Destroy Enemy Core in {0} -requirement.research = Research {0} -requirement.capture = Capture {0} -bestwave = [lightgray]Meilleur: {0} -launch.text = Launch -research.multiplayer = Only the host can research items. -uncover = Découvrir -configure = Configurer le transfert des ressources. -loadout = Loadout -resources = Resources -bannedblocks = Banned Blocks -addall = Add All -launch.destination = Destination: {0} -configure.invalid = Amount must be a number between 0 and {0}. -zone.unlocked = [lightgray]{0} Débloquée. -zone.requirement.complete = Vague {0} atteinte:\n{1} Exigences de la zone complétées -zone.resources = Ressources détectées: -zone.objective = [lightgray]Objective: [accent]{0} -zone.objective.survival = Survive -zone.objective.attack = Détruire la base ennemi -add = Ajouter... -boss.health = Vie du BOSS - -connectfail = [crimson]Échec de la connexion au serveur: [accent]{0} -error.unreachable = Serveur inaccessible. -error.invalidaddress = Adresse invalide. -error.timedout = Expiration du délai !\nAssurez-vous que la redirection de port est configurée sur l'hôte et que l'adresse est correcte ! -error.mismatch = Erreur de paquet:\nPossible d'incompatibilité de version client/serveur.\nAssurez-vous que l'hôte et vous disposez de la dernière version de Mindustry ! -error.alreadyconnected = Déjà connecté. -error.mapnotfound = Fichier de carte introuvable ! -error.io = Network I/O error. -error.any = Erreur réseau inconnue. -error.bloom = Échec d'initialisation du flou lumineux.\nVotre appareil peut ne pas le supporter. - -weather.rain.name = Pluie -weather.snow.name = Neige -weather.sandstorm.name = Tempête de sable -weather.sporestorm.name = Tempête de spores -weather.fog.name = Brouillard - -sectors.unexplored = [lightgray] Inexploré -sectors.resources = Resources: -sectors.production = Production: -sectors.stored = Stored: -sectors.resume = Resume -sectors.launch = Launch -sectors.select = Select -sectors.nonelaunch = [lightgray]none (sun) -sectors.rename = Rename Sector -sector.missingresources = [scarlet]Ressources du noyau insuffisantes - -planet.serpulo.name = Serpulo -planet.sun.name = Soleil - -sector.groundZero.name = Ground Zero -sector.craters.name = The Craters -sector.frozenForest.name = Frozen Forest -sector.ruinousShores.name = Ruinous Shores -sector.stainedMountains.name = Stained Mountains -sector.desolateRift.name = Desolate Rift -sector.nuclearComplex.name = Nuclear Production Complex -sector.overgrowth.name = Overgrowth -sector.tarFields.name = Tar Fields -sector.saltFlats.name = Salt Flats -sector.fungalPass.name = Fungal Pass - -sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. -sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. -sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills. -sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology. -sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units. -sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Titan units. Destroy it. Reclaim that which was lost. -sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible. -sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks. -sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers. -sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores. - -settings.language = Langue -settings.data = Données du jeu -settings.reset = Valeur par défaut. -settings.rebind = Réatttribuer -settings.resetKey = Reset -settings.controls = Contrôles -settings.game = Jeu -settings.sound = Son -settings.graphics = Graphiques -settings.cleardata = Effacer les données du jeu... -settings.clear.confirm = Êtes-vous sûr d'effacer ces données ?\n[scarlet]Ceci est irréversible -settings.clearall.confirm = [scarlet]ATTENTION![]\nCet action effacera toutes les données , incluant les sauvegarges, les cartes, les déblocages et la configuration des touches.\nUne fois que vous aurez pressé 'Ok' le jeu effacera toutes les données et se fermera. -settings.clearsaves.confirm = Are you sure you want to clear all your saves? -settings.clearsaves = Clear Saves -settings.clearresearch = Clear Research -settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research? -settings.clearcampaignsaves = Clear Campaign Saves -settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves? -paused = En pause -clear = Clear -banned = [scarlet]Banned -unplaceable.sectorcaptured = [scarlet]Requires captured sector -yes = Oui -no = Non -info.title = Info -error.title = [crimson]Une erreur s'est produite -error.crashtitle = Une erreur s'est produite -unit.nobuild = [scarlet]Unit can't build -lastaccessed = [lightgray]Last Accessed: {0} -block.unknown = [lightgray]Inconnu - -stat.input = Ressource(s) requise(s) -stat.output = Ressource(s) produite(s) -stat.booster = Booster -stat.tiles = Required Tiles -stat.affinities = Affinities -stat.powercapacity = Capacité d'énergie -stat.powershot = Énergie/Tir -stat.damage = Damage -stat.targetsair = Cible les unités aériennes -stat.targetsground = Cible les unités terrestres -stat.itemsmoved = Vitesse de déplacement -stat.launchtime = Temps entre chaque lancement -stat.shootrange = Portée -stat.size = Taille -stat.displaysize = Display Size -stat.liquidcapacity = Capacité en liquide -stat.powerrange = Distance de transmission -stat.linkrange = Link Range -stat.instructions = Instructions -stat.powerconnections = Max Connections -stat.poweruse = Énergie utilisée -stat.powerdamage = Énergie/Dégâts -stat.itemcapacity = Stockage -stat.memorycapacity = Memory Capacity -stat.basepowergeneration = Production d'énergie de base -stat.productiontime = Temps de production -stat.repairtime = Temps pour la réparation totale du bloc -stat.speedincrease = Augmentation de la vitesse -stat.range = Portée -stat.drilltier = Forable -stat.drillspeed = Vitesse de forage de base -stat.boosteffect = Effet boostant -stat.maxunits = Maximum d'unitée active -stat.health = Santé -stat.buildtime = Temps de construction -stat.maxconsecutive = Max Consecutive -stat.buildcost = Coût de construction -stat.inaccuracy = Précision -stat.shots = Tirs -stat.reload = Tirs/Seconde -stat.ammo = Munition -stat.shieldhealth = Shield Health -stat.cooldowntime = Cooldown Time -stat.explosiveness = Explosiveness -stat.basedeflectchance = Base Deflect Chance -stat.lightningchance = Lightning Chance -stat.lightningdamage = Lightning Damage -stat.flammability = Flammability -stat.radioactivity = Radioactivity -stat.heatcapacity = HeatCapacity -stat.viscosity = Viscosity -stat.temperature = Temperature -stat.speed = Speed -stat.buildspeed = Build Speed -stat.minespeed = Mine Speed -stat.minetier = Mine Tier -stat.payloadcapacity = Payload Capacity -stat.commandlimit = Command Limit -stat.abilities = Abilities - -ability.forcefield = Force Field -ability.repairfield = Repair Field -ability.statusfield = Status Field -ability.unitspawn = {0} Factory -ability.shieldregenfield = Shield Regen Field - -bar.drilltierreq = Better Drill Required -bar.noresources = Missing Resources -bar.corereq = Core Base Required -bar.drillspeed = Vitesse de forage: {0}/s -bar.pumpspeed = Pump Speed: {0}/s -bar.efficiency = Efficacité: {0}% -bar.powerbalance = Énergie: {0} -bar.powerstored = Stored: {0}/{1} -bar.poweramount = Énergie: {0} -bar.poweroutput = Énergie en sortie: {0} -bar.powerlines = Connections: {0}/{1} -bar.items = Objets: {0} -bar.capacity = Capacity: {0} -bar.unitcap = {0} {1}/{2} -bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unit disabled] -bar.liquid = Liquide -bar.heat = Chaleur -bar.power = Énergie -bar.progress = Progression de la construction -bar.input = Input -bar.output = Output - -units.processorcontrol = [lightgray]Processor Controlled - -bullet.damage = [stat]{0}[lightgray] dégats -bullet.splashdamage = [stat]{0}[lightgray] dgt zone ~[stat] {1}[lightgray] tuiles -bullet.incendiary = [stat]incendiaire -bullet.homing = [stat]autoguidage -bullet.shock = [stat]choc -bullet.frag = [stat]frag -bullet.knockback = [stat]{0}[lightgray]recul -bullet.pierce = [stat]{0}[lightgray]x pierce -bullet.infinitepierce = [stat]pierce -bullet.freezing = [stat]gel -bullet.tarred = [stat]goudronné -bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions -bullet.reload = [stat]{0}[lightgray]x vitesse de rechargement - -unit.blocks = Blocs -unit.blockssquared = blocks² -unit.powersecond = Énergie/seconde -unit.liquidsecond = Liquides/seconde -unit.itemssecond = Objets/seconde -unit.liquidunits = Unité de liquide -unit.powerunits = Unité d'énergie -unit.degrees = degrés -unit.seconds = secondes -unit.minutes = mins -unit.persecond = /sec -unit.perminute = /min -unit.timesspeed = x vitesse -unit.percent = % -unit.shieldhealth = shield health -unit.items = Objets -unit.thousands = k -unit.millions = mil -unit.billions = b -category.general = Général -category.power = Énergie -category.liquids = Liquides -category.items = Objets -category.crafting = Fabrication -category.function = Function -category.optional = Améliorations facultatives -setting.landscape.name = Verrouiller la rotation en mode paysage -setting.shadows.name = Ombres -setting.blockreplace.name = Automatic Block Suggestions -setting.linear.name = Filtrage linéaire -setting.hints.name = Hints -setting.flow.name = Display Resource Flow Rate[scarlet] (experimental) -setting.buildautopause.name = Auto-Pause Building -setting.animatedwater.name = Eau animée -setting.animatedshields.name = Boucliers Animés -setting.antialias.name = Antialias[lightgray] (demande le redémarrage de l'appareil)[] -setting.playerindicators.name = Player Indicators -setting.indicators.name = Indicateurs d'alliés -setting.autotarget.name = Visée automatique -setting.keyboard.name = Contrôles Souris + Clavier -setting.touchscreen.name = Touchscreen Controls -setting.fpscap.name = Max FPS -setting.fpscap.none = Vide -setting.fpscap.text = {0} FPS -setting.uiscale.name = Mise à l'échelle de l'interface[lightgray] (nécessite un redémarrage)[] -setting.swapdiagonal.name = Autoriser le placement des blocs en diagonal -setting.difficulty.training = Entraînement -setting.difficulty.easy = Facile -setting.difficulty.normal = Normal -setting.difficulty.hard = Difficile -setting.difficulty.insane = Êxtreme -setting.difficulty.name = Difficulté: -setting.screenshake.name = Tremblement d'écran -setting.effects.name = Montrer les effets -setting.destroyedblocks.name = Display Destroyed Blocks -setting.blockstatus.name = Display Block Status -setting.conveyorpathfinding.name = Conveyor Placement Pathfinding -setting.sensitivity.name = Contôle de la sensibilité -setting.saveinterval.name = Intervalle des sauvegardes auto -setting.seconds = {0} Secondes -setting.blockselecttimeout.name = Block Select Timeout -setting.milliseconds = {0} milliseconds -setting.fullscreen.name = Plein écran -setting.borderlesswindow.name = Fenêtre sans bordure[lightgray] (peut nécessiter un redémarrage) -setting.fps.name = Afficher FPS -setting.smoothcamera.name = Smooth Camera -setting.vsync.name = VSync -setting.pixelate.name = Pixélisé [lightgray](peut diminuer les performances)[] -setting.minimap.name = Montrer la minimap -setting.coreitems.name = Display Core Items (WIP) -setting.position.name = Show Player Position -setting.musicvol.name = Volume de la musique -setting.atmosphere.name = Show Planet Atmosphere -setting.ambientvol.name = Ambient Volume -setting.mutemusic.name = Couper la musique -setting.sfxvol.name = Volume des SFX -setting.mutesound.name = Couper les SFX -setting.crashreport.name = Envoyer des rapports d'incident anonymement. -setting.savecreate.name = Auto-Create Saves -setting.publichost.name = Public Game Visibility -setting.playerlimit.name = Player Limit -setting.chatopacity.name = Opacité du tchat -setting.lasersopacity.name = Power Laser Opacity -setting.bridgeopacity.name = Bridge Opacity -setting.playerchat.name = Afficher le tchat en jeu -public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility. -public.beta = Note that beta versions of the game cannot make public lobbies. -uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer cette échelle.\n[scarlet]Revenir et sortir en[accent] {0}[] réglages... -uiscale.cancel = Annuler et quitter -setting.bloom.name = Flou lumineux -keybind.title = Paramétrer les touches -keybinds.mobile = [scarlet]La plupart des raccourcis clavier ne sont pas fonctionnelles sur les appareils mobiles. Seul le mouvement de base est pris en charge. -category.general.name = Général -category.view.name = Voir -category.multiplayer.name = Multijoueur -category.blocks.name = Block Select -command.attack = Attaquer -command.rally = Rally -command.retreat = Retraite -command.idle = Idle -placement.blockselectkeys = \n[lightgray]Key: [{0}, -keybind.respawn.name = Respawn -keybind.control.name = Control Unit -keybind.clear_building.name = Clear Building -keybind.press = Appuyez sur une touche ... -keybind.press.axis = Appuyez sur un axe ou une touche... -keybind.screenshot.name = Map Screenshot -keybind.toggle_power_lines.name = Toggle Power Lasers -keybind.toggle_block_status.name = Toggle Block Statuses -keybind.move_x.name = Mouvement X -keybind.move_y.name = Mouvement Y -keybind.mouse_move.name = Follow Mouse -keybind.pan.name = Pan View -keybind.boost.name = Boost -keybind.schematic_select.name = Select Region -keybind.schematic_menu.name = Schematic Menu -keybind.schematic_flip_x.name = Flip Schematic X -keybind.schematic_flip_y.name = Flip Schematic Y -keybind.category_prev.name = Previous Category -keybind.category_next.name = Next Category -keybind.block_select_left.name = Block Select Left -keybind.block_select_right.name = Block Select Right -keybind.block_select_up.name = Block Select Up -keybind.block_select_down.name = Block Select Down -keybind.block_select_01.name = Category/Block Select 1 -keybind.block_select_02.name = Category/Block Select 2 -keybind.block_select_03.name = Category/Block Select 3 -keybind.block_select_04.name = Category/Block Select 4 -keybind.block_select_05.name = Category/Block Select 5 -keybind.block_select_06.name = Category/Block Select 6 -keybind.block_select_07.name = Category/Block Select 7 -keybind.block_select_08.name = Category/Block Select 8 -keybind.block_select_09.name = Category/Block Select 9 -keybind.block_select_10.name = Category/Block Select 10 -keybind.fullscreen.name = Basculer en plein écran -keybind.select.name = Sélectionner/Tirer -keybind.diagonal_placement.name = Placement en diagonal -keybind.pick.name = Choisir un bloc -keybind.break_block.name = Supprimer un bloc -keybind.deselect.name = Déselectionner -keybind.pickupCargo.name = Pickup Cargo -keybind.dropCargo.name = Drop Cargo -keybind.command.name = Command -keybind.shoot.name = Tirer -keybind.zoom.name = Zoom -keybind.menu.name = Menu -keybind.pause.name = Pause -keybind.pause_building.name = Pause/Resume Building -keybind.minimap.name = Mini-Map -keybind.chat.name = Tchat -keybind.player_list.name = Liste des joueurs -keybind.console.name = Console -keybind.rotate.name = Tourner -keybind.rotateplaced.name = Rotate Existing (Hold) -keybind.toggle_menus.name = Montrer/Cacher les menus -keybind.chat_history_prev.name = Reculer dans l'historique du tchat -keybind.chat_history_next.name = Suite de l'historique du tchat -keybind.chat_scroll.name = Faire défiler le tchat -keybind.drop_unit.name = Larguer une unité -keybind.zoom_minimap.name = Zoomer la minimap -mode.help.title = Description des modes de jeu -mode.survival.name = Survival -mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques. -mode.sandbox.name = Bac à sable -mode.sandbox.description = Ressources infinies et pas de compte à rebours pour les vagues. -mode.editor.name = Editor -mode.pvp.name = PvP -mode.pvp.description = Lutter contre d'autres joueurs pour gagner ! -mode.attack.name = Attaque -mode.attack.description = Pas de vagues, le but est de détruire la base ennemie. -mode.custom = Règles personnalisées - -rules.infiniteresources = Ressources infinies -rules.reactorexplosions = Reactor Explosions -rules.schematic = Schematics Allowed -rules.wavetimer = Temps de vague -rules.waves = Vague -rules.attack = Mode attaque -rules.buildai = AI Building -rules.enemyCheat = Ressources infinies pour l'IA -rules.blockhealthmultiplier = Block Health Multiplier -rules.blockdamagemultiplier = Block Damage Multiplier -rules.unitbuildspeedmultiplier = Multiplicateur de vitesse de création d'unités -rules.unithealthmultiplier = Multiplicateur de la santé des unités -rules.unitdamagemultiplier = Multiplicateur de dégât des unités -rules.enemycorebuildradius = Rayon de non-construction autour de la base ennemi:[lightgray] (tuiles) -rules.wavespacing = Espacement des vagues:[lightgray] (sec) -rules.buildcostmultiplier = Multiplicateur de coût de construction -rules.buildspeedmultiplier = Multiplicateur de vitesse de construction -rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier -rules.waitForWaveToEnd = Les vagues attendent les ennemis -rules.dropzoneradius = Rayon de la zone de largage:[lightgray] (tuiles) -rules.unitammo = Units Require Ammo -rules.title.waves = Vagues -rules.title.resourcesbuilding = Ressources & Bâtiment -rules.title.enemy = Ennemis -rules.title.unit = Unités -rules.title.experimental = Experimental -rules.title.environment = Environment -rules.lighting = Lighting -rules.enemyLights = Enemy Lights -rules.fire = Fire -rules.explosions = Block/Unit Explosion Damage -rules.ambientlight = Ambient Light -rules.weather = Weather -rules.weather.frequency = Frequency: -rules.weather.duration = Duration: - -content.item.name = Objets -content.liquid.name = Liquides -content.unit.name = Unités -content.block.name = Blocs - -item.copper.name = Cuivre -item.lead.name = Plomb -item.coal.name = Charbon -item.graphite.name = Graphite -item.titanium.name = Titane -item.thorium.name = Thorium -item.silicon.name = Silicium -item.plastanium.name = Plastanium -item.phase-fabric.name = Phase Fabric -item.surge-alloy.name = Alliage superchargé -item.spore-pod.name = Bulbe sporifère -item.sand.name = Sable -item.blast-compound.name = Mélange explosif -item.pyratite.name = Pyratite -item.metaglass.name = Métaverre -item.scrap.name = Ferraille -liquid.water.name = Eau -liquid.slag.name = Scorie -liquid.oil.name = Pétrole -liquid.cryofluid.name = Liquide Cryogénique - -unit.dagger.name = Poignard -unit.mace.name = Mace -unit.fortress.name = Forteresse -unit.nova.name = Nova -unit.pulsar.name = Pulsar -unit.quasar.name = Quasar -unit.crawler.name = Rampeur -unit.atrax.name = Atrax -unit.spiroct.name = Spiroct -unit.arkyid.name = Arkyid -unit.toxopid.name = Toxopid -unit.flare.name = Flare -unit.horizon.name = Horizon -unit.zenith.name = Zenith -unit.antumbra.name = Antumbra -unit.eclipse.name = Eclipse -unit.mono.name = Mono -unit.poly.name = Poly -unit.mega.name = Mega -unit.quad.name = Quad -unit.oct.name = Oct -unit.risso.name = Risso -unit.minke.name = Minke -unit.bryde.name = Bryde -unit.sei.name = Sei -unit.omura.name = Omura -unit.alpha.name = Alpha -unit.beta.name = Beta -unit.gamma.name = Gamma -unit.scepter.name = Scepter -unit.reign.name = Reign -unit.vela.name = Vela -unit.corvus.name = Corvus - -block.resupply-point.name = Point de rechargement -block.parallax.name = Parallax -block.cliff.name = Falaise -block.sand-boulder.name = Sable rocheux -block.grass.name = Herbe -block.slag.name = Scories -block.space.name = Space -block.salt.name = Sel -block.salt-wall.name = Mur de sel -block.pebbles.name = Cailloux -block.tendrils.name = Vrilles -block.sand-wall.name = Mur de sable -block.spore-pine.name = Pin sporifère -block.spore-wall.name = Spore Wall -block.boulder.name = Boulder -block.snow-boulder.name = Snow Boulder -block.snow-pine.name = Snow Pine -block.shale.name = Schiste -block.shale-boulder.name = Rocher de schiste -block.moss.name = Mousse -block.shrubs.name = Arbustes -block.spore-moss.name = Mousse sporifère -block.shale-wall.name = Shale Wall -block.scrap-wall.name = Mur de ferraille -block.scrap-wall-large.name = Grand mur de ferraille -block.scrap-wall-huge.name = Enorme mur de ferraille -block.scrap-wall-gigantic.name = Gigantesque mur de ferraille -block.thruster.name = Propulseur -block.kiln.name = Four -block.graphite-press.name = Presse à graphite -block.multi-press.name = Multi-Presse -block.constructing = {0}\n[lightgray](En construction) -block.spawn.name = Générateur d'ennemis -block.core-shard.name = Core: Shard -block.core-foundation.name = Core: Fondation -block.core-nucleus.name = Core: Nucleus -block.deepwater.name = Eau profonde -block.water.name = Eau -block.tainted-water.name = Eau contaminée -block.darksand-tainted-water.name = Eau contaminée par le sable noir -block.tar.name = Pétrole -block.stone.name = Pierre -block.sand.name = Sable -block.darksand.name = Sable noire -block.ice.name = Glace -block.snow.name = Neige -block.craters.name = Cratères -block.sand-water.name = Eau (sable) -block.darksand-water.name = Eau (sable noir) -block.char.name = Carboniser -block.dacite.name = Dacite -block.dacite-wall.name = Dacite Wall -block.dacite-boulder.name = Dacite Boulder -block.ice-snow.name = Neige glacée -block.stone-wall.name = Stone Wall -block.ice-wall.name = Ice Wall -block.snow-wall.name = Snow Wall -block.dune-wall.name = Dune Wall -block.pine.name = Pin -block.dirt.name = Dirt -block.dirt-wall.name = Dirt Wall -block.mud.name = Mud -block.white-tree-dead.name = Arbre blanc mort -block.white-tree.name = Arbre blanc -block.spore-cluster.name = Grappe de spores -block.metal-floor.name = Sol métallique -block.metal-floor-2.name = Sol métallique 2 -block.metal-floor-3.name = Sol métallique 3 -block.metal-floor-5.name = Sol métallique 5 -block.metal-floor-damaged.name = Sol métallique endommagé -block.dark-panel-1.name = Panneau noir 1 -block.dark-panel-2.name = Panneau noir 2 -block.dark-panel-3.name = Panneau noir 3 -block.dark-panel-4.name = Panneau noir 4 -block.dark-panel-5.name = Panneau noir 5 -block.dark-panel-6.name = Panneau noir 6 -block.dark-metal.name = Métal noir -block.basalt.name = Basalt -block.hotrock.name = Roche chaude -block.magmarock.name = Roche de magma -block.copper-wall.name = Mur de cuivre -block.copper-wall-large.name = Grand mur de cuivre -block.titanium-wall.name = Mur de titane -block.titanium-wall-large.name = Grand mur de titane -block.plastanium-wall.name = Plastanium Wall -block.plastanium-wall-large.name = Large Plastanium Wall -block.phase-wall.name = Mur phasé -block.phase-wall-large.name = Grand mur phasé -block.thorium-wall.name = Mur en thorium -block.thorium-wall-large.name = Grand mur en thorium -block.door.name = Porte -block.door-large.name = Grande porte -block.duo.name = Duo -block.scorch.name = Brûleur -block.scatter.name = Disperseur -block.hail.name = Grêle -block.lancer.name = Lancier -block.conveyor.name = Convoyeur -block.titanium-conveyor.name = Convoyeur en titane -block.plastanium-conveyor.name = Convoyeur en plastanium -block.armored-conveyor.name = Convoyeur cuirassé -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.junction.name = Jonction -block.router.name = Routeur -block.distributor.name = [accent]Distributeur[] -block.sorter.name = Trieur -block.inverted-sorter.name = Trieur inversé -block.message.name = Message -block.illuminator.name = Illuminator -block.illuminator.description = A small, compact, configurable light source. Requires power to function. -block.overflow-gate.name = Barrière de Débordement -block.underflow-gate.name = Barrière de Refoulement -block.silicon-smelter.name = Fonderie de silicium -block.phase-weaver.name = Tisseur à phase -block.pulverizer.name = Pulvérisateur -block.cryofluid-mixer.name = Refroidisseur -block.melter.name = Four à Fusion -block.incinerator.name = Incinérateur -block.spore-press.name = Presse à spores -block.separator.name = Séparateur -block.coal-centrifuge.name = Centrifugeuse à charbon -block.power-node.name = Transmetteur énergétique -block.power-node-large.name = Grand transmetteur énergétique -block.surge-tower.name = Tour de surtension -block.diode.name = Diode de batterie -block.battery.name = Batterie -block.battery-large.name = Grande batterie -block.combustion-generator.name = Générateur à combustion -block.steam-generator.name = Générateur à turbine -block.differential-generator.name = Générateur différentiel -block.impact-reactor.name = Réacteur à impact -block.mechanical-drill.name = Foreuse mécanique -block.pneumatic-drill.name = Foreuse à vérins -block.laser-drill.name = Foreuse Laser -block.water-extractor.name = Extracteur d'eau -block.cultivator.name = Cultivateur -block.conduit.name = Conduit -block.mechanical-pump.name = Pompe Mécanique -block.item-source.name = Source d'objets -block.item-void.name = Destructeur d'objets -block.liquid-source.name = Source de liquide -block.liquid-void.name = Vaporisateur -block.power-void.name = Absorbeur énergétique -block.power-source.name = Puissance infinie -block.unloader.name = Déchargeur -block.vault.name = Coffre-Fort -block.wave.name = Vague -block.tsunami.name = Tsunami -block.swarmer.name = Essaim -block.salvo.name = Salve -block.ripple.name = Percussion -block.phase-conveyor.name = Convoyeur phasé -block.bridge-conveyor.name = Pont -block.plastanium-compressor.name = Compresseur de plastanium -block.pyratite-mixer.name = Mixeur à pyratite -block.blast-mixer.name = Mixeur à explosion -block.solar-panel.name = Panneau solaire -block.solar-panel-large.name = Grand panneau solaire -block.oil-extractor.name = Extracteur de pétrole -block.repair-point.name = Point de Réparation -block.pulse-conduit.name = Conduit à Impulsion -block.plated-conduit.name = Plated Conduit -block.phase-conduit.name = Conduit à Phase -block.liquid-router.name = Routeur de Liquide -block.liquid-tank.name = Réservoir de Liquide -block.liquid-junction.name = Jonction à Liquide -block.bridge-conduit.name = Pont à liquide -block.rotary-pump.name = Pompe Rotative -block.thorium-reactor.name = Réacteur à Thorium -block.mass-driver.name = Transporteur de masse -block.blast-drill.name = Foreuse à explosion -block.thermal-pump.name = Pompe thermique -block.thermal-generator.name = Générateur thermique -block.alloy-smelter.name = Fonderie d'alliage superchargé -block.mender.name = Gardien -block.mend-projector.name = Projecteur soignant -block.surge-wall.name = Mur superchargé -block.surge-wall-large.name = Grand mur superchargé -block.cyclone.name = Cyclone -block.fuse.name = Fuse -block.shock-mine.name = Mines terrestre -block.overdrive-projector.name = Projecteur accélérant -block.force-projector.name = Projecteur de champ de force -block.arc.name = Arc -block.rtg-generator.name = G.T.R. -block.spectre.name = Spectre -block.meltdown.name = Meltdown -block.foreshadow.name = Foreshadow -block.container.name = Conteneur -block.launch-pad.name = Rampe de lancement -block.launch-pad-large.name = Grande rampe de lancement -block.segment.name = Segment -block.command-center.name = Command Center -block.ground-factory.name = Ground Factory -block.air-factory.name = Air Factory -block.naval-factory.name = Naval Factory -block.additive-reconstructor.name = Additive Reconstructor -block.multiplicative-reconstructor.name = Multiplicative Reconstructor -block.exponential-reconstructor.name = Exponential Reconstructor -block.tetrative-reconstructor.name = Tetrative Reconstructor -block.payload-conveyor.name = Mass Conveyor -block.payload-router.name = Payload Router -block.disassembler.name = Disassembler -block.silicon-crucible.name = Silicon Crucible -block.overdrive-dome.name = Overdrive Dome - -block.switch.name = Switch -block.micro-processor.name = Micro Processor -block.logic-processor.name = Logic Processor -block.hyper-processor.name = Hyper Processor -block.logic-display.name = Logic Display -block.large-logic-display.name = Large Logic Display -block.memory-cell.name = Memory Cell -block.memory-bank.name = Memory Bank - -team.blue.name = Bleu -team.crux.name = red -team.sharded.name = orange -team.orange.name = Orange -team.derelict.name = derelict -team.green.name = Vert -team.purple.name = Violet - -tutorial.next = [lightgray] -tutorial.intro = Vous êtes entré dans le[scarlet] Tutoriel de Mindustry.[]\nCommencez par[accent] miner du cuivre[]. Appuyez ou cliquez sur une veine de minerai de cuivre près de votre base pour commencer à miner.\n\n[accent]{0}/{1} cuivre -tutorial.intro.mobile = You have entered the[scarlet] Mindustry Tutorial.[]\nSwipe the screen to move.\n[accent]Pinch with 2 fingers [] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper -tutorial.drill = Le minage manuel est inefficace.\n[accent]Des foreuses[]peuvent miner automatiquement.\nPlacez-en une sur un filon de cuivre. -tutorial.drill.mobile = Le minage manuel est inefficace.\n[accent]Des foreuses[]peuvent miner automatiquement.\nAppuyez sur l'onglet de forage en bas à droite.\nSélectionnez la[accent] perceuse mécanique[].\nPlacez-la sur une veine de cuivre, puis appuyez sur la[accent] coche(V)[] ci-dessous pour confirmer votre sélection.\nAppuyez sur le [accent] bouton X[]pour annuler le placement. -tutorial.blockinfo = Chaque bloc a des statistiques différentes. Chaque foreuse ne peut extraire que certains minerais.\nPour vérifier les informations et les statistiques d'un bloc,[accent] tapez sur le "?" tout en le sélectionnant dans le menu de compilation.[]\n\n[accent]Accédez aux statistiques de la foreuse mécanique maintenant.[] -tutorial.conveyor = [accent]Convoyeurs[] sont utilisés pour transporter des articles à la base.\nFaire une ligne de convoyeurs de la foreuse à la base.\n[accent]Maintenez le clique droit de la souris pour placer dans une ligne.[]\nMaintenir[accent] CTRL[] en sélectionnant une ligne à placer en diagonale.\n\n[accent]Placez 2 convoyeurs avec l'outil ligne, puis livrez un article dans la base. -tutorial.conveyor.mobile = [accent]Convoyeurs[] sont utilisés pour transporter des articles à la base.\nFaire une ligne de convoyeurs de la foreuse à la base.\n[accent] Placez dans une ligne en maintenant votre doigt appuyé pendant quelques secondes[] et en le faisant glisser dans une direction.\n\n[accent]Placez 2 convoyeurs avec l'outil ligne, puis livrez un article dans la base. -tutorial.turret = Des constructions défensives doivent être construites pour repousser [lightgray]les ennemis[].Construisez une tourelle "duo" près de votre base. -tutorial.drillturret = Les tourelles "Duo" ont besoin de [accent]munitions en cuivre[] pour tirer.\nPlacez une foreuse à côté de la tourelle pour l'approvisionner avec du cuivre. -tutorial.pause = Pendant le combat, vous pouvez[accent] mettre le jeu en pause.[]\nVous pouvez construire des bâtiments pendant que le jeu est en pause.\n\n[accent]Appuyez sur espace pour mettre le jeu en pause. -tutorial.pause.mobile = Pendant le combat, vous pouvez[accent] mettre le jeu en pause.[]\nVous pouvez construire des bâtiments pendant que le jeu est en pause.\n\n[accent]Appuyez sur le bouton en haut à gauche pour mettre le jeu en pause. -tutorial.unpause = Appuyez de nouveau sur espace pour reprendre le cour du jeu -tutorial.unpause.mobile = Appuyez de nouveau sur cette touche pour reprendre le cour du jeu -tutorial.breaking = Les blocs doivent souvent être détruits.\n[accent]Maintenez le bouton droit de la souris enfoncé.[] pour détruire tous les blocs sélectionnés.[]\n\n[accent]Détruisez tous les blocs de ferraille à gauche de votre base à l'aide de la sélection de zone. -tutorial.breaking.mobile = Les blocs doivent souvent être détruits.\n[accent]Sélectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le casser.\nDétruisez une zone en maintenant votre doigt enfoncé pendant quelques secondes[] et glisser dans une direction.\nAppuyez sur la coche(V) pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille à gauche de votre base à l'aide de la sélection de zone. -tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des articles directement des blocs..\nPour faire ça, [accent]tapez sur un bloc[] avec des articles à l'intérieur, alors [accent]appuyez sur l'élément[] dans l'inventaire.\nPlusieurs éléments peuvent être retirés en [accent]tapotant et en maintenant enfoncée la touche[].\n\n[accent]Retirez un peu de cuivre de votre base.[] -tutorial.deposit = Déposez les éléments dans des blocs en les faisant glisser de votre vaisseau vers un module de stockage.\n\n[accent]Déposez votre cuivre dans la base.[] -tutorial.waves = Les [lightgray]ennemies[] approchent.\n\nDéfendez votre base durant 2 vagues.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. -tutorial.waves.mobile = [lightgray]Les ennemies approchent[].\n\nDéfendez votre base durant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. -tutorial.launch = Une fois que vous atteignez une vague spécifique, vous êtes en mesure de[accent] lancer votre base[], laissant vos défenses derrière vous et[accent] en obtenant toutes les ressources de votre base.[]\nCes ressources peuvent ensuite servir à la recherche de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement. - -item.copper.description = Un matériau de construction utile. Utilisé intensivement dans tout les blocs. -item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et pour le transport de blocs. -item.metaglass.description = Un composé de verre très résistant. Utilisation intensive pour la distribution et le stockage de liquides. -item.graphite.description = Carbone minéralisé, utilisé pour les munitions et l’isolation électrique. -item.sand.description = Un matériau commun utilisé largement dans la fonte, à la fois dans l'alliage et comme un flux. -item.coal.description = Un carburant commun et facile à obtenir. -item.titanium.description = Un métal rare super-léger largement utilisé dans le transport de liquides et d'objets ainsi que dans les foreuses de haut-niveau et l'aviation -item.thorium.description = Un métal dense, et radioactif utilisé comme support structurel et comme carburant nucléaire. -item.scrap.description = Restes de vieilles structures et unités. Contient des traces de nombreux métaux différents. -item.silicon.description = Un matériau semi-conducteur extrêmement utile, avec des utilisations dans les panneaux solaires et beaucoup d'autre composants électroniques complexes. -item.plastanium.description = Un matériau léger et docile utilisé dans l'aviation avancée et dans les munitions à fragmentation. -item.phase-fabric.description = Une substance presque en apesanteur utilisée dans l'électronique de pointe et la technologie autoréparable. -item.surge-alloy.description = Un alliage avancé aux propriétés électriques uniques. -item.spore-pod.description = Utilisé pour l'obtention d'huile, d'explosifs et de carburants -item.blast-compound.description = Un composé volatile utilisé dans les bombes et les explosifs. Bien qu'il puisse être utilisé comme carburant, ce n'est pas conseillé. -item.pyratite.description = Une substance extrêmement inflammable utilisée dans les armes incendiaires. -liquid.water.description = Couramment utilisé pour les machines de refroidissement et le traitement des déchets. -liquid.slag.description = Différents types de métaux en fusion mélangés. Peut être séparé en ses minéraux constitutifs ou pulvérisé sur les unités ennemies comme une arme. -liquid.oil.description = Peut être brûlé, explosé ou utilisé comme liquide de refroidissement. -liquid.cryofluid.description = Le liquide de refroidissement le plus efficace. - -block.message.description = Stores a message. Used for communication between allies. -block.graphite-press.description = Compresse des morceaux de charbon en feuilles de graphite. -block.multi-press.description = Une version améliorée de la presse à graphite. Utilise de l'eau et de l'électricité pour traiter le charbon rapidement et efficacement. -block.silicon-smelter.description = Réduit le sable avec du coke* très pur afin de produire du silicium. (*Coke produit à partir de charbon:REF) -block.kiln.description = Fait fondre le sable et le plomb en métaverre. Nécessite de petites quantités d'énergie. -block.plastanium-compressor.description = Produit du plastanium à partir de pétrole et de titane. -block.phase-weaver.description = Produit un tissu de phase à partir de thorium radioactif et de grandes quantités de sable. -block.alloy-smelter.description = Produit un alliage de surtension à partir de titane, plomb, silicium et cuivre. -block.cryofluid-mixer.description = L'eau et le titane combinés forment un fluide cryo beaucoup plus efficace pour le refroidissement. -block.blast-mixer.description = Utilise du pétrole pour transformer la pyratite en un composé explosif moins inflammable mais plus explosif. -block.pyratite-mixer.description = Mélange le charbon, le plomb et le sable en pyratite hautement inflammable. -block.melter.description = Chauffe la pierre à des températures très élevées pour obtenir de la lave. -block.separator.description = Exposer la pierre à la pression de l'eau afin d'obtenir différents minéraux contenus dans la pierre. -block.spore-press.description = Comprime les gousses de spores en huile. -block.pulverizer.description = Brise la pierre en sable. Utile en cas de manque de sable naturel. -block.coal-centrifuge.description = Solidifie le pétrole en morceaux de charbon. -block.incinerator.description = Se débarrasse de tout article ou liquide en excès. -block.power-void.description = Annule toute l'énergie qui y est introduite. Bac à sable seulement. -block.power-source.description = Débit infini d'énergie. Bac à sable seulement. -block.item-source.description = Sort infiniment les articles. Bac à sable seulement. -block.item-void.description = Détruit tous les objets qui y entrent sans utiliser d'énergie. Bac à sable seulement. -block.liquid-source.description = Débit infini de liquides. Bac à sable seulement. -block.liquid-void.description = Removes any liquids. Sandbox only. -block.copper-wall.description = Un bloc défensif bon marché.\nUtile pour protéger le noyau et les tourelles lors des premières vagues. -block.copper-wall-large.description = Un bloc défensif bon marché.\nUtile pour protéger le noyau et les tourelles lors des premières vagues.\nS'étend sur plusieurs tuiles. -block.titanium-wall.description = Un bloc défensif modérément fort.\nFournit une protection modérée contre les ennemis. -block.titanium-wall-large.description = Un bloc défensif modérément fort.\nFournit une protection modérée contre les ennemis.\nS'étend sur plusieurs tuiles. -block.plastanium-wall.description = A special type of wall that absorbs electric arcs and blocks automatic power node connections. -block.plastanium-wall-large.description = A special type of wall that absorbs electric arcs and blocks automatic power node connections.\nSpans multiple tiles. -block.thorium-wall.description = Un puissant bloc défensif.\nBonne protection contre les ennemis. -block.thorium-wall-large.description = Un puissant bloc défensif.\nBonne protection contre les ennemis.\nS'étend sur plusieurs tuiles. -block.phase-wall.description = Pas aussi fort qu'un mur de thorium, mais détournera les balles à moins qu'elles ne soient trop puissantes. -block.phase-wall-large.description = Pas aussi fort qu'un mur de thorium, mais détournera les balles à moins qu'elles ne soient trop puissantes.\nS'étend sur plusieurs tuiles. -block.surge-wall.description = Le bloc défensif le plus puissant.\nPeu de chances de déclencher des éclairs en direction de l'attaquant. -block.surge-wall-large.description = Le bloc défensif le plus puissant.\nPeu de chances de déclencher des éclairs en direction de l'attaquant.\nS'étend sur plusieurs tuiles. -block.door.description = Une petite porte qui peut être ouverte et fermée en cliquant dessus.\nSi elle est ouverte, les ennemis peuvent tirer et se déplacer. -block.door-large.description = Une grande porte qui peut être ouverte et fermée en cliquant dessus.\nSi elle est ouverte, les ennemis peuvent tirer et se déplacer.\nS'étend sur plusieurs tuiles. -block.mender.description = Répare périodiquement des blocs à proximité. Garder les défenses réparées entre les vagues.\nUtilise éventuellement du silicium pour augmenter la portée et l'efficacité. -block.mend-projector.description = Guérit périodiquement les bâtiments situés à proximité. -block.overdrive-projector.description = Augmente la vitesse des bâtiments à proximité, comme les foreuses et les convoyeurs. -block.force-projector.description = Crée un champ de force hexagonal autour de lui-même, protégeant les bâtiments et les unités internes des dommages causés par les balles. -block.shock-mine.description = Endommage les ennemis qui marchent sur la mine. Presque invisible à l'ennemi. -block.conveyor.description = Bloc de transport d'articles standard.\nDéplace les objets et les déposes automatiquement dans des tourelles ou des usines. Rotatif. -block.titanium-conveyor.description = Bloc de transport d'articles avancé.\nDéplace les articles plus rapidement que les convoyeurs standard. -block.plastanium-conveyor.description = Moves items in batches.\nAccepts items at the back, and unloads them in three directions at the front. -block.junction.description = Agit comme un pont pour deux bandes transporteuses qui se croisent.\nUtile dans les situations avec deux convoyeurs différents transportant des matériaux différents à des endroits différents. -block.bridge-conveyor.description = Bloc de transport d'articles avancé. Permet de transporter des objets sur plus de 3 tuiles de n'importe quel terrain ou bâtiment. -block.phase-conveyor.description = Bloc de transport d'articles avancé.\nUtilise le pouvoir de téléporter des articles vers un convoyeur de phase connecté sur plusieurs carreaux. -block.sorter.description = Trie les articles. Si un article correspond à la sélection, il peut passer. Autrement, l'article est distribué vers la gauche ou la droite. -block.inverted-sorter.description = Processes items like a standard sorter, but outputs selected items to the sides instead. -block.router.description = Accepte les éléments d'une direction et les envoie dans 3 autres directions de manière égale. Utile pour séparer les matériaux d'une source en plusieurs cibles. -block.distributor.description = Un routeur avancé qui divise les articles en 7 autres directions de manière égale. [scarlet]Seule et unique ![] -block.overflow-gate.description = C'est la combinaison entre un routeur et un diviseur qui peut seulement distribuer à gauche et à droite si le chemin de devant est bloqué. -block.underflow-gate.description = Le contraire d'une barrière de débordement.\nEnvoie les ressources vers l'avant si les chemins de gauche et de droite sont bloqués. -block.mass-driver.description = Bloc de transport d'articles ultime.\nRecueille plusieurs objets et les envoie ensuite à un autre pilote de masse sur une longue distance. -block.mechanical-pump.description = Une pompe bon marché avec un débit lent, mais aucune consommation d'énergie. -block.rotary-pump.description = Une pompe avancée qui double la vitesse en utilisant l’énergie. -block.thermal-pump.description = La pompe ultime. Trois fois plus rapide qu'une pompe mécanique et la seule pompe capable de récupérer de la lave. -block.conduit.description = Bloc de transport liquide de base. Fonctionne comme un convoyeur, mais avec des liquides. Utilisation optimale avec des extracteurs, des pompes ou d’autres conduits. -block.pulse-conduit.description = Bloc de transport de liquide avancé. Transporte les liquides plus rapidement et stocke plus que des conduits standard. -block.plated-conduit.description = Moves liquids at the same rate as pulse conduits, but possesses more armor. Does not accept fluids from the sides by anything other than conduits.\nLeaks less. -block.liquid-router.description = Accepte les liquides d'une direction et les envoie dans 3 autres directions de manière égale. Peut également stocker une certaine quantité de liquide. Utile pour séparer les liquides d'une source à plusieurs cibles. -block.liquid-tank.description = Stocke une grande quantité de liquides. Utilisez-le pour créer des tampons en cas de demande non constante de matériaux ou comme protection pour le refroidissement des blocs vitaux. -block.liquid-junction.description = Agit comme un pont pour deux conduits de croisement. Utile dans les situations avec deux conduits différents transportant des liquides différents à des endroits différents. -block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet de transporter des liquides jusqu'à 3 tuiles de n'importe quel terrain ou bâtiment. -block.phase-conduit.description = Bloc de transport de liquide avancé. Utilise le pouvoir de téléporter des liquides vers un conduit de phase connecté sur plusieurs carreaux. -block.power-node.description = Transmet la puissance à des noeuds connectés. Il est possible de connecter jusqu'à quatre sources d'alimentation, puits ou nœuds.\nLe nœud recevra de l’alimentation ou fournira l’alimentation à tous les blocs adjacents. -block.power-node-large.description = Son rayon d'action est supérieur à celui du nœud d'alimentation et peut être connecté à six sources d'alimentation, puits ou nœuds au maximum. -block.surge-tower.description = Un nœud d'alimentation extrêmement longue portée avec moins de connexions disponibles. -block.diode.description = Battery power can flow through this block in only one direction, but only if the other side has less power stored. -block.battery.description = Stocke l’énergie chaque fois qu’il ya abondance et en cas de pénurie, tant qu’il reste de la capacité. -block.battery-large.description = Stocke beaucoup plus d'énergie qu'une batterie ordinaire. -block.combustion-generator.description = Génère de l'énergie en brûlant du pétrole ou des matériaux inflammables. -block.thermal-generator.description = Génère une grande quantité d'énergie grâce à la lave. -block.steam-generator.description = Plus efficace qu'un générateur de combustion, mais nécessite de l'eau supplémentaire. -block.differential-generator.description = Génère de grandes quantités d'énergie. Utilise la différence de température entre le cryofluide et la pyratite en combustion. -block.rtg-generator.description = Générateur thermoélectrique à radio-isotopes ne nécessitant pas de refroidissement mais fournissant moins d'énergie qu'un réacteur à thorium. -block.solar-panel.description = Fournit une petite quantité d'énergie grâce au soleil. -block.solar-panel-large.description = Fournit une bien meilleure alimentation qu'un panneau solaire standard, mais coûte également beaucoup plus cher à construire. -block.thorium-reactor.description = Génère d'énormes quantités d'énergie à partir de thorium hautement radioactif. Nécessite un refroidissement constant.\nExplose violemment si des quantités insuffisantes de liquide de refroidissement ne sont pas fournies. -block.impact-reactor.description = Un groupe électrogène avancé, capable de générer d’énormes quantités d’énergie avec une efficacité maximale.\nNécessite une entrée de puissance significative pour relancer le processus. -block.mechanical-drill.description = Un extracteur bon marché. Lorsqu'il est placé sur des carreaux appropriés, les objets sortent à un rythme lent et indéfiniment. -block.pneumatic-drill.description = Un extracteur améliorée, plus rapide et capable de traiter des matériaux plus durs en utilisant la pression atmosphérique. -block.laser-drill.description = Permet de forer encore plus rapidement grâce à la technologie laser, mais nécessite de l'énergie. De plus, le thorium radioactif peut être récupéré avec cet extracteur. -block.blast-drill.description = L'extracteur ultime. Nécessite de grandes quantités d'énergie. -block.water-extractor.description = Extrait l'eau du sol. Utilisez-le quand il n'y a pas de lac à proximité. -block.cultivator.description = Cultiver le sol avec de l'eau afin d'obtenir du biomatter. -block.oil-extractor.description = Utilise de grandes quantités d'énergie pour extraire le pétrole du sable. Utilisez-le lorsqu'il n'y a pas de source directe de pétrole à proximité. -block.core-shard.description = La première version de la base centrale. Une fois détruit, tout contact avec la région est perdu. Ne laissez pas cela arriver. -block.core-foundation.description = La deuxième version de la base centrale. Mieux blindé. Stocke plus de ressources. -block.core-nucleus.description = La troisième et dernière version de la base centrale. Extrêmement bien blindé. Stocke des quantités massives de ressources. -block.vault.description = Stocke une grande quantité d'objets. Utilisez-le pour créer des tampons lorsqu'il existe une demande non constante de matériaux. [lightgray]Un déchargeur[] peut être utilisé pour récupérer des éléments du coffre-fort. -block.container.description = Stocke une petite quantité d'objets. Utilisez-le pour créer des tampons lorsqu'il existe une demande non constante de matériaux. [lightgray]Un déchargeur[] peut être utilisé pour récupérer des éléments du conteneur. -block.unloader.description = Décharge des articles d'un conteneur, d'une chambre forte ou d'un noyau sur un convoyeur ou directement dans un bloc adjacent.\nLe type d'élément à décharger peut être modifié en tapotant sur le déchargeur. -block.launch-pad.description = Lance des lots d'articles sans qu'il soit nécessaire de procéder à un lancement de base. Inachevé. -block.launch-pad-large.description = Une version améliorée de la rampe de lancement. Stocke plus d'articles. Lancements plus fréquemment. -block.duo.description = Une petite tourelle pas chère. -block.scatter.description = Une tourelle anti-air de taille moyenne. Pulvérise des amas de plomb ou de ferraille sur les unités ennemies. -block.scorch.description = Brûle les ennemis au sol les plus proches. Très efficace à courte portée. -block.hail.description = Une petite tourelle d'artillerie. -block.wave.description = Une tourelle de taille moyenne à tir rapide qui tire des bulles de liquide. -block.lancer.description = Une tourelle de taille moyenne qui tire des faisceaux d’électricité chargés. -block.arc.description = Une petite tourelle qui tire de l'électricité dans un arc au hasard vers l'ennemi. -block.swarmer.description = Une tourelle de taille moyenne qui tire des missiles éclatés. -block.salvo.description = Une tourelle de taille moyenne qui tire des coups de salves. -block.fuse.description = Une grande tourelle qui tire de puissants faisceaux à courte portée. -block.ripple.description = Une grande tourelle d'artillerie qui tire plusieurs coups simultanément. -block.cyclone.description = Une grande tourelle à tir rapide. -block.spectre.description = Une grande tourelle qui tire deux balles puissantes à la fois. -block.meltdown.description = Une grande tourelle qui tire de puissants faisceaux à longue portée. -block.repair-point.description = Soigne en permanence l'unité endommagée la plus proche à proximité. -block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted. diff --git a/core/assets/bundles/bundle_hu.properties b/core/assets/bundles/bundle_hu.properties index 200f3e1530..47734eb072 100644 --- a/core/assets/bundles/bundle_hu.properties +++ b/core/assets/bundles/bundle_hu.properties @@ -1,5 +1,5 @@ -#Fordította: Vajda Simon -credits.text = Created by [royal]Anuken[] - [sky]anukendev@gmail.com[] +#A fordításban közreműködött: Vajda Simon, Polgár Sándor és Erdélyi Nimród +credits.text = Készítette: [royal]Anuken[] - [sky]anukendev@gmail.com[] credits = Credits contributors = Fordítok és készítők discord = Csatlakozz a Mindustry Discord szerverhez! @@ -7,14 +7,14 @@ link.discord.description = Az eredeti Mindustry Discord chatszoba link.reddit.description = A Mindustry subreddit link.github.description = A játék forráskódja link.changelog.description = Frissítési változások listája -link.dev-builds.description = Instabil fejlesztői build-ek +link.dev-builds.description = Instabil fejlesztői buildek link.trello.description = Hivatalos Trello tábla a tervezett funkcióknak link.itch.io.description = itch.io oldal PC letöltésekkel link.google-play.description = Google Play áruház listázás link.f-droid.description = F-Droid katalógus listázás link.wiki.description = Hivatalos Mindustry wiki link.suggestions.description = Új funkciók ajánlása -link.bug.description = Találtál egyett? Jelentsd itt +link.bug.description = Találtál egyet? Jelentsd itt linkfail = Nem sikerült megnyitni a linket!\nAz URL a vágólapra lett másolva. screenshot = Képernyőkép mentve ide: {0} screenshot.invalid = Túl nagy a térkép, nincsen elég memória a képernyőképhez. @@ -25,7 +25,7 @@ gameover.waiting = [accent]Várakozás a következő mapra... highscore = [accent]Új rekord! copied = Másolva. indev.notready = A játéknak ez a része még nincsen kész -indev.campaign = [accent]Gratulálunk! Elérte a kampány végét! []\n\nEz a tartalom mostanáig terjedt. A bolygóközi utazás a jövőbeli frissítésekben szerepel. +indev.campaign = [accent]Gratulálunk! Elérted a kampány végét! []\n\nA tartalom jelenleg csak eddig tart. A bolygóközi utazás a jövőbeli frissítésekben szerepel. load.sound = Hangok load.map = Mapok @@ -35,10 +35,10 @@ load.system = Rendszer load.mod = Modok load.scripts = Szkriptek -be.update = Új Bleeding Edge épület áll rendelkezésre: -be.update.confirm = Letölti és újra indítja? +be.update = Új Bleeding Edge build áll rendelkezésre: +be.update.confirm = Letölti és újraindítod? be.updating = Frissítés... -be.ignore = Mellőzés +be.ignore = Most nem be.noupdates = Nem találtunk frissítést. be.check = Frissítések keresése. @@ -46,11 +46,13 @@ mod.featured.dialog.title = Mod kereső (WIP) mods.browser.selected = Mod kiválasztása mods.browser.add = Letöltés mods.github.open = Megtekintés +mods.browser.sortdate = Rendezés dátum szerint +mods.browser.sortstars = Rendezés értékelés szerint schematic = Schematic schematic.add = Schematic mentése... schematics = Schematicok -schematic.replace = Már van ilyen nevű schematic. Csere? +schematic.replace = Már van ilyen nevű schematic. Lecseréled? schematic.exists = Már van ilyen nevű schematic. schematic.import = Schematic importálása... schematic.exportfile = Exportálás fájlba @@ -64,32 +66,33 @@ schematic.saved = Schematic mentve. schematic.delete.confirm = Ez a Schematic törölve lesz. schematic.rename = Schematic átnevezése schematic.info = {0}x{1}, {2} blokk -schematic.disabled = [scarlet]Sémák letiltva[]\nNem használhat sematikákat ezen a [accent]mapon[] vagy [accent] szerveren. +schematic.disabled = [scarlet]Schematicok letiltva[]\nNem használhat Schematicot ezen a [accent]mapon[] vagy [accent] szerveren. stats = Statisztika -stat.wave = Hullámok kivádve:[accent] {0} -stat.enemiesDestroyed = Kivédett ellenség:[accent] {0} +stat.wave = Hullámok kivédve:[accent] {0} +stat.enemiesDestroyed = Elpusztított ellenség:[accent] {0} stat.built = Épített épületek:[accent] {0} stat.destroyed = Szétrombolt épületek:[accent] {0} stat.deconstructed = Törölt épületek:[accent] {0} -stat.delivered = Elindított erőforrások: +stat.delivered = Felküldött nyersanyagok: stat.playtime = Játszott idő:[accent] {0} stat.rank = Végső értékelés: [accent]{0} -globalitems = [accent]Összes item -map.delete = Biztosan törli ezt a mapot"[accent]{0}[]"? -level.highscore = Magas pontszám: [accent]{0} +globalitems = [accent]Összes nyersanyag +map.delete = Biztosan törlöd a "[accent]{0}[]" mapot? +level.highscore = Legmagasabb pontszám: [accent]{0} level.select = Szint kiválasztása level.mode = Játékmód: -coreattack = < A mag támadás alatt! > +coreattack = < A mag támadás alatt van! > nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT[] ]\nveszélyes zóna database = Mag adatbázis savegame = Játék mentése loadgame = Játék betöltése joingame = Csatlakozás játékhoz -customgame = Custom Game +customgame = Egyedi játék newgame = Új játék none = +none.found = [lightgray] minimap = Minimap position = Pozíció close = Bezárás @@ -101,7 +104,7 @@ maps.browse = Mapok keresése continue = Folytatás maps.none = [lightgray]Nem találtunk ilyen mapot! invalid = Érvénytelen -pickcolor = Válasszon színt +pickcolor = Válassz színt preparingconfig = Konfiguráció előkészítése preparingcontent = Tartalom előkészítése uploadingcontent = Tartalom feltöltése @@ -110,14 +113,14 @@ committingchanges = Változások mentése done = Kész feature.unsupported = Az eszköz nem támogatja ezt a funkciót. -mods.alphainfo = Figyelem! a modok alfa állapotban vannak, és[scarlet] nagyon sok lehet benne a hiba[].\nJelentsd be az esetleges hibákat a Mindustry GitHubon. +mods.alphainfo = Figyelem! a modok alfa állapotban vannak, és[scarlet] nagyon sok lehet bennük a hiba[].\nJelentsd be az esetleges hibákat a Mindustry GitHubon. mods = Modok mods.none = [lightgray]Nincsen mod! mods.guide = Mod készítési útmutató mods.report = Hiba jelentése mods.openfolder = Megnyitás mappából mods.reload = Újratöltés -mods.reloadexit = Indítsa újra a játékot, hogy betöltődjenek a modok. +mods.reloadexit = Indítsd újra a játékot, hogy betöltődjenek a modok. mod.display = [gray]Mod:[orange] {0} mod.enabled = [lightgray]Aktív mod.disabled = [scarlet]Inaktív @@ -125,11 +128,11 @@ mod.disable = Letiltás mod.content = Tartalom: mod.delete.error = Nem lehet törölni a Modot. Lehet, hogy egy másik folyamat használja. mod.requiresversion = [scarlet]Minimális játék verzió: [accent]{0} -mod.outdated = [scarlet]Nem kompatibilis V6-al (no minGameVersion: 105) +mod.outdated = [scarlet]Nem kompatibilis V6-tal (no minGameVersion: 105) mod.missingdependencies = [scarlet]Hiányzó függőség: {0} mod.erroredcontent = [scarlet]Tartalom hiba mod.errors = Hiba történt a tartalom betöltése közben. -mod.noerrorplay = [scarlet]Vannak hibás Modok.[] Töröld le vagy javítsd ki a játék előtt. +mod.noerrorplay = [scarlet]Vannak hibás Modok.[] Kapcsold ki vagy javítsd ki őket a játék előtt. mod.nowdisabled = [scarlet]A '{0}' Modnak nincsen megfelelő függősége:[accent] {1}\n[lightgray]Ezeket előbb le kell tölteni.\nEz a Mod automatikusan törölve lesz. mod.enable = Engedélyezés mod.requiresrestart = A játék kilép a módosítások alkalmazásához. @@ -137,18 +140,18 @@ mod.reloadrequired = [scarlet]Újratöltés szükséges mod.import = Mod importálása mod.import.file = Fájl importálása mod.import.github = GitHub Mod importálása -mod.jarwarn = [scarlet]A JAR modok eredendően nem biztonságosak.[]\nGyőződjön meg arról, hogy ezt a modot megbízható forrásból importálja! +mod.jarwarn = [scarlet]A JAR modok eredendően nem biztonságosak.[]\nGyőződj meg arról, hogy ezt a modot megbízható forrásból importálod! mod.item.remove = Ez az elem része a [accent] '{0}'[] Modnak. A törléshez távolítsd el a Modot. mod.remove.confirm = Ez a Mod törölve lesz. mod.author = [LIGHT_GRAY]Készítő:[] {0} mod.missing = Ez a mentés nemrég törölt vagy frissített Modokat tartalmaz. Elképzelhető, hogy nem fog működni. Biztosan betöltöd?\n[lightgray]Modok:\n{0} mod.preview.missing = Mielőtt publikálod ezt a modot a workshopra, adj hozzá egy borítóképet.\nKészíts egy[accent] preview.png[] nevű képet a mod mappájába, majd próbáld újra. -mod.folder.missing = Csak mappa formában lehet feltölteni a workshopra.\nHogy átalakítsd, csomagold ki a ZIP-et egy mappába és töröld le a régit, Majd indítsd újra a játékot vagy töltsd újra a modot. -mod.scripts.disable = Az eszköz nem támogatja a szkriptekkel rendelkező modokat. \nA játékhoz le kell tiltania ezeket a modokat. +mod.folder.missing = Csak mappa formában lehet feltölteni a workshopra.\nHogy átalakítsd, csomagold ki a ZIP-et egy mappába és töröld le a régit, majd indítsd újra a játékot vagy töltsd újra a modot. +mod.scripts.disable = Az eszköz nem támogatja a szkriptekkel rendelkező modokat. \nA játékhoz tiltsd le ezeket a modokat. about.button = Közreműködők name = Név: -noname = Válassz egy[accent] nevet[] előbb. +noname = Előbb válassz egy[accent] nevet[]. planetmap = Bolygó térkép launchcore = Mag kilövése filename = Fájl név: @@ -156,14 +159,14 @@ unlocked = Új tartalom kinyitva! available = Új kutatás áll rendelkezésre! completed = [accent]Kész techtree = Tech Tree -research.legacy = [accent]5.0[] kutatási adatok találhatók.\nSzeretné [accent] betölteni ezeket az adatokat [], vagy [accent] eldobni [], és újraindítani a kutatást az új kampányban (ajánlott)? +research.legacy = [accent]5.0[] kutatási adatok találhatók.\nSzeretnéd [accent] betölteni ezeket az adatokat [], vagy [accent] eldobni [], és újraindítani a kutatást az új kampányban (ajánlott)? research.load = Betöltés research.discard = Eldobás research.list = [lightgray]Fedezd fel: research = Felfedezés researched = [lightgray]{0} felfedezve. research.progress = {0}% kész -players = {0} játékosok +players = {0} játékos players.single = {0} játékos players.search = keresés players.notfound = [gray]nincsen játékos @@ -171,7 +174,7 @@ server.closing = [accent]Szerver bezárása... server.kicked.kick = Ki lettél rúgva a szerverről! server.kicked.whitelist = Nem vagy a fehérlistán. server.kicked.serverClose = A szerver be lett zárva. -server.kicked.vote = Le lettél szavazva. Viszlát. +server.kicked.vote = Ki lettél szavazva. Viszlát! server.kicked.clientOutdated = Elavult verziót használsz! Frissítsd a játékot! server.kicked.serverOutdated = Elavult a szerver! Kérd meg a tulajdonost, hogy frissítse! server.kicked.banned = Ki vagy tiltva a szerverről. @@ -185,25 +188,25 @@ server.kicked.customClient = Ez a szerver nem támogatja a saját készítésű server.kicked.gameover = Vége a játéknak! server.kicked.serverRestarting = Ez a szerver újraindul. server.versions = Te verziód:[accent] {0}[]\nSzerver verzió:[accent] {1}[] -host.info = Az [accent]host[] gomb kiszolgálót üzemeltet a [scarlet]6567[] porton.\nAzon a [lightgray] wifin vagy a helyi hálózaton [] bárki láthatja a szervert a szerverlistáján.\n\nHa azt szeretné, hogy az emberek bárhonnan IP-címmel csatlakozhassanak, [accent] port-továbbítás []\n\n[lightgray] Megjegyzés: Ha valakinek problémái vannak a LAN-játékhoz való csatlakozással, győződjön meg arról, hogy a tűzfal beállításaiban engedélyezte-e a Mindustry hozzáférését a helyi hálózathoz. Ne feledje, hogy a nyilvános hálózatok néha nem teszik lehetővé a kiszolgálók felderítését. -join.info = Itt megadhat egy [accent]szerver IP-t[] a csatlakozáshoz, vagy felfedezheti a [accent]helyi hálózat[] vagy [accent]globális[] szervereket, amelyekhez csatlakozni szeretne.\nMindkét LAN és WAN multiplayer támogatott.\n\n[lightgray]Ha IP-vel akarsz csatlakozni valakihez, akkor meg kell kérdezned a gazdagéptől az IP-jét, amely megtalálható a "my ip" Google kereséssel. -hostserver = Másik játékos meghívása +host.info = A [accent]Hosztolás[] gomb szervert nyit a [scarlet]6567[] porton.\nEzen a [lightgray] wifin vagy a helyi hálózaton [] bárki láthatja a szervert a szerverlistáján.\n\nHa azt szeretnéd, hogy az emberek bárhonnan IP-címmel csatlakozhassanak, [accent] port forwarding [] szükséges.\n\n[lightgray] Megjegyzés: Ha valakinek problémái vannak a LAN-játékhoz való csatlakozással, győződj meg arról, hogy a tűzfal beállításaiban engedélyezted-e a Mindustry hozzáférését a helyi hálózathoz. Ne feledd, hogy a nyilvános hálózatok néha nem teszik lehetővé a szerverek felderítését. +join.info = Itt megadhatsz egy [accent]szerver IP-t[] a csatlakozáshoz, vagy felfedezheted a [accent]helyi hálózatot[] vagy [accent]globális[] szervereket, amelyekhez csatlakozhatsz.\n LAN és WAN multiplayer is támogatott.\n\n[lightgray]Ha IP-vel akarsz csatlakozni valakihez, akkor meg kell tudnod a gazdagép IP-jét, amit megtalálhatsz a "my ip" Google kereséssel. +hostserver = Többjátékos játék hosztolása invitefriends = Barátok meghívása -hostserver.mobile = Játékos meghívása -host = meghívás +hostserver.mobile = Játék hosztolása +host = Hosztolás hosting = [accent]Szerver megnyitása... hosts.refresh = Frissítés hosts.discovering = LAN játék keresése hosts.discovering.any = Játék keresése server.refreshing = Szerver frissítése -hosts.none = [lightgray]Nincsen helyi játék! +hosts.none = [lightgray]Nincs helyi játék! host.invalid = [scarlet]Nem sikerült csatlakozni. -servers.local = Lokális Szerverek +servers.local = Helyi Szerverek servers.remote = Távoli Szerverek servers.global = Közösségi szerverek -servers.disclaimer = A közösségi szervereket [accent]nem[] a fejlesztő birtokolja és nem ellenőrzi.\n\nA szerverek tartalmazhatnak olyan felhasználók által létrehozott tartalmat, amely nem minden korosztály számára megfelelő. +servers.disclaimer = A közösségi szervereket [accent]nem[] a fejlesztő birtokolja és ellenőrzi.\n\nA szerverek tartalmazhatnak olyan felhasználók által létrehozott tartalmat, amely nem minden korosztály számára megfelelő. servers.showhidden = Rejtett szerverek megjelenítése server.shown = Látható server.hidden = Rejtett @@ -213,8 +216,8 @@ trace.playername = Játékos neve: [accent]{0} trace.ip = IP: [accent]{0} trace.id = Azonosító: [accent]{0} trace.mobile = Mobil kliens: [accent]{0} -trace.modclient = Nemhivatalos kliens: [accent]{0} -invalidid = Érvénytelen kliens ID! Submit a bug report. +trace.modclient = Nem hivatalos kliens: [accent]{0} +invalidid = Érvénytelen kliens ID! Küldj hibajelentést. server.bans = Tiltások server.bans.none = Nincsenek tiltott játékosok! server.admins = Adminok @@ -231,20 +234,20 @@ confirmkick = Biztosan kirúgod ezt a játékost? confirmvotekick = Biztosan ki akarod rúgatni ezt a játékost? confirmunban = Biztosan újra engedélyezed ezt a játékost? confirmadmin = Biztosan hozzá akarod adni ezt a játékost az adminokhoz? -confirmunadmin = Biztosan meg akarod szűntetni ennek a játékosnak az admin szátuszát? +confirmunadmin = Biztosan meg akarod szűntetni ennek a játékosnak az adminstátuszát? joingame.title = Csatlakozás joingame.ip = Cím: disconnect = Leválasztva. disconnect.error = Csatlakozási hiba. -disconnect.closed = Csatlakozás bezárva. +disconnect.closed = Kapcsolat bontva. disconnect.timeout = Időtúllépés. disconnect.data = Nem sikerült betölteni az adatokat! -cantconnect = Nem sikerült csatlakozni ehhez: ([accent]{0}[]). +cantconnect = Nem sikerült csatlakozni a ([accent]{0}[]) játékhoz. connecting = [accent]Csatlakozás... -reconnecting = [accent]Újra csatlakozás... +reconnecting = [accent]Újracsatlakozás... connecting.data = [accent]Betöltés... server.port = Port: -server.addressinuse = Már van ilyen cím! +server.addressinuse = A cím már használatban van! server.invalidport = Érvénytelen port! server.error = [crimson]Nem sikerült megnyitni a szervert. save.new = Új mentés @@ -256,8 +259,8 @@ save.delete.confirm = Biztosan törlöd ezt a mentést? save.delete = Törlés save.export = Exportálás save.import.invalid = [accent]Ez a mentés érvénytelen! -save.import.fail = [crimson]Nem sikerült importálni a[accent]{0}[] mentést -save.export.fail = [crimson]Nem sikerült exportálni a[accent]{0}[] mentést +save.import.fail = [crimson]Nem sikerült importálni a [accent]{0}[] mentést +save.export.fail = [crimson]Nem sikerült exportálni a [accent]{0}[] mentést save.import = Importálás save.newslot = Név: save.rename = Átnevezés @@ -272,7 +275,7 @@ off = Ki save.autosave = Automatikus mentés: {0} save.map = Térkép: {0} save.wave = Hullám: {0} -save.mode = Mód: {0} +save.mode = Játékmód: {0} save.date = Utolsó Mentés: {0} save.playtime = Játékidő: {0} warning = Figyelmeztetés. @@ -287,6 +290,7 @@ cancel = Mégse openlink = Link megnyitása copylink = Link másolása back = Vissza +max = Max crash.export = Összeomlási napló exportálása crash.none = Nem található összeomlási napló. crash.exported = Összeomlási napló exportálva. @@ -295,190 +299,189 @@ data.import = Adatok Importálása data.openfolder = Adat mappa megnyitása data.exported = Adat exportálva. data.invalid = Érvénytelen adatok. -data.import.confirm = Külső adat importálása felülírja[scarlet] minden[] jelenlegi állapotodat.\n[accent]Nem lehet visszavonni![]\n\nAmint kész az importálás, kilép a játék. +data.import.confirm = Külső adat importálása felülírja[scarlet] minden[] jelenlegi adatodat.\n[accent]Nem lehet visszavonni![]\n\nAmint kész az importálás, kilép a játék. quit.confirm = Biztos kilépsz? quit.confirm.tutorial = Biztosan tudod, mit csinálsz?\nA bevezetőt megtalálod itt:[accent] Beállítások->Játék->Bevezető újrajátszása[] loading = [accent]Betöltés... reloading = [accent]Modok Újratöltése... saving = [accent]Mentés... -respawn = Nyomd meg a [accent][[{0}][] gombot, hogy újra élegy a magban. +respawn = Nyomd meg a(z) [accent][[{0}][] gombot, hogy újraéledj a magban. cancelbuilding = Használd a(z) [accent][[{0}][] gombot, hogy töröld a tervrajzot. selectschematic = Használd a(z) [accent][[{0}][] gombot, hogy kijelölj és másolj. pausebuilding = Használd a(z) [accent][[{0}][] gombot, hogy megállítsd az építkezést. resumebuilding = Használd a(z) [scarlet][[{0}][] gombot, hogy folytasd az építkezést. -showui = A kezelőfelület elrejtve.\nNyomja meg a(z) [accent][[{0}][] gombot a megjelenítéséhez. -wave = [accent]Hullám {0} -wave.cap = [accent]Hullám {0}/{1} +showui = A kezelőfelület elrejtve.\nNyomd meg a(z) [accent][[{0}][] gombot a megjelenítéséhez. +wave = [accent]{0}. hullám +wave.cap = [accent]{0}./{1} hullám wave.waiting = [lightgray]Következő hullám {0} wave.waveInProgress = [lightgray]Hullám folyamatban waiting = [lightgray]Várakozás... waiting.players = Várakozás a játékosokra... -wave.enemies = [lightgray]Fennmaradó ellenségek: {0} -wave.enemycores = [accent]{0}[lightgray] Ellenséges magok +wave.enemies = [lightgray]{0} Megmaradt ellenség +wave.enemycores = [accent]{0}[lightgray] Ellenséges mag wave.enemycore = [accent]{0}[lightgray] Ellenséges mag -wave.enemy = [lightgray]{0} Magmaradt ellenség -wave.guardianwarn = Az őrző [accent]{0}[] hullám múlva érkezik. -wave.guardianwarn.one = Az őrző [accent]{0}[] hullám múlva érkezik. +wave.enemy = [lightgray]{0} Megmaradt ellenség +wave.guardianwarn = Egy őrző érkezik [accent]{0}[] hullám múlva. +wave.guardianwarn.one = Egy őrző érkezik [accent]{0}[] hullám múlva. loadimage = Fénykép betöltése saveimage = Fénykép mentése unknown = Ismeretlen custom = Egyedi builtin = Beépített -map.delete.confirm = Biztosan törli ezt a mapot? Ez a művelet nem visszavonható! -map.random = [accent]Random Map -map.nospawn = Ez a map nem rendelkezik maggal, amelybe a játékos beleszülethet! Adjon hozzá egy [accent]narancssárga[] magot ehhez a maphoz a szerkesztőben. -map.nospawn.pvp = Ezen a térképen nincsen ellenséges mag, amiba az másik csapat éledhet! Adjon hozzá [scarlet]nem narancssárga[] magok ehhez a maphoz a szerkesztőben. -map.nospawn.attack = Ezen a térképen nincsen ellenséges mag! Adjon hozzá [scarlet]piros[] magot ehhez a maphoz a szerkesztőben. -map.invalid = Hiba a map betöltésekor: sérült vagy érvénytelen mapfájl. -workshop.update = Item frisítése -workshop.error = Hiba történt a műhely részleteinek lekérésekor: {0} -map.publish.confirm = Biztos, hogy közzéteszi ezt a mapot?\n\n[lightgray] Győződjön meg róla, hogy először elfogadta a Workshop EULA-t, különben a mapok nem jelennek meg! -workshop.menu = Válassza ki, mit szeretne csinálni ezzel az itemmel. +map.delete.confirm = Biztosan törlöd ezt a mapot? Ez a művelet nem visszavonható! +map.random = [accent]Véletlenszerű Map +map.nospawn = Ez a map nem rendelkezik maggal, amelyen a játékos kezdhet! Adj hozzá egy [accent]narancssárga[] magot ehhez a maphoz a szerkesztőben! +map.nospawn.pvp = Ezen a térképen nincsen ellenséges mag, amelyen a másik csapat kezdhet! Adjon hozzá [scarlet]nem narancssárga[] magot ehhez a maphoz a szerkesztőben! +map.nospawn.attack = Ezen a térképen nincsen ellenséges mag! Adjon hozzá [scarlet]piros[] magot ehhez a maphoz a szerkesztőben! +map.invalid = Hiba történt a map betöltésekor: sérült vagy érvénytelen mapfájl. +workshop.update = Item frissítése +workshop.error = Hiba történt a workshop részleteinek lekérdezésekor: {0} +map.publish.confirm = Biztos, hogy közzéteszed ezt a mapot?\n\n[lightgray] Győződj meg róla, hogy elfogadtad a Workshop EULA-t, különben a mapjaid nem jelennek meg! +workshop.menu = Válaszd ki, mit szeretnél csinálni ezzel az itemmel. workshop.info = Item Infó -changelog = Changelog (opcionális): +changelog = Változtatási napló (opcionális): eula = Steam EULA -missing = Ezt az elemet törölték vagy áthelyezték.\n[lightgray] A műhely adatait automatikusan leválasztották. +missing = Ezt az elemet törölték vagy áthelyezték.\n[lightgray] A workshop adatait automatikusan leválasztották. publishing = [accent]Publikálás... -publish.confirm = Biztosan közzéteszi ezt?\n\n[lightgray] Győződjön meg róla, hogy először elfogadta a Workshop EULA-t, különben az itemei nem jelennek meg! +publish.confirm = Biztosan közzéteszed?\n\n[lightgray] Győződj meg róla, hogy elfogadtad a Workshop EULA-t, különben az itemjeid nem jelennek meg! publish.error = Hiba az item publikálásakor: {0} steam.error = Nem sikerült inicializálni a Steam szolgáltatásokat.\nHiba: {0} -editor.brush = Brush -editor.openin = Open In Editor -editor.oregen = Ore Generation -editor.oregen.info = Ore Generation: -editor.mapinfo = Map Info -editor.author = Author: -editor.description = Description: -editor.nodescription = A map must have a description of at least 4 characters before being published. -editor.waves = Waves: -editor.rules = Rules: -editor.generation = Generation: -editor.ingame = Edit In-Game -editor.publish.workshop = Publish On Workshop -editor.newmap = New Map -editor.center = Center +editor.brush = Méret +editor.openin = Megnyitás a szerkesztőben +editor.oregen = Érc generálás +editor.oregen.info = Érc generálás: +editor.mapinfo = Általános +editor.author = Készítő: +editor.description = Leírás: +editor.nodescription = A mapnak rendelkeznie kell egy legalább 4 karakter hosszú leírással, mielőtt megosztod. +editor.waves = Hullámok: +editor.rules = Szabályok: +editor.generation = generálás: +editor.ingame = Szerkesztés játékban +editor.publish.workshop = Közzététel workshopon +editor.newmap = Új Map +editor.center = Ugrás középre workshop = Workshop -waves.title = Waves -waves.remove = Remove -waves.never = -waves.every = every -waves.waves = wave(s) +waves.title = Hullámok +waves.remove = Eltávolítás +waves.every = +waves.waves = hullámonként waves.perspawn = per spawn -waves.shields = shields/wave -waves.to = to -waves.guardian = Guardian -waves.preview = Preview -waves.edit = Edit... -waves.copy = Copy to Clipboard -waves.load = Load from Clipboard -waves.invalid = Invalid waves in clipboard. -waves.copied = Waves copied. -waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout. +waves.shields = pajzs/hullám +waves.to = - +waves.guardian = őrző +waves.preview = Előnézet +waves.edit = Szerksztés... +waves.copy = Másolás a vágólapra +waves.load = Másolás a vágólapról +waves.invalid = Nem lehet beilleszteni a vágólapról. +waves.copied = Hullámok másolva. +waves.none = Nincs ellenség megadva.\nAz üresen hagyott tervek automatikusan lecserélődnek az alapbeállításra. #these are intentionally in lower case -wavemode.counts = counts -wavemode.totals = totals -wavemode.health = health +wavemode.counts = típusokra bontva +wavemode.totals = öszzesítés +wavemode.health = életpontok -editor.default = [lightgray] -details = Details... -edit = Edit... -editor.name = Name: +editor.default = [lightgray] +details = Részletek... +edit = Szerkesztés... +editor.name = Név: editor.spawn = Spawn Unit editor.removeunit = Remove Unit -editor.teams = Teams -editor.errorload = Error loading file. -editor.errorsave = Error saving file. -editor.errorimage = That's an image, not a map.\n\nIf you want to import a 3.5/build 40 map, use the 'Import Legacy Map' button in the editor. -editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported. -editor.errornot = This is not a map file. -editor.errorheader = This map file is either not valid or corrupt. -editor.errorname = Map has no name defined. Are you trying to load a save file? -editor.update = Update -editor.randomize = Randomize -editor.apply = Apply -editor.generate = Generate -editor.resize = Resize -editor.loadmap = Load Map -editor.savemap = Save Map -editor.saved = Saved! -editor.save.noname = Your map does not have a name! Set one in the 'map info' menu. -editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu. -editor.import.exists = [scarlet]Unable to import:[] a built-in map named '{0}' already exists! -editor.import = Import... -editor.importmap = Import Map -editor.importmap.description = Import an already existing map -editor.importfile = Import File -editor.importfile.description = Import an external map file -editor.importimage = Import Image File -editor.importimage.description = Import an external map image file -editor.export = Export... -editor.exportfile = Export File -editor.exportfile.description = Export a map file -editor.exportimage = Export Terrain Image -editor.exportimage.description = Export an image file containing only basic terrain -editor.loadimage = Import Terrain -editor.saveimage = Export Terrain -editor.unsaved = Are you sure you want to exit?\n[scarlet]Any unsaved changes will be lost. -editor.resizemap = Resize Map -editor.mapname = Map Name: -editor.overwrite = [accent]Warning!\nThis overwrites an existing map. -editor.overwrite.confirm = [scarlet]Warning![] A map with this name already exists. Are you sure you want to overwrite it?\n"[accent]{0}[]" -editor.exists = A map with this name already exists. -editor.selectmap = Select a map to load: +editor.teams = Csapatok +editor.errorload = Hiba a fájl betöltése közben. +editor.errorsave = Hiba a fájl mentése közben. +editor.errorimage = Ez egy kép, nem egy Map.\n\nHa egy 3.5/build 40 Mapot szeretnél betölteni, használd a "Régi map betöltése" gombot a szerkesztőben. +editor.errorlegacy = Ez a Map túl régi, és már nem támogatott formátumot használ. +editor.errornot = Ez nem egy Map fájl. +editor.errorheader = Ez a map fájl vagy érvénytelen vagy sérült. +editor.errorname = A Mapnak nincs neve. Mentést próbálsz betölteni? +editor.update = Frissítés +editor.randomize = Véletlenszerű +editor.apply = Alkalmazás +editor.generate = Haladó funkciók +editor.resize = Átméretezés +editor.loadmap = Map betöltése +editor.savemap = Mentés +editor.saved = Mentve! +editor.save.noname = Nem adtál meg nevet! Állíts be egyet az "Általános" menüpont alatt! +editor.save.overwrite = A Mapod felülír egy már létező Mapot! Válassz egy másik nevet az "Általános" menüpont alatt! +editor.import.exists = [scarlet]Nem lehet importálni:[] Már létezik "{0}" nevű Map! +editor.import = Importálás +editor.importmap = Map importálása +editor.importmap.description = Létező Map importálása +editor.importfile = Fájl importálása +editor.importfile.description = Külső Map fájl importálása +editor.importimage = Képfájl importálása +editor.importimage.description = Külső Map képfájl importálása +editor.export = Exportálás +editor.exportfile = Fájl exportálása +editor.exportfile.description = Exportálás Map fájlba +editor.exportimage = Domborzat exportálása +editor.exportimage.description = Domborzat exportálása képfájlba +editor.loadimage = Domborzat importálása +editor.saveimage = Domborzat exportálása +editor.unsaved = Biztos ki akarsz lépni?\n[scarlet]A nem mentett módosításaid elvesznek! +editor.resizemap = Átméretezés +editor.mapname = Map neve: +editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező Mapot. +editor.overwrite.confirm = [scarlet]Vigyázz![] Ilyen nevű Map már létezik:\n"[accent]{0}[]"\nBiztosan felülírod? +editor.exists = Ilyen nevű Map már létezik. +editor.selectmap = Válassz ki egy Mapot: -toolmode.replace = Replace +toolmode.replace = Csere toolmode.replace.description = Draws only on solid blocks. -toolmode.replaceall = Replace All -toolmode.replaceall.description = Replace all blocks in map. -toolmode.orthogonal = Orthogonal -toolmode.orthogonal.description = Draws only orthogonal lines. -toolmode.square = Square -toolmode.square.description = Square brush. -toolmode.eraseores = Erase Ores -toolmode.eraseores.description = Erase only ores. +toolmode.replaceall = Összes cseréje +toolmode.replaceall.description = Összes cseréje +toolmode.orthogonal = Merőleges +toolmode.orthogonal.description = Csak merőleges vonalakat rajzol. +toolmode.square = Négyzet +toolmode.square.description = Négyzet ecset +toolmode.eraseores = Ércradír +toolmode.eraseores.description = Csak az érceket törli. toolmode.fillteams = Fill Teams toolmode.fillteams.description = Fill teams instead of blocks. toolmode.drawteams = Draw Teams toolmode.drawteams.description = Draw teams instead of blocks. -filters.empty = [lightgray]No filters! Add one with the button below. +filters.empty = [lightgray]Még nincs filter! Adj hozzá egyet a lenti gombra kattintva! filter.distort = Distort -filter.noise = Noise +filter.noise = Zaj filter.enemyspawn = Enemy Spawn Select filter.spawnpath = Path To Spawn filter.corespawn = Core Select -filter.median = Median -filter.oremedian = Ore Median +filter.median = Medián +filter.oremedian = Érc medián filter.blend = Blend -filter.defaultores = Default Ores -filter.ore = Ore -filter.rivernoise = River Noise -filter.mirror = Mirror -filter.clear = Clear +filter.defaultores = Alapértelmezett ércek +filter.ore = Érc +filter.rivernoise = Vízfolyás zaj +filter.mirror = Tükrözés +filter.clear = Blokkok törlése filter.option.ignore = Ignore filter.scatter = Scatter -filter.terrain = Terrain -filter.option.scale = Scale -filter.option.chance = Chance +filter.terrain = Domborzat +filter.option.scale = Méret +filter.option.chance = Gyakoriság filter.option.mag = Magnitude filter.option.threshold = Threshold filter.option.circle-scale = Circle Scale filter.option.octaves = Octaves filter.option.falloff = Falloff filter.option.angle = Angle -filter.option.amount = Amount +filter.option.amount = Mennyiség filter.option.block = Block -filter.option.floor = Floor -filter.option.flooronto = Target Floor -filter.option.target = Target -filter.option.wall = Wall -filter.option.ore = Ore +filter.option.floor = Talaj +filter.option.flooronto = Jelenlegi mező +filter.option.target = Jelenlegi mező +filter.option.wall = Fal +filter.option.ore = Érc filter.option.floor2 = Secondary Floor filter.option.threshold2 = Secondary Threshold -filter.option.radius = Radius -filter.option.percentile = Percentile +filter.option.radius = Sugár +filter.option.percentile = Arány width = Szélesség: height = Magasság: @@ -491,91 +494,91 @@ fps = FPS: {0} ping = Ping: {0}ms memory = Mem: {0}mb memory2 = Mem:\n {0}mb +\n {1}mb -language.restart = Indítsa újra a játékot, hogy betöltődjenek a nyelvi beállítások. +language.restart = Indítsd újra a játékot, hogy betöltődjenek a nyelvi beállítások! settings = Beállítások -tutorial = Tutorial -tutorial.retake = Re-Take Tutorial +tutorial = Bevezető +tutorial.retake = Bevezető újrajátszása editor = Szerkesztő mapeditor = Map szerkesztő -abandon = Abandon -abandon.text = This zone and all its resources will be lost to the enemy. +abandon = Feladás +abandon.text = Ez a szektor benne minden nyersanyaggal az ellenség kezére kerül. locked = Lezárva -complete = [lightgray]Complete: -requirement.wave = Reach Wave {0} in {1} -requirement.core = Destroy Enemy Core in {0} -requirement.research = Research {0} -requirement.produce = Produce {0} -requirement.capture = Capture {0} +complete = [lightgray]Feltételek: +requirement.wave = Juss el a {0}. hullámig {1} szektorban +requirement.core = Pusztítsd el az ellenséges magot {0} szektorban +requirement.research = Fedezd fel: {0} +requirement.produce = Gyártsd le: {0} +requirement.capture = Foglald el a(z) {0} szektort launch.text = Indítás -research.multiplayer = Only the host can research items. -map.multiplayer = Only the host can view sectors. -uncover = Uncover -configure = Configure Loadout +research.multiplayer = Csak a host fedezhet fel itemeket. +map.multiplayer = Csak a host tekintheti meg a szektorokat. +uncover = Felfedés +configure = Rakomány szerkesztése -loadout = Loadout -resources = Resources -bannedblocks = Banned Blocks +loadout = Rakomány +resources = Nyersanyagok +bannedblocks = Tiltott blokkok addall = Összes hozzáadása -launch.from = Launching From: [accent]{0} -launch.destination = Destination: {0} -configure.invalid = Amount must be a number between 0 and {0}. -add = Add... -boss.health = Guardian Health +launch.from = Indítás: [accent]{0} +launch.destination = Irány: {0} +configure.invalid = A mennyiségnek 0 és {0} között kell lennie. +add = Hozzáadás... +boss.health = Őrző élete connectfail = [scarlet]Csatlakozási hiba:\n\n[accent]{0} -error.unreachable = Server unreachable.\nIs the address spelled correctly? -error.invalidaddress = Invalid address. -error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct! -error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry! -error.alreadyconnected = Already connected. +error.unreachable = A szervert nem lehet elérni.\nBiztosan jól írtad be a címet? +error.invalidaddress = Érvénytelen cím. +error.timedout = Időtúllépés!\nGyőződj meg róla, hogy a port forwarding be van kapcsolva a host gépen és a cím helyes! +error.mismatch = Packet error:\nLehetséges kliens/szerver verzió eltérés.\nGyőződj meg róla, hogy te és a host is a Mindustry legfrissebb verzióját használjátok! +error.alreadyconnected = Már csatlakozva vagy. error.mapnotfound = A map fájl nem található! error.io = Internet I/O hiba. error.any = Ismeretlen internet hiba. error.bloom = Failed to initialize bloom.\nYour device may not support it. -weather.rain.name = Rain -weather.snow.name = Snow -weather.sandstorm.name = Sandstorm -weather.sporestorm.name = Sporestorm -weather.fog.name = Fog +weather.rain.name = Eső +weather.snow.name = Hóesés +weather.sandstorm.name = Homokvihar +weather.sporestorm.name = Spóravihar +weather.fog.name = Köd -sectors.unexplored = [lightgray]Unexplored -sectors.resources = Resources: -sectors.production = Production: +sectors.unexplored = [lightgray]Felderítetlen +sectors.resources = Nyersanyagok: +sectors.production = Gyártás: sectors.export = Export: sectors.time = Idő: -sectors.threat = Threat: +sectors.threat = Fenyegetés: sectors.wave = Hullámok: -sectors.stored = Stored: +sectors.stored = Tárolt: sectors.resume = Folytatás -sectors.launch = Launch +sectors.launch = Indítás sectors.select = Kiválasztás sectors.nonelaunch = [lightgray]none (sun) sectors.rename = Szektor átnevezése sectors.enemybase = [scarlet]Ellenséges bázis -sectors.vulnerable = [scarlet]Vulnerable -sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged -sectors.survives = [accent]Survives {0} waves -sectors.go = Go -sector.curcapture = Sector Captured -sector.curlost = Elvesztett szektor -sector.missingresources = [scarlet]Insufficient Core Resources -sector.attacked = Sector [accent]{0}[white] under attack! -sector.lost = Sector [accent]{0}[white] lost! +sectors.vulnerable = [scarlet]Sebezhető +sectors.underattack = [scarlet]Támadás alatt! [accent]{0}% sérült +sectors.survives = [accent]Túlél {0} hullámot +sectors.go = Utazás +sector.curcapture = Szektor megszerezve +sector.curlost = A szektor elveszett +sector.missingresources = [scarlet]Nincs elég nyersanyag +sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll! +sector.lost = A(z) [accent]{0}[white] szektor elveszett! #note: the missing space in the line below is intentional -sector.captured = Sector [accent]{0}[white]captured! +sector.captured = A(z) [accent]{0}[white] szektor megvédve! -threat.low = Gyenge +threat.low = Alacsony threat.medium = Közepes -threat.high = Nehéz +threat.high = Magas threat.extreme = Extrém threat.eradication = Felszámolás -planets = Planets +planets = Bolygók planet.serpulo.name = Serpulo -planet.sun.name = Sun +planet.sun.name = Nap sector.impact0078.name = Impact 0078 sector.groundZero.name = Ground Zero @@ -594,41 +597,42 @@ sector.windsweptIslands.name = Windswept Islands sector.extractionOutpost.name = Extraction Outpost sector.planetaryTerminal.name = Planetary Launch Terminal -sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. -sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. -sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills. -sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology. -sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units. -sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Mace units. Destroy it. -sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible. -sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks. -sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers. -sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores. -sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism. -sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories. -sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads. -sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology. -sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure. + +sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Némi nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nHaladj tovább. +sector.frozenForest.description = Még itt, a hegyekhez közel is elterjedtek a spórák. A fagypont alatti hőmérséklet nem tudja örökké fogva tartani őket.\n\nFedezd fel az lelktromosság erejét! Építs combustion generatort! Használj mendert! +sector.saltFlats.description = A sivatag peremén terül el a Salt Flats néven ismert síkság. Kevés nyersanyag található errefelé.\n\nAz ellenség egy raktárkomplexumot létesített itt. Pusztítsd el a magot! Kő kövön ne maradjon! +sector.craters.description = Régen háborúk folytak ezen a helyen és csak egy kráter maradt utánuk. De szerencsédre az évezredek alatt feltöltődött vízzel így letudod hűteni vele a drilljeidet. Persze előtte használd a homokot, hogy legyen üveged! +sector.ruinousShores.description = A romokon túl fekszik a vízpart. Egykor itt állt egy parti védelmi vonal. Mára nem sok maradt belőle. Csak a legegyszerűbb védelmi épületek maradtak sértetlenek, bármi más csak törmelékként van jelen.\nFolytasd a terjeszkedést! Fedezd fel a régi technológiákat! +sector.stainedMountains.description = Mélyebben benn a szárazföldön fekszenek a hegyek, a spóráktól még érintetlenül.\nTermeld ki a bőséges titanium készleteket a körzetben. Tanuld meg felhasználni!.\n\nAz ellenség itt nagyobb létszámban van jelen. Ne hagyj nekik időt, hogy a legerősebb egységeiket hadba állíthassák! +sector.overgrowth.description = Ez a terület közelebb esik a spórák forrásához, a spórák már kinőtték.\nAz ellenség egy helyőrséget létesített itt. Építs Mace egységeket! Pusztítsd el! +sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag között. Egy a kevés térség közül, ahol még hasznosítható kátránykészletek találhatók.\nBár a terület elhagyatott, veszélyes ellenséges erők fészkelnek a közelben. Ne becsüld alá őket!\n\n[lightgray]Fedezd fel az olajfeldolgozási lehetőségeket, ha tudod! +sector.desolateRift.description = Egy extrém veszélyes zóna. Nyersanyagokban gazdag, de szűkös a hely. Magas kockázat. Hagyd el, amint lehet! Ne tévesszen meg a hosszú szünet az ellenség támadásai között! +sector.nuclearComplex.description = Egy néhai létesítmény thorium kitermelésére és feldolgozására, romokban.\n[lightgray] Fedezd fel a thoriumot és sokrétű felhasználását!\n\nAz ellenség nagy létszámban van jelen, és folyamatosan megfigyelés alatt tartják a környéket. +sector.fungalPass.description = Átmenet a magas hegyek és a mélyebben fekvő, spórák uralta lapály között. Egy kisebb ellenséges megfigyelő állomás található itt.\nSemmisítsd meg!.\nHasználj Dagger és Crawler egységeket! Pusztítsd el a két magot! +sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket és eredetileg itt került sor a gyártásukra.\nFedezd fel az itt található technológiákat! Használd a spórákat üzemanyag és műanyagok gyártására!\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak. A helyi ökoszisztémában semmi sem tudta felvenni a versenyt egy ennyire invazív életformával. +sector.windsweptIslands.description = Távolabb a partvonalon túl fekszik ez az elszigetelt szigetcsoport. Feljegyzések szerint egykor [accent]Plastanium[] gyártása zajlott itt.\n\nVerd vissza az ellenség vízi egységeit! Állíts fel egy bázist a szigeteken! Fedezd fel az itt talált gyárakat! +sector.extractionOutpost.description = Távoli ellenséges támaszpont, fő célja nyersanyagok továbbítása másik szektorokba.\n\n A szektorok közötti szállítás elengedhetetlen a további előrehaladáshoz. Pusztítsd el a bázist! Tanulmányozd a Launch Padot! +sector.impact0078.description = Itt fekszenek a roncsai az első csillagközi űrhajónak, amely a csillagrendszerbe érkezett.\n\nMents ki a romokból amit csak tudsz! Fedezd fel az épen maradt technológiákat. +sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison található egy olyan építmény, amely képes magokat kilőni közeli bolygókra. Folyamatosan őrzik.\n\nKészíts vízi egységeket! Ártalmatlanítsd az ellenséget amilyen gyorsan tudod! Fedezd fel a kilövőszerkezetet! settings.language = Nyelvek settings.data = Játék adatok -settings.reset = Visszaállítás az alapértelmezett értékekre -settings.rebind = Rebind +settings.reset = Alapértelmezett +settings.rebind = Módosítás settings.resetKey = Visszaállítás settings.controls = Irányítás settings.game = Játék settings.sound = Hangok settings.graphics = Grafika settings.cleardata = Játék adatok törlése... -settings.clear.confirm = Biztosan törli ezeket az adatokat?\n A végrehajtottakat nem lehet visszavonni! -settings.clearall.confirm = [scarlet] FIGYELEM! []\n Ez törli az összes adatot, beleértve a mentéseket, a térképeket, a feloldásokat és a billentyűzárakat.\n Amint megnyomja az 'OK' gombot, a játék minden adatot töröl és automatikusan kilép. -settings.clearsaves.confirm = Biztosan törli az összes mentést? +settings.clear.confirm = Biztosan törlöd ezeket az adatokat?\n A műveletet nem lehet visszavonni! +settings.clearall.confirm = [scarlet] FIGYELEM! []\n Ez törli az összes adatot, beleértve a mentéseket, Mapokat, felfedezéseket és a billentyű beállításokat.\nAz 'OK' gomb megnyomásával a játék minden adatot töröl és automatikusan kilép. +settings.clearsaves.confirm = Biztosan törlöd az összes mentést? settings.clearsaves = Mentések törlése -settings.clearresearch = Kutatások törlése -settings.clearresearch.confirm = Biztosan törli az összes kutatást? +settings.clearresearch = Kutatás törlése +settings.clearresearch.confirm = Biztosan törlöd az összes kutatást? settings.clearcampaignsaves = Kampány mentések törlése -settings.clearcampaignsaves.confirm = Biztosan törli az összes kampány mentést? +settings.clearcampaignsaves.confirm = Biztosan törlöd az összes kampány mentést? paused = [accent]< Megállítva > clear = Törlés banned = [scarlet]Kitiltva @@ -642,360 +646,363 @@ lastaccessed = [lightgray]Utoljára megtekintve: {0} block.unknown = [lightgray]??? stat.description = Célja -stat.input = Input -stat.output = Output -stat.booster = Booster -stat.tiles = Required Tiles -stat.affinities = Affinities -stat.powercapacity = Power Capacity -stat.powershot = Power/Shot -stat.damage = Damage -stat.targetsair = Targets Air -stat.targetsground = Targets Ground -stat.itemsmoved = Move Speed -stat.launchtime = Time Between Launches -stat.shootrange = Range -stat.size = Size -stat.displaysize = Display Size -stat.liquidcapacity = Liquid Capacity -stat.powerrange = Power Range -stat.linkrange = Link Range -stat.instructions = Instructions -stat.powerconnections = Max Connections -stat.poweruse = Power Use -stat.powerdamage = Power/Damage -stat.itemcapacity = Item Capacity -stat.memorycapacity = Memory Capacity -stat.basepowergeneration = Base Power Generation -stat.productiontime = Production Time -stat.repairtime = Block Full Repair Time -stat.weapons = Weapons -stat.bullet = Bullet -stat.speedincrease = Speed Increase -stat.range = Range -stat.drilltier = Drillables -stat.drillspeed = Base Drill Speed -stat.boosteffect = Boost Effect -stat.maxunits = Max Active Units -stat.health = Health -stat.buildtime = Build Time -stat.maxconsecutive = Max Consecutive -stat.buildcost = Build Cost -stat.inaccuracy = Inaccuracy -stat.shots = Shots -stat.reload = Shots/Second -stat.ammo = Ammo -stat.shieldhealth = Shield Health -stat.cooldowntime = Cooldown Time -stat.explosiveness = Explosiveness +stat.input = Bemenet +stat.output = Kimenet +stat.booster = Gyorsító +stat.tiles = Szükséges talaj +stat.affinities = Módosító körülmények +stat.powercapacity = Elektromos kapacitás +stat.powershot = Áram/Lövés +stat.damage = Sebzés +stat.targetsair = Repülő célpontok +stat.targetsground = Földi célpontok +stat.itemsmoved = Hozam +stat.launchtime = Kilövések közti idő +stat.shootrange = Hatótáv +stat.size = Méret +stat.displaysize = Felbontás +stat.liquidcapacity = Folyadék kapacitás +stat.powerrange = Áram hatótáv +stat.linkrange = Kapcsolat hatótáv +stat.instructions = Műveletek +stat.powerconnections = Max kapcsolat +stat.poweruse = Áramhasználat +stat.powerdamage = Áram/Sebzés +stat.itemcapacity = Item kapacitás +stat.memorycapacity = Memória méret +stat.basepowergeneration = Alap áramtermelés +stat.productiontime = Gyártás hossza +stat.repairtime = Teljes javítás hossza +stat.weapons = Fegyverek +stat.bullet = Töltény +stat.speedincrease = Gyorsítás +stat.range = Hatótáv +stat.drilltier = Kitermelhető +stat.drillspeed = Alap kitermelési sebesség +stat.boosteffect = Boost hatása +stat.maxunits = Maximális aktív egység +stat.health = Életpontok +stat.buildtime = Építés hossza +stat.maxconsecutive = Maximum egymást követő +stat.buildcost = Építés ára +stat.inaccuracy = Pontatlanság +stat.shots = Lövés +stat.reload = Lövés/Másodperc +stat.ammo = Lövedék +stat.shieldhealth = Pajzs élete +stat.cooldowntime = Újratöltés hossza +stat.explosiveness = Robbanékonyság stat.basedeflectchance = Base Deflect Chance -stat.lightningchance = Lightning Chance -stat.lightningdamage = Lightning Damage -stat.flammability = Flammability -stat.radioactivity = Radioactivity -stat.heatcapacity = Heat Capacity -stat.viscosity = Viscosity -stat.temperature = Temperature -stat.speed = Speed -stat.buildspeed = Build Speed -stat.minespeed = Mine Speed -stat.minetier = Mine Tier -stat.payloadcapacity = Payload Capacity -stat.commandlimit = Command Limit -stat.abilities = Abilities +stat.lightningchance = Villámlás esélye +stat.lightningdamage = Villámlás sebzése +stat.flammability = Éghetőség +stat.radioactivity = Radioaktivitás +stat.charge = Charge +stat.heatcapacity = Hőkapacitás +stat.viscosity = Viszkozitás +stat.temperature = Hőmérséklet +stat.speed = Sebesség +stat.buildspeed = Építési sebesség +stat.minespeed = Kitermelési sebesség +stat.minetier = Kitermelési szint +stat.payloadcapacity = Teher kapacitás +stat.commandlimit = Utasítás limit +stat.abilities = Képességek stat.canboost = Can Boost -stat.flying = Flying -stat.ammouse = Ammo Use +stat.flying = Repül +stat.ammouse = Lövedék használat -ability.forcefield = Force Field -ability.repairfield = Repair Field +ability.forcefield = Erőtér +ability.repairfield = Javító mező ability.statusfield = Status Field -ability.unitspawn = {0} Factory -ability.shieldregenfield = Shield Regen Field -ability.movelightning = Movement Lightning +ability.unitspawn = {0} Gyár +ability.shieldregenfield = Pajzsos regeneráló mező +ability.movelightning = Világítás -bar.drilltierreq = Better Drill Required -bar.noresources = Missing Resources +bar.drilltierreq = Erősebb Drill szükséges +bar.noresources = Nincs elég nyersanyag bar.corereq = Core Base Required -bar.drillspeed = Drill Speed: {0}/s -bar.pumpspeed = Pump Speed: {0}/s -bar.efficiency = Efficiency: {0}% -bar.powerbalance = Power: {0}/s -bar.powerstored = Stored: {0}/{1} -bar.poweramount = Power: {0} -bar.poweroutput = Power Output: {0} -bar.powerlines = Connections: {0}/{1} -bar.items = Items: {0} -bar.capacity = Capacity: {0} +bar.drillspeed = Kitermelés: {0}/s +bar.pumpspeed = Kitermelés: {0}/s +bar.efficiency = Hatékonyság: {0}% +bar.boost = Boost: {0}% +bar.powerbalance = Áram: {0}/s +bar.powerstored = Tárolt: {0}/{1} +bar.poweramount = Áram: {0} +bar.poweroutput = Áramtermelés: {0} +bar.powerlines = Kapcsolat: {0}/{1} +bar.items = Nyersanyag: {0} +bar.capacity = Tárhely: {0} bar.unitcap = {0} {1}/{2} -bar.liquid = Liquid -bar.heat = Heat -bar.power = Power -bar.progress = Build Progress -bar.input = Input -bar.output = Output +bar.liquid = Folyadék +bar.heat = Hő +bar.power = Áram +bar.progress = Építés állapota +bar.input = Bemenet +bar.output = Kimenet units.processorcontrol = [lightgray]Processor Controlled -bullet.damage = [stat]{0}[lightgray] damage -bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles -bullet.incendiary = [stat]incendiary -bullet.sapping = [stat]sapping -bullet.homing = [stat]homing -bullet.shock = [stat]shock -bullet.frag = [stat]frag -bullet.buildingdamage = [stat]{0}%[lightgray] building damage -bullet.knockback = [stat]{0}[lightgray] knockback -bullet.pierce = [stat]{0}[lightgray]x pierce -bullet.infinitepierce = [stat]pierce -bullet.healpercent = [stat]{0}[lightgray]% healing -bullet.freezing = [stat]freezing +bullet.damage = [stat]{0}[lightgray] sebzés +bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező +bullet.incendiary = [stat]gyújtó +bullet.sapping = [stat]szipoly +bullet.homing = [stat]nyomkövető +bullet.shock = [stat]sokkoló +bullet.frag = [stat]repesz +bullet.buildingdamage = [stat]{0}%[lightgray] épület sebzés +bullet.knockback = [stat]{0}[lightgray] hátralökés +bullet.pierce = [stat]{0}[lightgray]x átütő +bullet.infinitepierce = [stat]átütő +bullet.healpercent = [stat]{0}[lightgray]% gyógyító +bullet.freezing = [stat]fagyasztó bullet.tarred = [stat]tarred -bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier -bullet.reload = [stat]{0}[lightgray]x fire rate +bullet.multiplier = [stat]{0}[lightgray]x lövedék szorzó +bullet.reload = [stat]{0}[lightgray]x tüzelési sebesség -unit.blocks = blocks -unit.blockssquared = blocks² -unit.powersecond = power units/second -unit.liquidsecond = liquid units/second -unit.itemssecond = items/second -unit.liquidunits = liquid units -unit.powerunits = power units -unit.degrees = degrees -unit.seconds = seconds -unit.minutes = mins +unit.blocks = blokk +unit.blockssquared = blokk² +unit.powersecond = egység/sec +unit.liquidsecond = egység/sec +unit.itemssecond = item/sec +unit.liquidunits = egység +unit.powerunits = egység +unit.degrees = fok +unit.seconds = másodperc +unit.minutes = perc unit.persecond = /sec unit.perminute = /min unit.timesspeed = x speed unit.percent = % unit.shieldhealth = shield health -unit.items = items +unit.items = item unit.thousands = k unit.millions = mil -unit.billions = b -unit.pershot = /shot -category.purpose = Purpose -category.general = General -category.power = Power -category.liquids = Liquids -category.items = Items -category.crafting = Input/Output -category.function = Function -category.optional = Optional Enhancements -setting.landscape.name = Lock Landscape +unit.billions = Mrd +unit.pershot = /lövés +category.purpose = Cél +category.general = Általános +category.power = Áram +category.liquids = Folyadékok +category.items = Itemek +category.crafting = Bemenet/Kimenet +category.function = Funkció +category.optional = Lehetséges fokozás +setting.landscape.name = Fekvő mód zárolása setting.shadows.name = Árnyékok setting.blockreplace.name = Automatikus blokk javaslatok setting.linear.name = Lineáris szűrés setting.hints.name = Tippek -setting.flow.name = Az erőforrás áramlási sebességének megjelenítése -setting.backgroundpause.name = Szünet a háttérben +setting.flow.name = A nyersanyagok áramlási sebességének megjelenítése +setting.backgroundpause.name = Szüneteltetés a háttérben setting.buildautopause.name = Automatikus szünet építéskor setting.animatedwater.name = Animált víz setting.animatedshields.name = Animált pajzsok -setting.antialias.name = Antialias[lightgray] (újra kell indítani)[] -setting.playerindicators.name = Player Indicators -setting.indicators.name = Enemy Indicators -setting.autotarget.name = Auto-Target -setting.keyboard.name = Mouse+Keyboard Controls -setting.touchscreen.name = Touchscreen Controls +setting.antialias.name = Antialias[lightgray] (újraindítás szükséges)[] +setting.playerindicators.name = Játékos mutató +setting.indicators.name = Ellenség mutató +setting.autotarget.name = Automatikus célzás +setting.keyboard.name = Irányítás egérrel és billentyűzettel +setting.touchscreen.name = Irányítás érintőképernyővel setting.fpscap.name = Max FPS -setting.fpscap.none = None +setting.fpscap.none = Nincs setting.fpscap.text = {0} FPS -setting.uiscale.name = UI Scaling[lightgray] (restart required)[] -setting.swapdiagonal.name = Always Diagonal Placement -setting.difficulty.training = Training +setting.uiscale.name = UI mérete [lightgray] (újraindítás szükséges)[] +setting.swapdiagonal.name = Mindig átlós elhelyezés +setting.difficulty.training = Kiképzés setting.difficulty.easy = Könnyű -setting.difficulty.normal = közepes +setting.difficulty.normal = Közepes setting.difficulty.hard = Nehéz setting.difficulty.insane = Őrült setting.difficulty.name = Nehézség: -setting.screenshake.name = Screen Shake -setting.effects.name = Display Effects -setting.destroyedblocks.name = Display Destroyed Blocks -setting.blockstatus.name = Display Block Status -setting.conveyorpathfinding.name = Conveyor Placement Pathfinding -setting.sensitivity.name = Controller Sensitivity -setting.saveinterval.name = Save Interval -setting.seconds = {0} seconds -setting.milliseconds = {0} milliseconds -setting.fullscreen.name = Fullscreen -setting.borderlesswindow.name = Borderless Window[lightgray] (restart may be required) -setting.fps.name = Show FPS & Ping -setting.smoothcamera.name = Smooth Camera +setting.screenshake.name = Képernyő rázkódása +setting.effects.name = Effektek +setting.destroyedblocks.name = Elpusztított épületek megjelenítése +setting.blockstatus.name = Blokk állapotának megjelenítése +setting.conveyorpathfinding.name = Futószalag útvonalkeresés építéskor +setting.sensitivity.name = Controller érzékenység +setting.saveinterval.name = Mentési időköz +setting.seconds = {0} másodperc +setting.milliseconds = {0} ezredmásodperc +setting.fullscreen.name = Teljesképernyő +setting.borderlesswindow.name = Keret nélküli ablak[lightgray] (újraindításra lehet szükség) +setting.fps.name = FPS és Ping mutatása +setting.smoothcamera.name = Sima kamera setting.vsync.name = VSync -setting.pixelate.name = Pixelate -setting.minimap.name = Show Minimap -setting.coreitems.name = Display Core Items -setting.position.name = Show Player Position -setting.musicvol.name = Music Volume -setting.atmosphere.name = Show Planet Atmosphere -setting.ambientvol.name = Ambient Volume -setting.mutemusic.name = Mute Music -setting.sfxvol.name = SFX Volume -setting.mutesound.name = Mute Sound -setting.crashreport.name = Send Anonymous Crash Reports -setting.savecreate.name = Auto-Create Saves -setting.publichost.name = Public Game Visibility -setting.playerlimit.name = Player Limit -setting.chatopacity.name = Chat Opacity -setting.lasersopacity.name = Power Laser Opacity -setting.bridgeopacity.name = Bridge Opacity -setting.playerchat.name = Display Player Bubble Chat -setting.showweather.name = Show Weather Graphics -public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility. -public.confirm.really = If you want to play with friends, use [green]Invite Friend[] instead of a [scarlet]Public server[]!\nAre you sure you want to make your game [scarlet]public[]? -public.beta = Note that beta versions of the game cannot make public lobbies. -uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds... -uiscale.cancel = Cancel & Exit +setting.pixelate.name = Pixeles +setting.minimap.name = Minimap +setting.coreitems.name = Magban lévő nyersanyagok megjelenítése +setting.position.name = A játékos pozíciójának megjelenítése +setting.musicvol.name = Zene hangerő +setting.atmosphere.name = Bolygó atmoszféra +setting.ambientvol.name = Környezeti hangerő +setting.mutemusic.name = Zene némítása +setting.sfxvol.name = SFX hangerő +setting.mutesound.name = Hang némítása +setting.crashreport.name = Névtelen crash jelentések +setting.savecreate.name = Automatikus mentés +setting.publichost.name = Nyilvános játék láthatósága +setting.playerlimit.name = Játékos limit +setting.chatopacity.name = Chat átlátszatlansága +setting.lasersopacity.name = Villanyvezeték álátszatlansága +setting.bridgeopacity.name = Híd átlátszatlansága +setting.playerchat.name = Játékos szóbuborékok megjelenítése +setting.showweather.name = Időjárás grafika megjelenítése +public.confirm = Szeretnéd a játékot nyilvánossá tenni?\n[accent]Bárki beléphet a játékaidba.\n[lightgray]Ezt később megváltoztathatod a Beállítások->Játék->Nyilvános játék láthatósága menüpontban. +public.confirm.really = Ha a barátaiddal szeretnél játszani, használd a [green]Barátok meghívása[] funkciót [scarlet]Nyilvános szerver[] helyett!\nBiztosan szeretnéd, hogy a játékod [scarlet]nyilvános[] legyen? +public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni. +uiscale.reset = Az UI mérete megváltozott.\nAz "OK" gombbal megerősítheted ezt a méretet.\n[scarlet]Visszavonás és kilépés [accent] {0}[] másodperc múlva... +uiscale.cancel = Mégse és Kilépés setting.bloom.name = Bloom -keybind.title = Rebind Keys -keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported. -category.general.name = General -category.view.name = View -category.multiplayer.name = Multiplayer -category.blocks.name = Block Select -command.attack = Attack -command.rally = Rally -command.retreat = Retreat -command.idle = Idle +keybind.title = Gyorsbillentyűk +keybinds.mobile = [scarlet]A legtöbb billentyűfunkció mobilon nem működik. Csak a mozgás támogatott. +category.general.name = Általános +category.view.name = Nézet +category.multiplayer.name = Többjátékos +category.blocks.name = Blokk választás +command.attack = Támadás +command.rally = Gyülekezés +command.retreat = Visszavonulás +command.idle = Semmi placement.blockselectkeys = \n[lightgray]Key: [{0}, -keybind.respawn.name = Respawn -keybind.control.name = Control Unit -keybind.clear_building.name = Clear Building -keybind.press = Press a key... +keybind.respawn.name = Újraéledés +keybind.control.name = Egység irányítása +keybind.clear_building.name = Építési terv törlése +keybind.press = Nyomj meg egy billentyűt keybind.press.axis = Press an axis or key... -keybind.screenshot.name = Map Screenshot -keybind.toggle_power_lines.name = Toggle Power Lasers -keybind.toggle_block_status.name = Toggle Block Statuses -keybind.move_x.name = Move X -keybind.move_y.name = Move Y -keybind.mouse_move.name = Follow Mouse -keybind.pan.name = Pan View +keybind.screenshot.name = Map képernyőkép +keybind.toggle_power_lines.name = Villanyvezetékek be/ki +keybind.toggle_block_status.name = Blokk státusz be/ki +keybind.move_x.name = Mozgás vízszintesen +keybind.move_y.name = Mozgás függőlegesen +keybind.mouse_move.name = Egér követése +keybind.pan.name = Felderítés keybind.boost.name = Boost -keybind.schematic_select.name = Select Region -keybind.schematic_menu.name = Schematic Menu -keybind.schematic_flip_x.name = Flip Schematic X -keybind.schematic_flip_y.name = Flip Schematic Y -keybind.category_prev.name = Previous Category -keybind.category_next.name = Next Category -keybind.block_select_left.name = Block Select Left -keybind.block_select_right.name = Block Select Right -keybind.block_select_up.name = Block Select Up -keybind.block_select_down.name = Block Select Down -keybind.block_select_01.name = Category/Block Select 1 -keybind.block_select_02.name = Category/Block Select 2 -keybind.block_select_03.name = Category/Block Select 3 -keybind.block_select_04.name = Category/Block Select 4 -keybind.block_select_05.name = Category/Block Select 5 -keybind.block_select_06.name = Category/Block Select 6 -keybind.block_select_07.name = Category/Block Select 7 -keybind.block_select_08.name = Category/Block Select 8 -keybind.block_select_09.name = Category/Block Select 9 -keybind.block_select_10.name = Category/Block Select 10 -keybind.fullscreen.name = Toggle Fullscreen -keybind.select.name = Select/Shoot -keybind.diagonal_placement.name = Diagonal Placement -keybind.pick.name = Pick Block -keybind.break_block.name = Break Block -keybind.deselect.name = Deselect -keybind.pickupCargo.name = Pickup Cargo -keybind.dropCargo.name = Drop Cargo -keybind.command.name = Command -keybind.shoot.name = Shoot +keybind.schematic_select.name = Terület kijelölése +keybind.schematic_menu.name = Schematic menü +keybind.schematic_flip_x.name = Schematic tükrözése vízszintesen +keybind.schematic_flip_y.name = Schematic tükrözése függőlegesen +keybind.category_prev.name = Előző kategória +keybind.category_next.name = Következő kategória +keybind.block_select_left.name = Blokk váltás balra +keybind.block_select_right.name = Blokk váltás jobbra +keybind.block_select_up.name = Blokk váltás fel +keybind.block_select_down.name = Blokk váltás le +keybind.block_select_01.name = Blokk kategória 1 +keybind.block_select_02.name = Blokk kategória 2 +keybind.block_select_03.name = Blokk kategória 3 +keybind.block_select_04.name = Blokk kategória 4 +keybind.block_select_05.name = Blokk kategória 5 +keybind.block_select_06.name = Blokk kategória 6 +keybind.block_select_07.name = Blokk kategória 7 +keybind.block_select_08.name = Blokk kategória 8 +keybind.block_select_09.name = Blokk kategória 9 +keybind.block_select_10.name = Blokk kategória 10 +keybind.fullscreen.name = Teljesképernyő be/ki +keybind.select.name = Kiválasztás/Lövés +keybind.diagonal_placement.name = Átlós elhelyezés +keybind.pick.name = Blokk másolása +keybind.break_block.name = Blokk törlése +keybind.deselect.name = Blokk választás törlése +keybind.pickupCargo.name = Rakomány felvétele +keybind.dropCargo.name = Rakomány lerakása +keybind.command.name = Irányítás +keybind.shoot.name = Lövés keybind.zoom.name = Zoom -keybind.menu.name = Menu -keybind.pause.name = Pause -keybind.pause_building.name = Pause/Resume Building +keybind.menu.name = Menü +keybind.pause.name = Szünet +keybind.pause_building.name = Építés szüneteltetése/folytatása keybind.minimap.name = Minimap -keybind.planet_map.name = Planet Map -keybind.research.name = Research +keybind.planet_map.name = Bolygó térkép +keybind.research.name = Kutatás keybind.chat.name = Chat -keybind.player_list.name = Player List -keybind.console.name = Console -keybind.rotate.name = Rotate -keybind.rotateplaced.name = Rotate Existing (Hold) +keybind.player_list.name = Játékos lista +keybind.console.name = Konzol +keybind.rotate.name = Frogatás +keybind.rotateplaced.name = Épület forgatása (tartsd nyomva) keybind.toggle_menus.name = Toggle Menus -keybind.chat_history_prev.name = Chat History Prev -keybind.chat_history_next.name = Chat History Next -keybind.chat_scroll.name = Chat Scroll -keybind.chat_mode.name = Change Chat Mode -keybind.drop_unit.name = Drop Unit -keybind.zoom_minimap.name = Zoom Minimap -mode.help.title = Description of modes -mode.survival.name = Survival -mode.survival.description = The normal mode. Limited resources and automatic incoming waves.\n[gray]Requires enemy spawns in the map to play. -mode.sandbox.name = Sandbox -mode.sandbox.description = Infinite resources and no timer for waves. -mode.editor.name = Editor +keybind.chat_history_prev.name = Chat görgetés fel +keybind.chat_history_next.name = Chat görgetés le +keybind.chat_scroll.name = Chat görgetés +keybind.chat_mode.name = Chat mód megváltoztatása +keybind.drop_unit.name = Egység elengedése +keybind.zoom_minimap.name = Zoom a Minimapoon +mode.help.title = Játékmódok leírása +mode.survival.name = Túlélő +mode.survival.description = A normál mód. Korlátozott nyersanyag és automatikusan érkező hullámok.\n[gray]Szükséges hozzá ellenséges spawn a Mapon. +mode.sandbox.name = Homokozó +mode.sandbox.description = Végtelen erőforrás, nincs időzítés a hullámokhoz. +mode.editor.name = Szerkesztő mode.pvp.name = PvP -mode.pvp.description = Fight against other players locally.\n[gray]Requires at least 2 differently-colored cores in the map to play. -mode.attack.name = Attack -mode.attack.description = Destroy the enemy's base. \n[gray]Requires a red core in the map to play. -mode.custom = Custom Rules +mode.pvp.description = Harcolj másik játékosok ellen.\n[gray]Szükséges hozzá legalább két különböző színű mag a Mapon. +mode.attack.name = Támadás +mode.attack.description = Pusztítsd el az ellenség bázisát. \n[gray]Szükséges hozzá egy piros mag a Mapon. +mode.custom = Egyéni szabályok -rules.infiniteresources = Infinite Resources -rules.reactorexplosions = Reactor Explosions -rules.schematic = Schematics Allowed -rules.wavetimer = Wave Timer -rules.waves = Waves -rules.attack = Attack Mode +rules.infiniteresources = Végtelen erőforrás +rules.reactorexplosions = Reaktor robbanás +rules.coreincinerates = Túlcsorduló itemek megsemmisítse a magban +rules.schematic = Schematicok +rules.wavetimer = Hullám időzítő +rules.waves = Hullámok +rules.attack = Támadás mód rules.buildai = AI Building -rules.enemyCheat = Infinite AI (Red Team) Resources -rules.blockhealthmultiplier = Block Health Multiplier -rules.blockdamagemultiplier = Block Damage Multiplier -rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier -rules.unithealthmultiplier = Unit Health Multiplier -rules.unitdamagemultiplier = Unit Damage Multiplier -rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles) -rules.wavespacing = Wave Spacing:[lightgray] (sec) -rules.buildcostmultiplier = Build Cost Multiplier -rules.buildspeedmultiplier = Build Speed Multiplier -rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier +rules.enemyCheat = Végtelen AI (Piros csapat) Erőforrás +rules.blockhealthmultiplier = Épület életpont szorzó +rules.blockdamagemultiplier = Épület sebzés szorzó +rules.unitbuildspeedmultiplier = Egység gyártási sebesség szorzó +rules.unithealthmultiplier = Egység életpont szorzó +rules.unitdamagemultiplier = Egység sebzés szorzó +rules.enemycorebuildradius = Ellenséges mag körüli tiltott zóna sugara:[lightgray] (mező) +rules.wavespacing = Hullám időzítés:[lightgray] (sec) +rules.buildcostmultiplier = Építési költség szorzó +rules.buildspeedmultiplier = Építési sebesség szorzó +rules.deconstructrefundmultiplier = Bontási visszatérítés szorzó rules.waitForWaveToEnd = Waves Wait for Enemies -rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles) -rules.unitammo = Units Require Ammo -rules.title.waves = Waves -rules.title.resourcesbuilding = Resources & Building -rules.title.enemy = Enemies -rules.title.unit = Units -rules.title.experimental = Experimental -rules.title.environment = Environment -rules.lighting = Lighting -rules.enemyLights = Enemy Lights -rules.fire = Fire -rules.explosions = Block/Unit Explosion Damage -rules.ambientlight = Ambient Light -rules.weather = Weather -rules.weather.frequency = Frequency: -rules.weather.always = Always -rules.weather.duration = Duration: +rules.dropzoneradius = Ledobási zóna sugara:[lightgray] (mező) +rules.unitammo = Egységeknek kell lövedék +rules.title.waves = Hullámok +rules.title.resourcesbuilding = Erőforrások és épületek +rules.title.enemy = Ellenségek +rules.title.unit = Egységek +rules.title.experimental = Kísérleti +rules.title.environment = Környezet +rules.lighting = Világítás +rules.enemyLights = Ellenséges fények +rules.fire = Tűz +rules.explosions = Épület/Egység robbanás sebzés +rules.ambientlight = Háttérvilágítás +rules.weather = Időjárás +rules.weather.frequency = Gyakoriság: +rules.weather.always = Mindig +rules.weather.duration = Időtartam: -content.item.name = Items -content.liquid.name = Liquids -content.unit.name = Units -content.block.name = Blocks -content.sector.name = Sectors +content.item.name = Itemek +content.liquid.name = Folyadékok +content.unit.name = Egységek +content.block.name = Blokkok +content.sector.name = Szektor -item.copper.name = Copper -item.lead.name = Lead -item.coal.name = Coal -item.graphite.name = Graphite -item.titanium.name = Titanium -item.thorium.name = Thorium -item.silicon.name = Silicon -item.plastanium.name = Plastanium -item.phase-fabric.name = Phase Fabric -item.surge-alloy.name = Surge Alloy -item.spore-pod.name = Spore Pod -item.sand.name = Sand -item.blast-compound.name = Blast Compound -item.pyratite.name = Pyratite -item.metaglass.name = Metaglass -item.scrap.name = Scrap -liquid.water.name = Water -liquid.slag.name = Slag -liquid.oil.name = Oil -liquid.cryofluid.name = Cryofluid +item.copper.name = Réz +item.lead.name = Ólom +item.coal.name = Szén +item.graphite.name = Grafit +item.titanium.name = Titán +item.thorium.name = Tórium +item.silicon.name = Szilícium +item.plastanium.name = Plasztínium +item.phase-fabric.name = Fázisos Szövet +item.surge-alloy.name = Multiötvözet +item.spore-pod.name = Spóratok +item.sand.name = Homok +item.blast-compound.name = Robbanóelegy +item.pyratite.name = Piratit +item.metaglass.name = Ólomüveg +item.scrap.name = Hulladék +liquid.water.name = Víz +liquid.slag.name = Salak +liquid.oil.name = Olaj +liquid.cryofluid.name = Hűtőfolyadék unit.dagger.name = Dagger unit.mace.name = Mace @@ -1250,256 +1257,257 @@ block.large-logic-display.name = Large Logic Display block.memory-cell.name = Memory Cell block.memory-bank.name = Memory Bank -team.blue.name = blue -team.crux.name = red -team.sharded.name = orange -team.orange.name = orange -team.derelict.name = derelict -team.green.name = green -team.purple.name = purple +team.blue.name = kék +team.crux.name = piros +team.sharded.name = narancssárga +team.orange.name = narancssárga +team.derelict.name = elhagyatott +team.green.name = zöld +team.purple.name = lila -hint.skip = Skip -hint.desktopMove = Use [accent][[WASD][] to move. -hint.zoom = [accent]Scroll[] to zoom in or out. -hint.mine = Move near the \uf8c4 copper ore and [accent]tap[] it to mine manually. -hint.desktopShoot = [accent][[Left-click][] to shoot. -hint.depositItems = To transfer items, drag from your ship to the core. -hint.respawn = To respawn as a ship, press [accent][[V][]. -hint.respawn.mobile = You have switched control to a unit/structure. To respawn as a ship, [accent]tap the avatar in the top left.[] -hint.desktopPause = Press [accent][[Space][] to pause and unpause the game. -hint.placeDrill = Select the \ue85e [accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and click on a copper patch to place it. -hint.placeDrill.mobile = Select the \ue85e [accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and tap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm. -hint.placeConveyor = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate. -hint.placeConveyor.mobile = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nHold down your finger for a second and drag to place multiple conveyors. -hint.placeTurret = Place \uf861 [accent]Turrets[] to defend your base from enemies.\n\nTurrets require ammo - in this case, \uf838copper.\nUse conveyors and drills to supply them. -hint.breaking = [accent]Right-click[] and drag to break blocks. -hint.breaking.mobile = Activate the \ue817 [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection. -hint.research = Use the \ue875 [accent]Research[] button to research new technology. -hint.research.mobile = Use the \ue875 [accent]Research[] button in the \ue88c [accent]Menu[] to research new technology. -hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets. -hint.unitControl.mobile = [accent][[Double-tap][] to control friendly units or turrets. -hint.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the bottom right. -hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the \ue88c [accent]Menu[]. -hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type. -hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path. -hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path. -hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters. -hint.command = Press [accent][[G][] to command nearby units of [accent]similar type[] into formation.\n\nTo command ground units, you must first control another ground unit. -hint.command.mobile = [accent][[Double-tap][] your unit to command nearby units into formation. -hint.payloadPickup = Press [accent][[[] to pick up small blocks or units. -hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up. -hint.payloadDrop = Press [accent]][] to drop a payload. -hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there. -hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires. -hint.generator = \uf879 [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with \uf87f [accent]Power Nodes[]. -hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or \uf835 [accent]Graphite[] \uf861Duo/\uf859Salvo ammunition to take Guardians down. -hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a  [accent]Foundation[] core over the  [accent]Shard[] core. Make sure it is free from nearby obstructions. -hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[]. -hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[]. -hint.coopCampaign = When playing the [accent]co-op campaign[], items that are produced in the current map will also be sent [accent]to your local sectors[].\n\nAny new research done by the host also carries over. +hint.skip = Átugrás +hint.desktopMove = Használd a [accent][[WASD][] gombokat a mozgáshoz. +hint.zoom = Használd a [accent]görgőt[] a zoomhoz.. +hint.mine = Menj a \uf8c4 copper közelébe, és [accent]kattints rá[] a kézi bányászáshoz. +hint.desktopShoot = Használd a [accent]bal egérgombot[] a lövéshez. +hint.depositItems = Az itemeket a hajóról a magra húzva áthelyezheted. +hint.respawn = Hogy hajóként újraéledj, nyomd meg a [accent][[V][] gombot. +hint.respawn.mobile = Átvetted az irányítást egy egység vagy torony felett. Hogy újraéledj hajóként, [accent]érintsd meg az avatárt a bal felső sarokban.[] +hint.desktopPause = Nyomd meg a [accent][[Space][]-t, hogy szüneteltesd vagy folytasd a játékot. +hint.placeDrill = Válaszd ki a \ue85e [accent]Drill[] lapot a jobb alsó sarokban található menüben, válassz ki egy \uf870 [accent]Drill[] épületet, és kattints egy rézfoltra, hogy lerakd. +hint.placeDrill.mobile = Válaszd ki a \ue85e [accent]Drill[] lapot a jobb alsó sarokban található menüben, válassz ki egy \uf870 [accent]Drill[] épületet, és nyomj egy rézfoltra, hogy lerakd.\n\nNyomj a \ue800 [accent]pipára[] jobb lent, hogy megerősítsd. +hint.placeConveyor = A futószalagok az itemeket a Drillektől más épületekhez szállítják. Válassz ki egy \uf896 [accent]futószalagot[] a \ue814 [accent]Distribution[] lapról.\n\nKattints és tartsd lenyomva, hogy többet is lehelyezz.\n[accent]Görgess[] a forgatáshoz. +hint.placeConveyor.mobile = A futószalagok az itemeket a Drillektől más épületekhez szállítják. Válassz ki egy \uf896 [accent]futószalagot[] a \ue814 [accent]Distribution[] lapról.\n\nTartsd lenyomva az ujjad és húzd, hgy egyszerre többet is lehelyezz. +hint.placeTurret = Helyezz le \uf861 [accent]Tornyokat[], hogy megvédd a bázisod az ellenségtől.\n\nA tornyoknak lövedékre van szükségük - ebben az esetben \uf838rézre.\nHasználd a futószalagokat és Drilleket, hogy ellásd őket. +hint.breaking = [accent]Jobb gombot[] nyomva kijelölhetsz lebontandó épületeket. +hint.breaking.mobile = Használd a \ue817 [accent]kalapácsot[] jobb lent és töröld vele az útban lévő épületeket.\n\nTartsd lenyomva az ujjad és húzd, hogy nagyobb területet kijelölj. +hint.research = Használd a \ue875 [accent]Kutatás[] gombot, hogy felfedezz új technológiákat. +hint.research.mobile = Használd a \ue875 [accent]Kutatás[] gombot a \ue88c [accent]Menü[]ben, hogy felfedezz új technológiákat. +hint.unitControl = Nyomd le a [accent][[L-ctrl][] billentyőt és [accent]kattints[], hogy átvedd az irányítást szövetséges egységek vagy tornyok felett. +hint.unitControl.mobile = [accent][[Dupla koppintás][]sal átveheted az irányítást szövetséges egységek és tornyok felett. +hint.launch = Ha elegendő nyersanyagot gyűjtöttél, [accent]Kilőhetsz[] egy közeli szektorba. Ezt a jobb lent látható \ue827 [accent]Térkép[]en teheted meg. +hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél, [accent]Kilőhetsz[] egy közeli szektorba. Ezt a \ue88c [accent]Menü[]ből elérhető \ue827 [accent]Térkép[]en teheted meg. +hint.schematicSelect = Az [accent][[F][] nyomva tartásával kijelölhetsz és másolhastz épületeket.\n\nKattints a [accent][[görgővel][], hogy egy épületet lemásolj. +hint.conveyorPathfind = Tartsd nyomva a [accent][[L-Ctrl][] billentyűt futószalagok lerakása közben, hogy a játék útvnalat generáljon. +hint.conveyorPathfind.mobile = Enegdélyezd az \ue844 [accent]átlós mód[]ot és tagyél le egyszerre több futószalagot, hogy a játék útvonalat generáljon. +hint.boost = Tartsd nyomva a [accent][[L-Shift][] billentyűt, hogy átrepülj az akadályok felett.\n\nErre nem minden földi egység képes. +hint.command = A [accent][[G][] megnyomására a [accent]azonos típusú[] közeli egységek formációba rendeződnek.\n\nA földi egységek irányításához neked is földi egységet kell irányítanod. +hint.command.mobile = [accent][[Koppints kétszer][] a hajódra, hogy a közeli egységeid formációba rendeződjenek. +hint.payloadPickup = A [accent][[[] gombbal kis épületeket vagy egységeket emelhetsz fel. +hint.payloadPickup.mobile = [accent]Tartsd nyomva az ujjad[] egy kis épületen vagy egségen, hogy felemeld. +hint.payloadDrop = A [accent]][] megnyomásával lerakhatod a terhedet. +hint.payloadDrop.mobile = [accent]Tartsd nyomva az ujjad[] egy üres területen, hogy letedd a terhedet. +hint.waveFire = A [accent]Wave[] tornyok, ha víz van bennük, automatikusan eloltják a közeli tüzeket. +hint.generator = \uf879 A [accent]Combustion Generator[] szenet éget, és átadja az áramot a vele érintkező épületeknek.\n\n Áramot nagyobb távolságra is szállíthatsz \uf87f [accent]Power Node[]-ok segítségével. +hint.guardian = Az [accent]Őrző[]knek páncélja van. A gyenge lövedékeknek, mint a [accent]Copper[] vagy a [accent]Lead[] [scarlet]nincs hatásuk[].\n\nHasználj magasabb szintű tornyokat vagy \uf835 [accent]Graphite[] lövedéket a \uf861Duo/\uf859Salvo tornyokba, hogy leszedd az Őrzőket. +hint.coreUpgrade = A magot fejlesztheted, ha [accent]magasabb sintű magot teszel rá[].\n\nHelyezz egy [accent]Foundation[] magot a [accent]Shard[] magra. Figyelj rá, hogy ne legyenek az új mag területén épületek. +hint.presetLaunch = A szürke [accent]kampány szektorok[]ba, amilyen például a [accent]Frozen Forest[], bárhonnan kilőhetsz. Nem kell szomszédos területtel rendelkezned.\n\nA [accent]számozott szektorok[], mint ez is, [accent]opcionálisak[]. +hint.coreIncinerate = Ha a magodban egy nyersanyag elérte a maximumot, a beérkező ilyen nyersanyagaid azonnal [accent]megsemmisítésre kerülnek[]. +hint.coopCampaign = Ha [accent]co-op kampány[]t játszol, az adott mapon termelt nyersanyagok a [accent]saját szektoraidba[] is bekerülnek.\n\nA host minden fejlesztése is átkerül. -item.copper.description = Used in all types of construction and ammunition. -item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced. -item.lead.description = Used in liquid transportation and electrical structures. -item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here. -item.metaglass.description = Used in liquid distribution/storage structures. -item.graphite.description = Used in electrical components and turret ammunition. -item.sand.description = Used for production of other refined materials. -item.coal.description = Used for fuel and refined material production. -item.coal.details = Appears to be fossilized plant matter, formed long before the seeding event. -item.titanium.description = Used in liquid transportation structures, drills and aircraft. -item.thorium.description = Used in durable structures and as nuclear fuel. -item.scrap.description = Used in Melters and Pulverizers for refining into other materials. -item.scrap.details = Leftover remnants of old structures and units. -item.silicon.description = Used in solar panels, complex electronics and homing turret ammunition. -item.plastanium.description = Used in advanced units, insulation and fragmentation ammunition. -item.phase-fabric.description = Used in advanced electronics and self-repairing structures. -item.surge-alloy.description = Used in advanced weaponry and reactive defense structures. -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 = Used in bombs and explosive ammunition. -item.pyratite.description = Used in incendiary weapons and combustion-fueled generators. +item.copper.description = Széleskörűen felhasználható építkezésre és lövedékként. +item.copper.details = Szokatlanul elterjedt fém a Serpulón. Gyenge szerkezetű, de megerősíthető. +item.lead.description = Folyadékszállításban és elektromos eszközökben használható. +item.lead.details = Sűrű. Közömbös. Széles körben használják elemekben.\nMegjegyzés: Valószínűleg mérgező a biológiai életformákra. Nem mintha sok maradt volna errefelé. +item.metaglass.description = Folyadékok szállítására és tárolására használható. +item.graphite.description = Elektromos alkatrészek alapanyaga és lövedék. +item.sand.description = Egyéb finom nyersanyagok gyártási alapanyaga. +item.coal.description = Tüzelőanyag és gyártási alapanyag. +item.coal.details = Fosszílizálódott növényi anyagnak tűnik, jóval a "seeding event" előttről. +item.titanium.description = Folyadékok szállítására, fúrókban és légi járművekben használható. +item.thorium.description = Strapabíró szerkezetekben használható nukleáris tüzelőanyagként. +item.scrap.description = Olvasztással és porítással finom nyersanyagok nyerhetők ki belőle. +item.scrap.details = Ősi építmények és egységek hátrahagyott maradványai. +item.silicon.description = Napelemek, összetett áramkörök és nyomkövető lövedékek fontos alapanyaga. Sosincs elég. +item.plastanium.description = Fejlett egységek alapanyagaként, hőszigetelésre és repeszes lövedékekhez használható. +item.phase-fabric.description = Fejlett elektromos eszközökben és önjavító szerkezetekben használható. +item.surge-alloy.description = Magas szintű fegyverzetekben és aktív védelemhez használható. +item.spore-pod.description = Átalakítható olajjá vagy robbanószerekké, de használható tüzelőanyagként is. +item.spore-pod.details = Spórák. Egy valószínűleg mesterséges életforma. Más életformák számára halálos gázt bocsátanak ki. Szélsőségesen invazív. Megfelelő körülmények között erősen gyúlékony. +item.blast-compound.description = Bombák és robbanó lövedékek része. +item.pyratite.description = Gyújtó lövedékekben és tüzelőanyag-alapú generátorokban használható. -liquid.water.description = Used for cooling machines and waste processing. -liquid.slag.description = Refined in separators into constituent metals, or sprayed at enemies as a weapon. -liquid.oil.description = Used in advanced material production and as incendiary ammunition. -liquid.cryofluid.description = Used as coolant in reactors, turrets and factories. +liquid.water.description = Gépek hűtésére és hulladékfeldolgozásra használható. +liquid.slag.description = Separatorban finomítva értékes fémek forrása, az ellenségre fröcskölve gyilkos fegyver. +liquid.oil.description = Magas szintű nyersanyagok gyártására vagy gyújtólövedékként használható. +liquid.cryofluid.description = Hűtőfolyadék reaktorok, tornyok és gyárak számára. block.resupply-point.description = Resupplies nearby units with copper ammunition. Not compatible with units that require battery power. -block.armored-conveyor.description = Moves items forward. Does not accept inputs from the sides. -block.illuminator.description = Emits light. -block.message.description = Stores a message for communication between allies. -block.graphite-press.description = Compresses coal into graphite. -block.multi-press.description = Compresses coal into graphite. Requires water as coolant. -block.silicon-smelter.description = Refines silicon from sand and coal. -block.kiln.description = Smelts sand and lead into metaglass. -block.plastanium-compressor.description = Produces plastanium from oil and titanium. -block.phase-weaver.description = Synthesizes phase fabric from thorium and sand. -block.alloy-smelter.description = Fuses titanium, lead, silicon and copper into surge alloy. -block.cryofluid-mixer.description = Mixes water and fine titanium powder to produce cryofluid. -block.blast-mixer.description = Produces blast compound from pyratite and spore pods. -block.pyratite-mixer.description = Mixes coal, lead and sand into pyratite. -block.melter.description = Melts down scrap into slag. -block.separator.description = Separates slag into its mineral components. -block.spore-press.description = Compresses spore pods into oil. -block.pulverizer.description = Crushes scrap into fine sand. -block.coal-centrifuge.description = Transforms oil into coal. -block.incinerator.description = Vaporizes any item or liquid it receives. -block.power-void.description = Voids all power inputted. Sandbox only. -block.power-source.description = Infinitely outputs power. Sandbox only. -block.item-source.description = Infinitely outputs items. Sandbox only. -block.item-void.description = Destroys any items. Sandbox only. -block.liquid-source.description = Infinitely outputs liquids. Sandbox only. -block.liquid-void.description = Removes any liquids. Sandbox only. -block.copper-wall.description = Protects structures from enemy projectiles. -block.copper-wall-large.description = Protects structures from enemy projectiles. -block.titanium-wall.description = Protects structures from enemy projectiles. -block.titanium-wall-large.description = Protects structures from enemy projectiles. -block.plastanium-wall.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections. -block.plastanium-wall-large.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections. -block.thorium-wall.description = Protects structures from enemy projectiles. -block.thorium-wall-large.description = Protects structures from enemy projectiles. -block.phase-wall.description = Protects structures from enemy projectiles, reflecting most bullets upon impact. -block.phase-wall-large.description = Protects structures from enemy projectiles, reflecting most bullets upon impact. -block.surge-wall.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact. -block.surge-wall-large.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact. -block.door.description = A wall that can be opened and closed. -block.door-large.description = A wall that can be opened and closed. -block.mender.description = Periodically repairs blocks in its vicinity.\nOptionally uses silicon to boost range and efficiency. -block.mend-projector.description = Repairs blocks in its vicinity.\nOptionally uses phase fabric to boost range and efficiency. -block.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency. +block.armored-conveyor.description = Nyersanyagokat továbbít. Nem fogad el nyersanyagot oldalról. +block.illuminator.description = Világít. +block.message.description = Üzenetet tárol szövetségesek kommunikációjához. +block.graphite-press.description = Szenet présel grafittá. +block.multi-press.description = Szenet présel grafittá. Hatékonyan dolgozik, de vizet igényel hűtéshez. +block.silicon-smelter.description = Szilíciumot nyer ki homok és szén keverékéből. +block.kiln.description = Ólmomból és homokból olvaszt ólomüveget. +block.plastanium-compressor.description = Plastaniumot gyárt olaj és titán felhasználásával. +block.phase-weaver.description = Phase fabricot szintetizál tórium és homok keverékéből. +block.alloy-smelter.description = Titán, ólom, szilícium és réz olvadékából állít elő surge alloy-t. +block.cryofluid-mixer.description = Finom titánport kever vízhez cryofluid előállításához. +block.blast-mixer.description = Piratitból és spóra kapszulákból készít robbanóelegyet. +block.pyratite-mixer.description = Szenet, homokot és ólmot vegyít piratittá. +block.melter.description = Hulladékot olvaszt salakká. +block.separator.description = Szétbontja a salakot ásványi összetevőire. +block.spore-press.description = Nagy nyomáson olajat présel spórákból. +block.pulverizer.description = Finom homokká őrli a hulladékot. +block.coal-centrifuge.description = Szenet nyer ki olajból. +block.incinerator.description = Megsemmisít minden nyersanyagot és folyadékot. +block.power-void.description = Elnyel minden áramot. Csak homokozó módban. +block.power-source.description = Végtelen áramot termel. Csak homokozó módban. +block.item-source.description = Végtelen nyersanyagot bocsát ki. Csak homokozó módban. +block.item-void.description = Megsemmisít minden nyersanyagot. Csak homokozó módban. +block.liquid-source.description = Végtelen folyadékot bocsát ki. Csak homokozó módban. +block.liquid-void.description = Megsemmisít minden folyadékot. Csak homokozó módban. +block.copper-wall.description = Megvédi az épületeket az ellenséges lövedékektől. +block.copper-wall-large.description = Megvédi az épületeket az ellenséges lövedékektől. +block.titanium-wall.description = Megvédi az épületeket az ellenséges lövedékektől. +block.titanium-wall-large.description = Megvédi az épületeket az ellenséges lövedékektől. +block.plastanium-wall.description = Megvédi az épületeket az ellenséges lövedékektől. Elnyeli a lézereket és elektromos szikrákat. Gátolja a villanyvezetékek automatikus kapcsolódását. +block.plastanium-wall-large.description = Megvédi az épületeket az ellenséges lövedékektől. Elnyeli a lézereket és elektromos szikrákat. Gátolja a villanyvezetékek automatikus kapcsolódását. +block.thorium-wall.description = Megvédi az épületeket az ellenséges lövedékektől. +block.thorium-wall-large.description = Megvédi az épületeket az ellenséges lövedékektől. +block.phase-wall.description = Megvédi az épületeket az ellenséges lövedékektől, a legtöbb lövedék visszapattan róla. +block.phase-wall-large.description = Megvédi az épületeket az ellenséges lövedékektől, a legtöbb lövedék visszapattan róla. +block.surge-wall.description = Megvédi az épületeket az ellenséges lövedékektől, periodikusan elektromos kisüléseket generál, ha hozzáérnek. +block.surge-wall-large.description = Megvédi az épületeket az ellenséges lövedékektől, periodikusan elektromos kisüléseket generál, ha hozzáérnek. +block.door.description = Fal, amit nyitni és zárni lehet. +block.door-large.description = Fal, amit nyitni és zárni lehet. De ez nagyobb. +block.mender.description = Javítja az épületeket a hatókörén belül.\nSzilíciummal növelhető a hatósugara és hatékonysága. +block.mend-projector.description = Javítja az épületeket a hatókörén belül.\nSzilíciummal növelhető a hatósugara és hatékonysága. +block.overdrive-projector.description = Növeli a közeli épületek sebességét.\nPhase fabric-kal növelhető a hatósugara és hatékonysága. block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric increases shield size. -block.shock-mine.description = Releases electric arcs upon enemy unit contact. -block.conveyor.description = Transports items forward. -block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor. -block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput. -block.junction.description = Acts as a bridge for two crossing conveyor belts. -block.bridge-conveyor.description = Transports items over terrain or buildings. -block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power. -block.sorter.description = If an input item matches the selection, it passes forward. Otherwise, the item is outputted to the left and right. -block.inverted-sorter.description = Similar to a standard sorter, but outputs selected items to the sides instead. -block.router.description = Distributes input items to 3 output directions equally. -block.router.details = A necessary evil. Using next to production inputs is not advised, as they will get clogged by output. -block.distributor.description = Distributes input items to 7 output directions equally. -block.overflow-gate.description = Only outputs items to the left and right if the front path is blocked. Cannot be used next to other gates. -block.underflow-gate.description = Opposite of an overflow gate. Outputs to the front if the left and right paths are blocked. Cannot be used next to other gates. -block.mass-driver.description = Long-range item transport structure. Collects batches of items and shoots them to other mass drivers. -block.mechanical-pump.description = Pumps and outputs liquids. Does not require power. -block.rotary-pump.description = Pumps and outputs liquids. Requires power. -block.thermal-pump.description = Pumps and outputs liquids. -block.conduit.description = Moves liquids forward. Used in conjunction with pumps and other conduits. -block.pulse-conduit.description = Moves liquids forward. Transports faster and stores more than standard conduits. -block.plated-conduit.description = Moves liquids forward. Does not accept input from the sides. Does not leak. -block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid. -block.liquid-tank.description = Stores a large amount of liquid. Outputs to all sides, similarly to a liquid router. -block.liquid-junction.description = Acts as a bridge for two crossing conduits. -block.bridge-conduit.description = Transports liquids over terrain or buildings. -block.phase-conduit.description = Transports liquids over terrain or buildings. Longer range than the bridge conduit, but requires power. -block.power-node.description = Transmits power to connected nodes. The node will receive power from or supply power to any adjacent blocks. -block.power-node-large.description = An advanced power node with greater range. -block.surge-tower.description = A long-range power node with fewer available connections. -block.diode.description = Moves battery power in one direction, but only if the other side has less power stored. -block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit. -block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery. -block.combustion-generator.description = Generates power by burning flammable materials, such as coal. -block.thermal-generator.description = Generates power when placed in hot locations. -block.steam-generator.description = Generates power by burning flammable materials and converting water to steam. -block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite. -block.rtg-generator.description = Uses the heat of decaying radioactive compounds to produce energy at a slow rate. -block.solar-panel.description = Provides a small amount of power from the sun. -block.solar-panel-large.description = Provides a small amount of power from the sun. More efficient than the standard solar panel. -block.thorium-reactor.description = Generates significant amounts of power from thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied. -block.impact-reactor.description = Creates massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process. -block.mechanical-drill.description = When placed on ore, outputs items at a slow pace indefinitely. Only capable of mining basic resources. -block.pneumatic-drill.description = An improved drill, capable of mining titanium. Mines at a faster pace than a mechanical drill. -block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Capable of mining thorium. -block.blast-drill.description = The ultimate drill. Requires large amounts of power. -block.water-extractor.description = Extracts groundwater. Used in locations with no surface water available. -block.cultivator.description = Cultivates tiny concentrations of atmospheric spores into spore pods. -block.cultivator.details = Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the initial incubator of the spores now covering Serpulo. -block.oil-extractor.description = Uses large amounts of power, sand and water to drill for oil. -block.core-shard.description = Core of the base. Once destroyed, the sector is lost. -block.core-shard.details = The first iteration. Compact. Self-replicating. Equipped with single-use launch thrusters. Not designed for interplanetary travel. -block.core-foundation.description = Core of the base. Well armored. Stores more resources than a Shard. -block.core-foundation.details = The second iteration. -block.core-nucleus.description = Core of the base. Extremely well armored. Stores massive amounts of resources. -block.core-nucleus.details = The third and final iteration. -block.vault.description = Stores a large amount of items of each type. Contents can be retrieved with an unloader. -block.container.description = Stores a small amount of items of each type. Contents can be retrieved with an unloader. -block.unloader.description = Unloads the selected item from nearby blocks. -block.launch-pad.description = Launches batches of items to selected sectors. -block.duo.description = Fires alternating bullets at enemies. -block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft. -block.scorch.description = Burns any ground enemies close to it. Highly effective at close range. -block.hail.description = Fires small shells at ground enemies over long distances. -block.wave.description = Fires streams of liquid at enemies. Automatically extinguishes fires when supplied with water. -block.lancer.description = Charges and fires powerful beams of energy at ground targets. -block.arc.description = Fires arcs of electricity at ground targets. -block.swarmer.description = Fires homing missiles at enemies. -block.salvo.description = Fires quick salvos of bullets at enemies. -block.fuse.description = Fires three close-range piercing blasts at nearby enemies. -block.ripple.description = Shoots clusters of shells at ground enemies over long distances. -block.cyclone.description = Fires explosive clumps of flak at nearby enemies. -block.spectre.description = Fires large armor-piercing bullets at air and ground targets. -block.meltdown.description = Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate. +block.shock-mine.description = Elektromos kisülést hoz létre, ha ellenséggel érintkezik. +block.conveyor.description = Futószalag. Nyersanyagokat továbbít. +block.titanium-conveyor.description = Nyersanyagokat továbbít. Gyorsabb a sima futószalagnál. +block.plastanium-conveyor.description = Nyersanyagokat szállít tömbösítve. Hátulról fogadja a nyersanyagokat, elöl három irányba szétosztja őket. Több kezdő- és végponttal növelhető az áteresztőképessége. +block.junction.description = Hídként működik két kereszteződő futószalag között. +block.bridge-conveyor.description = Nyersanyagokat szállít épületek és terepakadályok fölött. +block.phase-conveyor.description = Nyersanyagokat szállít épületek és terepakadályok fölött. Nagyobb távolságra ér, mint a sima bridge conveyor, de áramot használ. +block.sorter.description = Csak a kiválasztott nyersanyagot engedi tovább egyenesen, minden mást oldalra ad ki. +block.inverted-sorter.description = A kiválasztott nyersanyagot oldalra adja ki, minden mást egyenesen enged tovább. +block.router.description = Háromfelé osztja szét a beérkező nyersanyagokat. +block.router.details = Pokoli masina. Ne tedd közvetlenül gyárak mellé, mert az épületek termékei eltömítik. +block.distributor.description = Hétfelé osztja szét a beérkező nyersanyagokat. +block.overflow-gate.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud. Nem használható közvetlenül owerflow gate vagy underflow gate mellett. +block.underflow-gate.description = Csak akkor enged tovább nyersanyagokat előre, ha oldalra már nem tudja kiadni őket. Nem használható közvetlenül owerflow gate vagy underflow gate mellett. +block.mass-driver.description = Nagy hatótávolságú nyeranyagszállító. Csomagokban lő át nyersanyagokat egy másik mass drivernek. +block.mechanical-pump.description = Folyadékot szivattyúz. Nem igényel áramot. +block.rotary-pump.description = Folyadékot szivattyúz. Árammal működik. +block.thermal-pump.description = Folyadékot szivattyúz. Sokat termel, sok áramot fogyaszt. +block.conduit.description = Folyadékot továbbít. +block.pulse-conduit.description = Folyadékot továbbít. Gyorsabb és nagyobb tárolókapacitású, mint a sima conduit. +block.plated-conduit.description = Folyadékot továbbít. Nem fogad el folyadékot oldalról. Nem önti ki a folyadékot, ha nincs a végén semmi. +block.liquid-router.description = Háromfelé osztja szét a beérkező folyadékot. Bizonyos mennyiség tárolására is képes. +block.liquid-tank.description = Nagy mennyiségű folyadékot tárol, minden oldalán képes leadni. +block.liquid-junction.description = Hídként működik két kereszteződő conduit között. +block.bridge-conduit.description = Folyadékot szállít épületek és terepakadályok fölött. +block.phase-conduit.description = Folyadékot szállít épületek és terepakadályok fölött. Nagyobb távolságr ér, mint a sima bridge conduit, de áramot használ. +block.power-node.description = Áramot továbbít az összekapcsolt épületekhez. Az érintkező épületekkel automatikusan kapcsolatban van. +block.power-node-large.description = Nagyobb power node nagyobb hatótávolsággal. +block.surge-tower.description = Hosszútávú power node, csak kevés kapcsolatra képes. +block.diode.description = Tárolt áramot irányít át egy irányba, de csak ha a fogadó oldalon van kevesebb tárolva. +block.battery.description = Áramot raktároz el, ha túltermelés van. Leadja az áramot, ha hiány van. +block.battery-large.description = Áramot raktároz el, ha túltermelés van. Leadja az áramot, ha hiány van. Nagyobb kapacitású a sima battery-nél. +block.combustion-generator.description = Áramot termel éghető anyagok elégetésével. +block.thermal-generator.description = Forró környezetben áramot termel. +block.steam-generator.description = Áramot termel éghető anyagok elégetésével és víz gőzzé alakításával. +block.differential-generator.description = Egy lórúgásnyi áramot termel. Hasznosítja a cryofluid és az égő piratit hőmérsékletkülönbségét. +block.rtg-generator.description = A radioaktív bomlás energiáját hasznosítja, hogy lassan de biztosan áramot termeljen. +block.solar-panel.description = Napfényből állít elő kevés áramot. +block.solar-panel-large.description = Napfényből állít elő kevés áramot. Hatékonyabb a sima solar panelnél. +block.thorium-reactor.description = Jelentős áramot állít elő tóriumból. Állandó hűtést igényel. Ha túlmelegszik, felrobban. +block.impact-reactor.description = Csúcsra járatva rengeteg áramot termel. Jelentős árambefektetést igényel a reakció beindításához. +block.mechanical-drill.description = Ércre helyezve kis tempóban termeli ki az adott nyersanyagot. Csak alapvető nyersanyagok kitermelésére képes. +block.pneumatic-drill.description = Egy fejlettebb drill, képes titán kitermelésére. Gyorsabban dolgozik a mechanical drillnél. +block.laser-drill.description = Lézerek használatával még gyorsabban tud dolgozni, de áramot használ. Képes tóriumot kitermelni. +block.blast-drill.description = A technológia csúcsa. Rengeteg áramot használ. +block.water-extractor.description = Képes a talajvíz kiszívására. Használd, ha nincs elérhető víz a felszínen. +block.cultivator.description = A légkörben szálló spórákat kapszulákba sűríti. +block.cultivator.details = Visszaszerzett technológia. Hatalmas tömegű biomassza gyártására alkalmas a lehető leghatékonyabban. Valószínűleg a Serpulót ma borító spórák kezdeti inkubátora. +block.oil-extractor.description = Nagy mennyiségben használ vizet, homokot és áramot, hogy olajat nyerjen ki a földből. +block.core-shard.description = A bázis magja. Ha elpusztul, a szektor elveszett. +block.core-shard.details = Az első modell. Kompakt. Önsokszorosító. Egyszer használatós gyorsítófúvókákkal van felszerelve, nem bolygóközi utazásra tervezték. +block.core-foundation.description = A bázis magja. Páncélozott. Több nyersanyagot tárol, mint a shard. +block.core-foundation.details = A második modell. +block.core-nucleus.description = A bázis magja. Megerősített páncélzat. Hatalmas mennyiségek tárolására képes. +block.core-nucleus.details = A harmadik, végső modell. +block.vault.description = Nagy mennyiséget tárol minden nyersanyagtípusból. A tartalma unloader segítségével nyerhető ki. +block.container.description = Kis mennyiséget tárol minden nyersanyagtípusból. A tartalma unloader segítségével nyerhető ki. +block.unloader.description = Kitölti a szomszédos épületekből a kiválasztott nyersanyagot. +block.launch-pad.description = Nyersanyagokat juttat el más szektorokba. +block.duo.description = Változatos lövedékekkel lő az ellenségre. +block.scatter.description = Ólom, ólomüveg vagy hulladék darabokkal tüzel az ellenséges légierőre. +block.scorch.description = Megégeti az ellenség közeli földi egységeit. Kis távolságra nagyon hatékony. +block.hail.description = Kis lemezeketFires small shells at ground enemies over long distances. +block.wave.description = Folyadékot önt az ellenségre. Eloltja a tüzet, ha vízzel van feltöltve. +block.lancer.description = Erős energiasugarakat lő közeli földi célpontokra. +block.arc.description = Elektromos szikrákat kelt földi célpontok között. +block.swarmer.description = Nyomkövető rakétákat lő az ellenségre. +block.salvo.description = Kis sorozatokat lő az ellenségre. +block.fuse.description = Három kis hatótávú átütő töltényt lő egyszerre. +block.ripple.description = Lövedékek csoportjával tüzel földi célpontokra nagy távolságra. +block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre. +block.spectre.description = Nagy, a páncélon is áthatoló lövedékekkel tüzel légi és földi célpontokra is. +block.meltdown.description = Feltöltődés után folyamatos lézersugarat lő a közeli ellenségekre. Hűtést igényel. block.foreshadow.description = Fires a large single-target bolt over long distances. -block.repair-point.description = Continuously repairs the closest damaged unit in its vicinity. -block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted. -block.parallax.description = Fires a tractor beam that pulls in air targets, damaging them in the process. -block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water. -block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations. -block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium. -block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate. -block.payload-conveyor.description = Moves large payloads, such as units from factories. -block.payload-router.description = Splits input payloads into 3 output directions. -block.command-center.description = Controls unit behavior with several different commands. -block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading. -block.air-factory.description = Produces air units. Output units can be used directly, or moved into reconstructors for upgrading. -block.naval-factory.description = Produces naval units. Output units can be used directly, or moved into reconstructors for upgrading. -block.additive-reconstructor.description = Upgrades inputted units to the second tier. -block.multiplicative-reconstructor.description = Upgrades inputted units to the third tier. -block.exponential-reconstructor.description = Upgrades inputted units to the fourth tier. -block.tetrative-reconstructor.description = Upgrades inputted units to the fifth and final tier. -block.switch.description = A toggleable switch. State can be read and controlled with logic processors. -block.micro-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. -block.logic-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the micro processor. -block.hyper-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the logic processor. -block.memory-cell.description = Stores information for a logic processor. -block.memory-bank.description = Stores information for a logic processor. High capacity. -block.logic-display.description = Displays arbitrary graphics from a logic processor. -block.large-logic-display.description = Displays arbitrary graphics from a logic processor. -block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment. +block.repair-point.description = Folyamatosan gyógyítja a legközelebbi sérült egységet a körzetében. +block.segment.description = Megsemmisíti a beérkező lövedékeket. A lézerrel szemben hatástalan. +block.parallax.description = Vonónyalábot bocsát ki, amivel magához vonzza és sebzi a repülő egységeket. +block.tsunami.description = Erős folyadékhullámokat lő az ellenségre. Eloltja a tüzet, ha vízzel van feltöltve. +block.silicon-crucible.description = Szilíciumot finomít homokból és szénből, piratitot használ kiegészítő hőforrásként. Forró környezetben hatékonyabb. +block.disassembler.description = Ritka ásványi elemeket választ ki salakból. Képes tóriumot kiválasztani. +block.overdrive-dome.description = Megnöveli a környező épületek sebességét. Phase fabricot és szilíciumot igényel. +block.payload-conveyor.description = Képes egységeket továbbítani. +block.payload-router.description = Háromfelé osztja szét a beérkező egységeket. +block.command-center.description = Néhány paranccsal képes az egységeket irányítani. +block.ground-factory.description = Földi egységeket gyárt. A kész egységek használhatók azonnal, vagy reconstructorokban fejleszthetők. +block.air-factory.description = Légi egységeket gyárt. A kész egységek használhatók azonnal, vagy reconstructorokban fejleszthetők. +block.naval-factory.description = Vízi egységeket gyárt. A kész egységek használhatók azonnal, vagy reconstructorokban fejleszthetők. +block.additive-reconstructor.description = Kettes szintre fejleszti a beérkező egységeket. +block.multiplicative-reconstructor.description = Hármas szintre fejleszti a beérkező egységeket. +block.exponential-reconstructor.description = Négyes szintre fejleszti a beérkező egységeket. +block.tetrative-reconstructor.description = Ötös szintre fejleszti a beérkező egységeket. +block.switch.description = Kétállású kapcsoló. Az állapota leolvasható és módosítható processzorokkal. +block.micro-processor.description = Logikai műveletek sorozatát hajtja végre végtelenítve. Használható egységek vagy épületek irányítására is. +block.logic-processor.description = Logikai műveletek sorozatát hajtja végre végtelenítve. Használható egységek vagy épületek irányítására is. Gyorsabb a micro processornál. +block.hyper-processor.description = Logikai műveletek sorozatát hajtja végre végtelenítve. Használható egységek vagy épületek irányítására is. Gyorsabb a logic processornál. +block.memory-cell.description = Információt tárol processzorok számára. +block.memory-bank.description = Információt tárol processzorok számára. Nagyobb kapacitású. +block.logic-display.description = Ábrák rajzolhatók rá processzorral. +block.large-logic-display.description = Ábrák rajzolhatók rá processzorral. +block.interplanetary-accelerator.description = Hatalmas elektromágneses gyorsítótorony. Képes magokat szökési sebességre gyorsítani bolygóközi bevetéshez. + +unit.dagger.description = Egyszerű töltényeket lő közeli ellenségekre +unit.mace.description = Lángnyelveket küld a közeli ellenségek felé. +unit.fortress.description = Nagy hatótávú rakétákat lő földi célpontokra. +unit.scepter.description = Töltött lövedékek záporát lövi közeli ellenségekre. +unit.reign.description = Méretes átütő lövedékeket zúdít minden közeli ellenségre. +unit.nova.description = Lézereket lő, amik az ellenséget sebzik, de gyógyítják a szövetségeseket. Repülésre alkalmas. +unit.pulsar.description = Elektromos szikrákat indít, amik az ellenséget sebzik, de gyógyítják a szövetségeseket. Repülésre alkalmas. +unit.quasar.description = Átütő lézersugarakat lő, amik az ellenséget sebzik, de gyógyítják a szövetségeseket. Repülésre alkalmas. Pajzsa van. +unit.vela.description = Folyamatos lézernyalábot bocsát ki, ami sebzi az ellenséget, felgyújtja az épületeiket, de gyógyítja a szövetségeseket. Repülésre alkalmas. +unit.corvus.description = Hatalmas lézersugarat lő, ami ami sebzi az ellenséget, de gyógyítja a szövetségeseket. A legtöbb terepakadályt átlépi. +unit.crawler.description = Az ellenséghez rohan és nagy robbanásban megsemmisíti magát. +unit.atrax.description = Gyengítő salakgolyókat lő a földi célpontokra. A legtöbb terepakadályt átlépi. +unit.spiroct.description = Elszívja az ellenség életerejét, önmagát gyógyítva közben. A legtöbb terepakadályt átlépi. +unit.arkyid.description = Nagy lézernyalábokkal elszívja az ellenség életerejét, önmagát gyógyítva közben. A legtöbb terepakadályt átlépi. +unit.toxopid.description = Nagy elektromos bombákat és átütő lézert lő az ellenségre. A legtöbb terepakadályt átlépi. +unit.flare.description = Egyszerű töltényeket lő közeli földi célpontokra. +unit.horizon.description = Bombákat szór földi célpontokra. +unit.zenith.description = Rakétasorozatokat lő közeli ellenségekre. +unit.antumbra.description = Lövedékek záporát zúdítja minden közeli ellenségre. +unit.eclipse.description = Két átütő lézersugarat és rengeteg lövedéket zúdít minden közeli ellenségre. +unit.mono.description = Automatikusan bányászik rezet és ólmot a magba juttatva őket. +unit.poly.description = Automatikusan újjáépíti az elpusztult épületeket és segít más egységeknek építkezni. +unit.mega.description = Automatikusan javítja a sérült épületeket. Képes kis épülete és földi egységek szállítására. +unit.quad.description = Nagy bombákat szór földi célpontokra, amik sebzik az ellenséget, de javítják a szövetséges épületeket. Képes közepes méretű földi egységek szállítására. +unit.oct.description = Megvédi a közeli szövetségeseket regeneráló pajzsával. Képes szállítani a legtöbb földi egységet. +unit.risso.description = Rakéták és lövedékek záporát zúdítja minden közeli ellenségre. +unit.minke.description = Tüzérségi lövedékeket és egyszerű töltényeket lő közeli föld célpontokra. +unit.bryde.description = Nagytávolságú tüzérségi rakétákat lő az ellenségre. +unit.sei.description = Rakéták és páncéltörő lövedékek záporát zúdítja az ellenségre. +unit.omura.description = Nagy hatótávolságú átütő lövedékeket lő az ellenségre. Flare egységeket gyárt. +unit.alpha.description = Megvédi a Shard core-t az ellenségtől. Épít. +unit.beta.description = Megvédi a Foundation core-t az ellenségtől. Épít. +unit.gamma.description = Megvédi a Nucleus core-t az ellenségtől. Épít. -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. -unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies. -unit.reign.description = Fires a barrage of massive piercing bullets at all nearby enemies. -unit.nova.description = Fires laser bolts that damage enemies and repair allied structures. Capable of flight. -unit.pulsar.description = Fires arcs of electricity that damage enemies and repair allied structures. Capable of flight. -unit.quasar.description = Fires piercing laser beams that damage enemies and repair allied structures. Capable of flight. Shielded. -unit.vela.description = Fires a massive continuous laser beam that damages enemies, causes fires and repairs allied structures. Capable of flight. -unit.corvus.description = Fires a massive laser blast that damages enemies and repairs allied structures. Can step over most terrain. -unit.crawler.description = Runs toward enemies and self-destructs, causing a large explosion. -unit.atrax.description = Fires debilitating orbs of slag at ground targets. Can step over most terrain. -unit.spiroct.description = Fires sapping laser beams at enemies, repairing itself in the process. Can step over most terrain. -unit.arkyid.description = Fires large sapping laser beams at enemies, repairing itself in the process. Can step over most terrain. -unit.toxopid.description = Fires large electric cluster-shells and piercing lasers at enemies. Can step over most terrain. -unit.flare.description = Fires standard bullets at nearby ground targets. -unit.horizon.description = Drops clusters of bombs on ground targets. -unit.zenith.description = Fires salvos of missiles at all nearby enemies. -unit.antumbra.description = Fires a barrage of bullets at all nearby enemies. -unit.eclipse.description = Fires two piercing lasers and a barrage of flak at all nearby enemies. -unit.mono.description = Automatically mines copper and lead, depositing it into the core. -unit.poly.description = Automatically rebuilds destroyed structures and assists other units in construction. -unit.mega.description = Automatically repairs damaged structures. Capable of carrying blocks and small ground units. -unit.quad.description = Drops large bombs on ground targets, repairing allied structures and damaging enemies. Capable of carrying medium-sized ground units. -unit.oct.description = Protects nearby allies with its regenerating shield. Capable of carrying most ground units. -unit.risso.description = Fires a barrage of missiles and bullets at all nearby enemies. -unit.minke.description = Fires shells and standard bullets at nearby ground targets. -unit.bryde.description = Fires long-range artillery shells and missiles at enemies. -unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemies. -unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Constructs flare units. -unit.alpha.description = Defends the Shard core from enemies. Builds structures. -unit.beta.description = Defends the Foundation core from enemies. Builds structures. -unit.gamma.description = Defends the Nucleus core from enemies. Builds structures. diff --git a/core/assets/bundles/bundle_in_ID.properties b/core/assets/bundles/bundle_in_ID.properties index 7c82ca930e..e9a8d1382a 100644 --- a/core/assets/bundles/bundle_in_ID.properties +++ b/core/assets/bundles/bundle_in_ID.properties @@ -41,11 +41,12 @@ be.ignore = Abaikan be.noupdates = Tidak ada pembaruan yang ditemukan. be.check = Cek versi baru -mod.featured.title = Browser mod mod.featured.dialog.title = Browser Mod mods.browser.selected = Mod yang Dipilih mods.browser.add = Unduh Mod mods.github.open = Buka di GitHub +mods.browser.sortdate = Urut berdasarkan waktu +mods.browser.sortstars = Urut berdasarkan bintang schematic = Skema schematic.add = Menyimpan skema... @@ -90,6 +91,7 @@ joingame = Bermain Bersama customgame = Permainan Modifikasi newgame = Permainan Baru none = +none.found = [lightgray] minimap = Peta Kecil position = Posisi close = Tutup @@ -287,9 +289,10 @@ cancel = Batal openlink = Buka Tautan copylink = Salin Tautan back = Kembali -crash.export = Export Crash Logs -crash.none = No crash logs found. -crash.exported = Crash logs exported. +max = Maks +crash.export = Ekspor Crash Log +crash.none = Tidak ada crash log ditemukan. +crash.exported = Crash log diekspor. data.export = Ekspor Data data.import = Impor Data data.openfolder = Buka Folder Data @@ -361,7 +364,6 @@ editor.center = Pusat workshop = Workshop waves.title = Gelombang waves.remove = Hapus -waves.never = waves.every = setiap waves.waves = gelombang waves.perspawn = per muncul @@ -720,6 +722,7 @@ bar.corereq = Memerlukan Inti Dasar bar.drillspeed = Kecepatan Bor: {0}/s bar.pumpspeed = Kecepatan Pompa: {0}/s bar.efficiency = Daya Guna: {0}% +bar.boost = Percepatan: {0}% bar.powerbalance = Tenaga: {0}/s bar.powerstored = Disimpan: {0}/{1} bar.poweramount = Tenaga: {0} @@ -918,6 +921,7 @@ keybind.toggle_menus.name = Muncul Tidaknya Menu keybind.chat_history_prev.name = Sejarah Pesan Sebelumnya keybind.chat_history_next.name = Sejarah Pesan Setelahnya keybind.chat_scroll.name = Scroll Pesan +keybind.chat_mode.name = Ubah Mode Pesan keybind.drop_unit.name = Jatuhkan Unit keybind.zoom_minimap.name = Perbesar Peta Kecil mode.help.title = Deskripsi mode @@ -925,7 +929,7 @@ mode.survival.name = Bertahan Hidup mode.survival.description = Mode normal. Sumber daya terbatas dan gelombang otomatis. mode.sandbox.name = Mode Sandbox/Bebas mode.sandbox.description = Sumber daya tak terbatas dan tidak ada gelombang otomatis. -mode.editor.name = Sunting +mode.editor.name = Penyunting mode.pvp.name = PvP mode.pvp.description = Melawan pemain lain. Membutuhkan setidaknya 2 inti berbeda warna didalam peta untuk main. mode.attack.name = Penyerangan @@ -934,6 +938,7 @@ mode.custom = Pengaturan Modifikasi rules.infiniteresources = Sumber Daya Tak Terbatas rules.reactorexplosions = Ledakan Reaktor +rules.coreincinerates = Penghangusan Luapan Inti rules.schematic = Skema Diperbolehkan rules.wavetimer = Pengaturan Waktu Gelombang rules.waves = Gelombang @@ -1219,6 +1224,7 @@ block.meltdown.name = Meltdown block.foreshadow.name = Foreshadow block.container.name = Kontainer block.launch-pad.name = Alas Peluncur +block.launch-pad-large.name = Alas Peluncur Besar block.segment.name = Segment block.command-center.name = Pusat Perintah block.ground-factory.name = Pabrik Unit Darat @@ -1379,7 +1385,7 @@ block.inverted-sorter.description = Sama seperti penyortir, melainkan mengeluark block.router.description = Menerima bahan dari satu arah dan mengeluarkannya ke 3 arah yang sama. Bisa juga menyimpan sejumlah bahan. Berguna untuk memisahkan bahan dari satu sumber ke target yang banyak. block.router.details = Bisa sangat menggangu. Jangan meletakannya disamping input produksi, karena bisa tersumbat oleh output. block.distributor.description = Pemisah canggih yang memisah item ke 7 arah berbeda bersamaan. -block.overflow-gate.description = Kombinasi antara pemisah dan penyortir yang hanya mengeluarkan item ke kiri dan/atau ke kanan jika bagian depan tertutup. +block.overflow-gate.description = Hanya mengeluarkan item ke kiri dan/atau ke kanan jika bagian depan tertutup. block.underflow-gate.description = Kebalikan dari gerbang luap. Mengeluarkan ke depan jika kanan dan kiri tertutup. block.mass-driver.description = Blok item transportasi tercanggih. Membawa beberapa item dan menembaknya ke penggerak massal lainnya dari arah yang jauh. block.mechanical-pump.description = Pompa murah dengan pengeluaran yang pelan, tetapi tidak mengkonsumsi tenaga. diff --git a/core/assets/bundles/bundle_ko.properties b/core/assets/bundles/bundle_ko.properties index 6bba05f072..f8cc1aec98 100644 --- a/core/assets/bundles/bundle_ko.properties +++ b/core/assets/bundles/bundle_ko.properties @@ -4,12 +4,12 @@ contributors = 번역가와 기여자 discord = Mindustry Discord 서버에 가입하세요! link.discord.description = Mindustry Discord 공식 대화방 link.reddit.description = Mindustry 서브레딧 -link.github.description = Mindustry 개발 홈페이지 +link.github.description = Mindustry 소스코드 link.changelog.description = 업데이트 내용 목록 link.dev-builds.description = 불안정한 개발 버전 -link.trello.description = 출시 예정인 기능을 한다고 게시한 공식 Trello 보드 +link.trello.description = 출시 예정 기능 계획을 게시한 공식 Trello 보드 link.itch.io.description = PC 다운로드가 있는 itch.io 페이지 -link.google-play.description = Google Play 스토어 목록 +link.google-play.description = oogle Play 스토어 목록 link.f-droid.description = F-Droid 카탈로그 목록 link.wiki.description = 공식 Mindustry 위키 link.suggestions.description = 새 기능 제안하기 @@ -22,7 +22,7 @@ gameover.disconnect = 연결 끊기 gameover.pvp = [accent]{0}[] 팀이 승리했습니다! gameover.waiting = [accent]다음 맵 기다리는 중... highscore = [accent]새로운 최고 점수! -copied = 복사 +copied = 복사됨. indev.notready = 이 부분은 아직 준비되지 않았습니다. indev.campaign = [accent]당신은 캠페인의 끝에 도달했습니다![]\n\n이것으로 캠페인에 있는 대부분의 콘텐츠는 끝났으며, 행성 간 여행은 향후 업데이트에 추가될 예정입니다. @@ -41,10 +41,13 @@ be.ignore = 무시 be.noupdates = 업데이트가 없습니다. be.check = 업데이트 확인 -mod.featured.dialog.title = 모드 탐색 (WIP) +mods.browser = 모드 탐색기 mods.browser.selected = 선택된 모드 -mods.browser.add = 모드 설치 -mods.github.open = 깃허브 사이트 열기 +mods.browser.add = 설치 +mods.browser.reinstall = 재설치 +mods.github.open = 레포지토리 보기 +mods.browser.sortdate = 최근 업데이트 +mods.browser.sortstars = 추천(스타) 수 schematic = 설계도 schematic.add = 설계도 저장하기 @@ -54,7 +57,7 @@ schematic.exists = 해당 이름의 설계도가 이미 존재합니다. schematic.import = 설계도 가져오기 schematic.exportfile = 파일 내보내기 schematic.importfile = 파일 가져오기 -schematic.browseworkshop = 창작마당 검색 +schematic.browseworkshop = 창작마당에 검색 schematic.copy = 클립 보드에 복사 schematic.copy.import = 클립 보드에서 가져오기 schematic.shareworkshop = 창작마당에 공유 @@ -81,7 +84,7 @@ level.highscore = 최고 점수: [accent]{0} level.select = 맵 선택 level.mode = 게임 모드: coreattack = < 코어가 공격을 받고 있습니다! > -nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나십시오[] ]\n단계가 시작하는 순간 인근 건물들과 유닛들이 전멸됩니다! +nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나십시오[] ]\n단계가 시작하는 순간 인근 건물들과 유닛들이 전멸합니다! database = 코어 데이터베이스 savegame = 게임 저장 loadgame = 게임 불러오기 @@ -110,14 +113,16 @@ committingchanges = 바뀐 점 적용 done = 완료 feature.unsupported = 기기가 이 기능을 지원하지 않습니다. -mods.alphainfo = 현재 모드는 정식 출시 버전이 아니며, [scarlet]오류가 많을 수 있습니다[].\n발견한 문제는 Mindustry Github 또는 Discord에 보고하세요. +mods.initfailed = [red]⚠[]이전 Mindustry 인스턴스를 초기화하지 못했습니다. 잘못된 모드로 인해 발생한 것일 수 있습니다.\n\n 게임 충돌 무한반복을 막기 위해, [red]모든 모드가 비활성화되었습니다.[]\n\n이 시스템을 비활성화할려면, [accent]설정->게임->로딩 중 충돌 시 모드 비활성화[]설정을 끄세요. mods = 모드 mods.none = [lightgray]모드를 찾을 수 없습니다! mods.guide = 모드 제작 가이드 mods.report = 버그 제보하기 mods.openfolder = 폴더 열기 +mods.viewcontent = 콘텐츠 보기 mods.reload = 새로 고침 mods.reloadexit = 게임이 종료된 후 모드를 불러올 것입니다. +mod.installed = [[설치됨] mod.display = [gray]모드:[orange] {0} mod.enabled = [lightgray]활성화됨 mod.disabled = [scarlet]비활성화됨 @@ -125,8 +130,8 @@ mod.disable = 비활성화 mod.content = 콘텐츠: mod.delete.error = 모드를 삭제할 수 없습니다. 파일이 사용 중일 수 있습니다. mod.requiresversion = [scarlet]필요한 최소 게임 버전: [accent]{0} -mod.outdated = [scarlet]V6 버전과 호환되지 않음 (minGameVersion이 105 이하인 모드는 사용할 수 없습니다.) -mod.missingdependencies = [scarlet]누락된 요구 모드: {0} +mod.outdated = [scarlet]V6 버전과 호환되지 않음 (minGameVersion: 105 이상이 아님) +mod.missingdependencies = [scarlet]누락된 필요 모드: {0} mod.erroredcontent = [scarlet]콘텐츠 오류 mod.errors = 콘텐츠를 불러오는 중에 오류가 발생함. mod.noerrorplay = [scarlet]오류가 있는 모드가 있습니다.[] 영향을 받는 모드를 비활성화하거나 플레이하기 전에 오류를 수정하세요. @@ -137,21 +142,21 @@ mod.reloadrequired = [scarlet]재시작 필요 mod.import = 모드 가져오기 mod.import.file = 파일 가져오기 mod.import.github = Github 에서 모드 가져오기 -mod.jarwarn = [scarlet]JAR 모드는 안전하지 않습니다.[]\n신뢰할 수 있는 소스에서 얻은 모드만을 사용해야 합니다! -mod.item.remove = 이 자원은[accent] '{0}' 모드의 일부입니다. 이를 제거하려면 해당 모드를 제거하세요. +mod.jarwarn = [scarlet]JAR 모드는 안전하지 않습니다.[]\n신뢰할 수 있는 개발자에게서 얻은 모드만을 사용해야 합니다! +mod.item.remove = 이 아이템은[accent] '{0}' 모드의 일부입니다. 이를 제거하려면 해당 모드를 제거하세요. mod.remove.confirm = 이 모드가 삭제될 것입니다. mod.author = [lightgray]제작자:[] {0} -mod.missing = 이 저장 파일에는 최근에 업데이트되었거나 현재 기기에 설치되지 않은 모드가 포함되어 있습니다. 저장 파일이 손상될 수 있습니다. 정말로 불러오시겠습니까?\n[lighthray]모드들:\n{0} +mod.missing = 이 저장 파일에는 최근에 업데이트되었거나 현재 기기에 설치되지 않은 모드가 포함되어 있습니다. 저장 파일이 손상될 수 있습니다. 정말로 불러오시겠습니까?\n[lightgray]모드들:\n{0} mod.preview.missing = 창작마당에 모드를 올리기 전에 미리 보기 이미지를 추가해야 합니다.\n[accent]preview.png[] 라는 이름의 미리 보기 이미지를 모드 폴더에 넣고 다시 시도하세요. mod.folder.missing = 창작마당에는 폴더 형태의 모드만 게시할 수 있습니다.\n모드를 폴더 형태로 바꾸려면 모드 파일을 모드 폴더에 압축을 풀고 이전 모드 파일을 삭제 후, 게임을 재시작하거나 모드를 다시 불러오십시오. mod.scripts.disable = 이 기기는 스크립트가 있는 모드를 지원하지 않습니다. 게임을 플레이하려면 이 모드를 비활성화해야 합니다. about.button = 정보 name = 닉네임 : -noname = 먼저 [accent]닉네임[]을 설정하세요. +noname = 먼저 [accent]플레이어 이름[]을 설정하세요. planetmap = 행성 지도 launchcore = 코어 출격 -filename = 파일 이름 : +filename = 파일 이름: unlocked = 새로운 콘텐츠가 해금되었습니다! available = 새로운 콘텐츠 해금이 가능합니다! completed = [accent]완료됨 @@ -171,17 +176,17 @@ server.closing = [accent]서버를 닫는 중... server.kicked.kick = 서버에서 추방되었습니다! server.kicked.whitelist = 당신은 이 서버의 화이트리스트에 등록되어 있지 않습니다. server.kicked.serverClose = 서버 닫힘. -server.kicked.vote = 당신은 투표로 추방되었습니다. 안녕히 가세요! +server.kicked.vote = 당신은 투표로 추방되었습니다. 안녕히 가세요. server.kicked.clientOutdated = 구버전 클라이언트입니다! 게임을 업데이트하세요! server.kicked.serverOutdated = 구버전 서버입니다! 호스트에게 업데이트를 요청하세요! server.kicked.banned = 당신은 이 서버에서 영구적으로 차단되었습니다. -server.kicked.typeMismatch = 이 서버는 현재 빌드 유형과 호환되지 않습니다. +server.kicked.typeMismatch = 이 서버는 현재 빌드와 호환되지 않습니다. server.kicked.playerLimit = 서버의 인원이 꽉 찼습니다. 빈 슬롯이 생길 때까지 기다려주세요. server.kicked.recentKick = 최근에 추방되었습니다.\n추방 쿨타임이 끝날 때까지 기다리세요. server.kicked.nameInUse = 이 서버에 해당 이름을 가진 사람이 있습니다. server.kicked.nameEmpty = 설정된 닉네임이 없습니다. -server.kicked.idInUse = 당신은 이미 이 서버에 있습니다! 두 개의 계정으로 연결하는건 허용되지 않습니다. -server.kicked.customClient = 이 서버는 사용자 정의 빌드를 지원하지 않습니다. 공식 버전을 다운로드 하세요. +server.kicked.idInUse = 당신은 이미 이 서버에 있습니다! 두 개의 계정으로 연결하는 건 허용되지 않습니다. +server.kicked.customClient = 이 서버는 사용자 정의 빌드를 지원하지 않습니다. 공식 버전을 내려받으세요. server.kicked.gameover = 게임 오버! server.kicked.serverRestarting = 서버가 다시 시작되고 있습니다. server.versions = 당신의 버전 : [accent] {0}[]\n서버 버전 : [accent] {1}[] @@ -204,7 +209,7 @@ servers.remote = 원격 서버 servers.global = 커뮤니티 서버 servers.disclaimer = 커뮤니티 서버는 개발자가 소유하거나 제어하지 [accent]않습니다[].\n\n서버들은 전연령대에 적합하지 않은 사용자 지정 콘텐츠를 보유할 수도 있습니다. -servers.showhidden = 서버 숨기기 / 보이기 +servers.showhidden = 숨겨진 서버 보이기/숨기기 server.shown = 서버 숨기기 server.hidden = 서버 보이기 @@ -214,10 +219,12 @@ trace.ip = IP: [accent]{0} trace.id = UUID: [accent]{0} trace.mobile = 모바일 클라이언트: [accent]{0} trace.modclient = 사용자 지정 클라이언트: [accent]{0} +trace.times.joined = 입장 횟수: [accent]{0} +trace.times.kicked = 추방 횟수: [accent]{0} invalidid = 잘못된 클라이언트 ID입니다! 버그 보고서를 보내주세요. server.bans = 차단 목록 server.bans.none = 차단된 플레이어를 찾을 수 없습니다! -server.admins = 관리자들 +server.admins = 관리자 server.admins.none = 관리자를 찾을 수 없습니다! server.add = 서버 추가 server.delete = 정말로 이 서버를 삭제하시겠습니까? @@ -287,6 +294,7 @@ cancel = 취소 openlink = 링크 열기 copylink = 링크 복사 back = 뒤로가기 +max = 최대 crash.export = 오류 로그 내보내기 crash.none = 오류 로그가 발견되지 않았습니다. crash.exported = 오류 로그가 추출되었습니다. @@ -302,11 +310,12 @@ loading = [accent]불러오는중... reloading = [accent]모드 새로고침하는중... saving = [accent]저장중... respawn = [accent][[{0}][] 키를 눌러 코어에서 부활 -cancelbuilding = [accent][[{0}][] 를 눌러 건설 계획을 초기화 -selectschematic = [accent][[{0}][] 를 눌러 선택+복사 -pausebuilding = [accent][[{0}][] 를 눌러 건설을 일시중지 -resumebuilding = [scarlet][[{0}][] 를 눌러 건설을 재개 -showui = [accent][[{0}][] 키를 눌러 UI를 활성화 +cancelbuilding = [accent][[{0}][] 키를 눌러 건설 계획을 초기화 +selectschematic = [accent][[{0}][] 키를 눌러 선택+복사 +pausebuilding = [accent][[{0}][] 키를 눌러 건설을 일시중지 +resumebuilding = [scarlet][[{0}][] 키를 눌러 건설을 재개 +enablebuilding = [scarlet][[{0}][] 키를 눌러 건설을 활성 +showui = UI가 숨겨졌습니다. [accent][[{0}][] 키를 눌러 UI를 활성화하세요. wave = [accent]{0} 단계 wave.cap = [accent]단계 {0}/{1} wave.waiting = 다음 단계까지[lightgray] {0}초 @@ -335,10 +344,10 @@ workshop.error = 창작마당 세부 사항을 가져오는 중 오류가 발생 map.publish.confirm = 이 맵을 게시하시겠습니까?\n\n[lightgray]창작마당 EULA에 먼저 동의해야 하며, 그렇지 않으면 맵이 표시되지 않습니다! workshop.menu = 이 아이템으로 수행 할 작업을 선택하십시오. workshop.info = 아이템 정보 -changelog = 변경 점 (선택 사항) : +changelog = 변경점 (선택 사항): eula = 스팀 EULA missing = 이 아이템은 삭제되거나 이동되었습니다.\n[lightgray]창작마당 목록이 자동으로 연결 해제되었습니다. -publishing = [accent]업로드 중... +publishing = [accent]게시 중... publish.confirm = 이것을 게시하시겠습니까?[lightgray]창작마당 EULA에 동의해야 합니다. 그렇지 않으면 아이템이 표시되지 않습니다! publish.error = 아이템 게시 오류: {0} steam.error = 스팀 서비스를 초기화하지 못했습니다.\n오류: {0} @@ -361,7 +370,6 @@ editor.center = 중앙 workshop = 창작마당 waves.title = 단계 waves.remove = 삭제 -waves.never = 여기까지 유닛 생성 waves.every = 매 waves.waves = 단계마다 waves.perspawn = 마리씩 생성됨 @@ -373,7 +381,7 @@ waves.edit = 편집 waves.copy = 클립보드로 복사 waves.load = 클립보드에서 불러오기 waves.invalid = 클립보드에 잘못된 단계 데이터가 있습니다. -waves.copied = 단계 복사됨 +waves.copied = 단계 복사됨. waves.none = 적 단계가 설정되지 않았습니다.\n비어있을 시 자동으로 기본 적 단계 데이터로 설정됩니다. #these are intentionally in lower case @@ -382,15 +390,15 @@ wavemode.totals = 총 wavemode.health = 체력 editor.default = [lightgray]<기본값> -details = 설명 -edit = 편집 +details = 설명... +edit = 편집... editor.name = 이름: editor.spawn = 유닛 생성 editor.removeunit = 유닛 삭제 editor.teams = 팀 editor.errorload = 파일을 불러오지 못했습니다. editor.errorsave = 파일을 저장하지 못했습니다. -editor.errorimage = 이것은 맵이 아니라 사진입니다.\n\n3.5/build 40 맵을 가져올려면 편집기에서 '예전 맵 가져오기' 버튼을 사용하세요. +editor.errorimage = 이것은 맵이 아니라 사진입니다. editor.errorlegacy = 이 맵은 너무 오래되어 더 이상 지원되지 않는 구형 맵 형식을 사용합니다. editor.errornot = 맵 파일이 아닙니다. editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다. @@ -413,7 +421,7 @@ editor.importfile = 파일 가져오기 editor.importfile.description = 외부 맵 파일 가져오기 editor.importimage = 사진 파일 가져오기 editor.importimage.description = 외부 맵 사진 파일 가져오기 -editor.export = 내보내기 +editor.export = 내보내기... editor.exportfile = 파일 내보내기 editor.exportfile.description = 맵 파일 내보내기 editor.exportimage = 지형 이미지 내보내기 @@ -446,15 +454,15 @@ toolmode.drawteams.description = 블록 대신 선택한 팀으로 블록 팀을 filters.empty = [lightgray]필터가 없습니다! 아래 버튼을 눌러 하나를 추가하세요. filter.distort = 왜곡 filter.noise = 노이즈 -filter.enemyspawn = 적 소환지점 제한 +filter.enemyspawn = 적 소환지점 선택 filter.spawnpath = 자동생성된 적 이동경로 폭 -filter.corespawn = 코어 1개 제한 +filter.corespawn = 코어 선택 filter.median = 중앙값 -filter.oremedian = 자원 중앙값 -filter.blend = 블렌드 -filter.defaultores = 기본 자원 -filter.ore = 자원 -filter.rivernoise = 협곡 노이즈 +filter.oremedian = 광물 중앙값 +filter.blend = 가장자리 +filter.defaultores = 기본 광물 +filter.ore = 광물 +filter.rivernoise = 강 노이즈 filter.mirror = 거울 filter.clear = 초기화 filter.option.ignore = 무시 @@ -463,19 +471,19 @@ filter.terrain = 지형 filter.option.scale = 크기 filter.option.chance = 배치 빈도 filter.option.mag = 크기 -filter.option.threshold = 경계선 +filter.option.threshold = 한계점 filter.option.circle-scale = 원 크기 filter.option.octaves = 옥타브 filter.option.falloff = 경사 filter.option.angle = 각도 filter.option.amount = 개수 filter.option.block = 블록 -filter.option.floor = 배치할 타일 +filter.option.floor = 타일 filter.option.flooronto = 대상 타일 -filter.option.target = 대상 타일 +filter.option.target = 대상 filter.option.wall = 벽 -filter.option.ore = 자원 -filter.option.floor2 = 2층 바닥 +filter.option.ore = 광물 +filter.option.floor2 = 2번째 타일 filter.option.threshold2 = 2번째 경계선 filter.option.radius = 반경 filter.option.percentile = 백분율 @@ -486,7 +494,7 @@ menu = 메뉴 play = 플레이 campaign = 캠페인 load = 불러오기 -save = 저장 +save = 저장하기 fps = FPS: {0} ping = Ping: {0}ms memory = Mem: {0}mb @@ -517,7 +525,7 @@ loadout = 출격 resources = 자원 bannedblocks = 금지된 블록들 addall = 모두 추가 -launch.from = 점령 코어 송신 지역 : [accent]{0} +launch.from = 출격 출발지 : [accent]{0} launch.destination = 목적지: {0} configure.invalid = 해당 값은 0에서 {0} 사이의 숫자여야 합니다. add = 추가... @@ -532,7 +540,7 @@ error.alreadyconnected = 이미 접속 중입니다. error.mapnotfound = 맵 파일을 찾을 수 없습니다! error.io = 네트워크 I/O 오류. error.any = 알 수 없는 네트워크 오류. -error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n당신의 기기가 이 기능을 지원하지 않는 것일 수도 있습니다. +error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다. weather.rain.name = 비 weather.snow.name = 눈 @@ -542,27 +550,27 @@ weather.fog.name = 안개 sectors.unexplored = [lightgray]미개척지 sectors.resources = 자원: -sectors.production = 분당 자원 생산량: -sectors.export = 분당 자원 수출량: -sectors.time = 지역 진행 시간: -sectors.threat = 지역 위험도: -sectors.wave = 진행 중 단계: -sectors.stored = 저장된 자원 목록: +sectors.production = 생산량: +sectors.export = 수출량: +sectors.time = 진행 시간: +sectors.threat = 위험도: +sectors.wave = 단계: +sectors.stored = 저장량: sectors.resume = 재개 sectors.launch = 출격 sectors.select = 선택 sectors.nonelaunch = [lightgray]없음 (sun) sectors.rename = 구역 이름 변경 sectors.enemybase = [scarlet]적 기지 -sectors.vulnerable = [scarlet]취약 +sectors.vulnerable = [scarlet]취약함 sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨. sectors.survives = [accent]{0} 단계 이상 버티세요. -sectors.go = 지역 진입 -sector.curcapture = 점령지 -sector.curlost = 잃은 지역 +sectors.go =진입 +sector.curcapture = 지역 점령됨 +sector.curlost = 지역 잃음 sector.missingresources = [scarlet]자원 부족 sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다! -sector.lost = [accent]{0}[white] 지역을 잃었습니다... +sector.lost = [accent]{0}[white] 지역을 잃었습니다! #note: the missing space in the line below is intentional sector.captured = [accent]{0}[white] 지역을 점령했습니다! @@ -578,7 +586,7 @@ planet.serpulo.name = 세르플로 planet.sun.name = 태양 sector.impact0078.name = 폐허 : Impact 0078 -sector.groundZero.name = Zero 전초기지 +sector.groundZero.name = 전초기지 sector.craters.name = 크레이터 sector.frozenForest.name = 얼어붙은 숲 sector.ruinousShores.name = 파괴된 해안가 @@ -597,15 +605,15 @@ sector.planetaryTerminal.name = 대행성 출격단지 sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지닌 장소입니다. 적의 위협 수준이 낮으며, 자원이 거의 없습니다.\n가능 한 많은 양의 구리와 납을 수집하세요.\n이제 출격할 시간입니다! sector.frozenForest.description = 이곳에서도, 산에 가까운 곳에 포자가 퍼졌습니다. 추운 온도에서도 포자들을 막을 수 없을 것 같습니다.\n화력 발전기를 건설하고, 멘더를 사용하는 방법을 배우세요. sector.saltFlats.description = 이 소금 사막은 매우 척박하여 자원이 거의 없습니다.\n하지만 자원이 희소한 이곳에서도 적들의 요새가 발견되었습니다. 그들을 사막의 모래로 만들어버리십시오. -sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 다시 점령해 강화 유리를 제작하고 물을 끌어 올려 포탑과 드릴에 공급하여 더 좋은 효율로 방어선을 강화하십시오. +sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 다시 점령해 강화 유리를 제작하고 물을 끌어올려 포탑과 드릴에 공급하여 더 좋은 효율로 방어선을 강화하십시오. sector.ruinousShores.description = 이 지역은 과거 해안방어기지로 사용되었습니다.\n그러나 지금은 기본구조물만 남아있으니 이 지역을 어서 신속히 수리하여 외부로 세력을 확장한 뒤, 잃어버린 기술을 다시 회수하십시오. sector.stainedMountains.description = 더 안쪽에는 포자에 오염된 산맥이 있지만, 이곳은 아직 포자에 오염되지 않았습니다.\n이 지역에서 티타늄을 채굴하고 이것을 어떻게 사용하는지 배우십시오.\n\n적들은 이곳에서 더 강력합니다. 더 강한 유닛들이 나올 때까지 시간을 낭비하지 마십시오. -sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이 곳에 전초기지를 설립했습니다. 디거를 생산해 적의 코어를 박살 내고 우리가 잃어버린 것들을 되돌려받으십시오! +sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이곳에 전초기지를 설립했습니다. 대거를 생산해 적의 코어를 박살 내고 우리가 잃어버린 것들을 되돌려받으십시오! sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽 지역이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군들이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 생산기술을 익히는 것이 도움이 될 것입니다. sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 코어 파괴의 위험성이 높으니 가능한 한 빨리 떠나십시오. 또한, 적의 공격 딜레이가 길다고 안심하지 마십시오. sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락했으며, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익히십시오. -sector.fungalPass.description = 높은 산과 낮은 땅 사이의 전환 지역. 작은 적 정찰 기지가 여기에 있습니다.\n그것들을 파괴하세요.\n대거와 크롤러 유닛을 사용하여 두개의 코어를 파괴하세요. -sector.biomassFacility.description = 포자의 시작이 되는 지역입니다. 이 시설은 포자를 연구하고 그것들을 가장 처음 생산했습니다.\n이 시설에 기록된 기술을 배우고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하세요. \n\n[lightgray]이 시설이 붕괴된 후에, 시설 내에 배양되던 포자들이 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다. +sector.fungalPass.description = 높은 산과 낮은 땅 사이의 전환 지역. 작은 적 정찰 기지가 여기에 있습니다.\n그것들을 파괴하세요.\n대거와 크롤러 유닛을 사용하여 두 개의 코어를 파괴하세요. +sector.biomassFacility.description = 포자의 시작이 되는 지역입니다. 이 시설은 포자를 연구하고 그것들을 가장 처음 생산했습니다.\n이 시설에 기록된 기술을 배우고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하세요. \n\n[lightgray]이 시설이 붕괴한 후에, 시설 내에 배양되던 포자들이 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다. sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 이 지역을 조사해보면 한 때 [accent]플라스터늄[]을 생산한 흔적이 남아있습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 건설하고, 공장들을 연구하십시오. sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있거나, 침공해올 예정인 지역을 효과적으로 침공/수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 약탈하십시오. sector.impact0078.description = 이곳에는 시스템에 처음 진입한 우주 수송선의 잔해가 있습니다.\n\n우주선이 파괴된 잔해에서 최대한 많은 자원을 회수하고, 손상되지 않은 그들의 기술을 획득하세요. @@ -613,9 +621,9 @@ sector.planetaryTerminal.description = 이 행성에서의 마지막 전투를 settings.language = 언어 settings.data = 게임 데이터 -settings.reset = 설정 초기화 -settings.rebind = 조작키 설정 -settings.resetKey = 조작키 설정 초기화 +settings.reset = 기본값으로 초기화 +settings.rebind = 설정 +settings.resetKey = 초기화 settings.controls = 조작 settings.game = 게임 settings.sound = 소리 @@ -631,14 +639,14 @@ settings.clearcampaignsaves = 캠페인 맵 초기화 settings.clearcampaignsaves.confirm = 정말로 캠페인을 초기화하시겠습니까? paused = [accent]< 일시정지 > clear = 초기화 -banned = [scarlet]차단됨 +banned = [scarlet]금지됨 yes = O no = X info.title = 정보 -error.title = [scarlet]오류가 발생했습니다. -error.crashtitle = 오류가 발생했습니다. +error.title = [scarlet]오류가 발생했습니다 +error.crashtitle = 오류가 발생했습니다 unit.nobuild = [scarlet]건설 불가 -lastaccessed = [lightgray]마지막 조작: {0} +lastaccessed = [lightgray]마지막 접근: {0} block.unknown = [lightgray]??? stat.description = 특성 @@ -647,63 +655,65 @@ stat.output = 출력 stat.booster = 가속 stat.tiles = 필요한 타일 stat.affinities = 친화력 -stat.powercapacity = 전력량 -stat.powershot = 전력량/발 -stat.damage = 공격력 -stat.targetsair = 공중 공격 -stat.targetsground = 지상 공격 +stat.powercapacity = 전력 용량 +stat.powershot = 전력/발 +stat.damage = 피해량 +stat.targetsair = 공중 조준 +stat.targetsground = 지상 조준 stat.itemsmoved = 이동 속도 -stat.launchtime = 발사 간격 +stat.launchtime = 출격 간격 stat.shootrange = 사거리 stat.size = 크기 stat.displaysize = 화면 크기 -stat.liquidcapacity = 액체 수용량 +stat.liquidcapacity = 액체 용량 stat.powerrange = 전선 길이 -stat.linkrange = 감지 길이 +stat.linkrange = 연결 길이 stat.instructions = 연산 속도 -stat.powerconnections = 최대 연결 개수 +stat.powerconnections = 최대 연결 stat.poweruse = 전력 요구량 -stat.powerdamage = 전력량/피해량 -stat.itemcapacity = 자원 수용량 -stat.memorycapacity = 최대 변수 개수 -stat.basepowergeneration = 기본 발전량 +stat.powerdamage = 전력/피해량 +stat.itemcapacity = 자원 용량 +stat.memorycapacity = 변수 용량 +stat.basepowergeneration = 기본 전력 발전량 stat.productiontime = 소요 시간 -stat.repairtime = 건물 완전 복구 시간 +stat.repairtime = 건물 완전 수리 시간 stat.weapons = 무기 stat.bullet = 탄환 stat.speedincrease = 속도 증가 stat.range = 사거리 -stat.drilltier = 채굴 가능 자원 +stat.drilltier = 채굴 가능 stat.drillspeed = 기본 채굴 속도 stat.boosteffect = 버프 효과 stat.maxunits = 최대 유닛 수 stat.health = 체력 +stat.armor = 방어력 stat.buildtime = 건설 시간 -stat.maxconsecutive = 최대 체인 길이 +stat.maxconsecutive = 최대 체인 stat.buildcost = 건설 비용 stat.inaccuracy = 오차각 -stat.shots = 발사 당 탄 -stat.reload = 발/초 +#stat.shots = 발사 수 (안쓰임) +stat.reload = 초당 발사 수 stat.ammo = 탄약 stat.shieldhealth = 보호막 체력 stat.cooldowntime = 쿨타임 stat.explosiveness = 폭발성 stat.basedeflectchance = 기본 반사 확률 stat.lightningchance = 전격 확률 -stat.lightningdamage = 전격 공격량 -stat.flammability = 휘발성 +stat.lightningdamage = 전격 피해량 +stat.flammability = 인화성 stat.radioactivity = 방사성 -stat.heatcapacity = 열용량 +stat.charge = 과충전율 +stat.heatcapacity = 열 용량 stat.viscosity = 점성 stat.temperature = 온도 stat.speed = 속도 stat.buildspeed = 건설 속도 stat.minespeed = 채굴 속도 stat.minetier = 채굴 티어 -stat.payloadcapacity = 화물 수용량 +stat.payloadcapacity = 화물 용량 stat.commandlimit = 지휘 한계 stat.abilities = 능력 -stat.canboost = 부스터 +stat.canboost = 이륙 가능 stat.flying = 비행 stat.ammouse = 탄약 사용 @@ -714,12 +724,13 @@ ability.unitspawn = {0} 공장 ability.shieldregenfield = 방어막 복구 필드 ability.movelightning = 가속 전격 -bar.drilltierreq = 더 좋은 드릴이 필요 +bar.drilltierreq = 더 좋은 드릴 필요 bar.noresources = 자원 부족 -bar.corereq = 코어 필요 +bar.corereq = 기본 코어 필요 bar.drillspeed = 드릴 속도: {0}/s bar.pumpspeed = 펌프 속도: {0}/s bar.efficiency = 효율: {0}% +bar.boost = 가속: {0}% bar.powerbalance = 전력: {0}/s bar.powerstored = 저장량: {0}/{1} bar.poweramount = 전력: {0} @@ -731,14 +742,14 @@ bar.unitcap = {0} {1}/{2} bar.liquid = 액체 bar.heat = 발열 bar.power = 전력 -bar.progress = 생산 진행도 +bar.progress = 건설 진행도 bar.input = 입력 bar.output = 출력 -units.processorcontrol = [lightgray]프로세서 제어 중 +units.processorcontrol = [lightgray]프로세서 제어됨 -bullet.damage = [stat]{0}[lightgray] 데미지 -bullet.splashdamage = [stat]{0}[lightgray] 범위 데미지 ~ [stat] {1}[lightgray] 타일 +bullet.damage = [stat]{0}[lightgray] 피해량 +bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat] {1}[lightgray] 타일 bullet.incendiary = [stat]방화 bullet.sapping = [stat]흡혈 bullet.homing = [stat]유도 @@ -746,7 +757,7 @@ bullet.shock = [stat]전격 bullet.frag = [stat]파편 bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량 bullet.knockback = [stat]{0}[lightgray] 넉백 -bullet.pierce = [stat]{0}[lightgray]배 관통 +bullet.pierce = [stat]{0}[lightgray]번 관통 bullet.infinitepierce = [stat]관통 bullet.healpercent = [stat]{0}[lightgray]% 회복 bullet.freezing = [stat]빙결 @@ -758,7 +769,7 @@ unit.blocks = 블록 unit.blockssquared = 블록² unit.powersecond = 전력/초 unit.liquidsecond = 액체/초 -unit.itemssecond = 개/초 +unit.itemssecond = 자원/초 unit.liquidunits = 액체 unit.powerunits = 전력 unit.degrees = 도 @@ -774,22 +785,25 @@ unit.thousands = k unit.millions = m unit.billions = b unit.pershot = /발 -category.purpose = 기능 / 목적 +category.purpose = 목적 category.general = 일반 category.power = 전력 category.liquids = 액체 category.items = 자원 category.crafting = 입력/출력 category.function = 기능 -category.optional = 보조 자원 +category.optional = 선택적 향상 setting.landscape.name = 가로화면 잠금 setting.shadows.name = 그림자 setting.blockreplace.name = 자동 블록 제안 setting.linear.name = 선형 필터링 -setting.hints.name = 힌트 +setting.hints.name = 힌트 표시 +setting.logichints.name = 로직 힌트 표시 setting.flow.name = 자원 흐름량 표시 setting.backgroundpause.name = 백그라운드에서 일시정지 setting.buildautopause.name = 건설 자동 일시정지 +setting.doubletapmine.name = 연속 터치로 채광 +setting.modcrashdisable.name = 로딩 중 충돌 시 모드 비활성화 setting.animatedwater.name = 액체 애니메이션 효과 setting.animatedshields.name = 보호막 애니메이션 효과 setting.antialias.name = 위신호 제거 필터[lightgray] (재시작 필요)[] @@ -810,14 +824,14 @@ setting.difficulty.hard = 혼돈 setting.difficulty.insane = 박멸 setting.difficulty.name = 난이도: setting.screenshake.name = 화면 흔들림 -setting.effects.name = 효과 보임 +setting.effects.name = 효과 표시 setting.destroyedblocks.name = 파괴된 블록 표시 setting.blockstatus.name = 블록 상태 표시 -setting.conveyorpathfinding.name = 컨베이어를 배치할 때 자동으로 경로 찾기 +setting.conveyorpathfinding.name = 컨베이어 배치 길찾기 setting.sensitivity.name = 컨트롤러 감도 setting.saveinterval.name = 저장 간격 setting.seconds = {0}초 -setting.milliseconds = {0}ms +setting.milliseconds = {0} 밀리초 setting.fullscreen.name = 전체 화면 setting.borderlesswindow.name = 테두리 없는 창 모드[lightgray] (재시작이 필요할 수 있습니다) setting.fps.name = FPS와 핑 표시 @@ -835,7 +849,7 @@ setting.sfxvol.name = 효과음 크기 setting.mutesound.name = 소리 끄기 setting.crashreport.name = 익명으로 오류 보고서 자동 전송 setting.savecreate.name = 자동 저장 활성화 -setting.publichost.name = 멀티플레이 공용 서버로 표시 +setting.publichost.name = 공용 서버로 표시 setting.playerlimit.name = 플레이어 제한 setting.chatopacity.name = 채팅창 투명도 setting.lasersopacity.name = 전선 투명도 @@ -855,7 +869,7 @@ category.view.name = 보기 category.multiplayer.name = 멀티플레이어 category.blocks.name = 블록 선택 command.attack = 공격 -command.rally = 순찰 +command.rally = 집결 command.retreat = 후퇴 command.idle = 대기 placement.blockselectkeys = \n[lightgray]단축키: [{0}, @@ -871,13 +885,13 @@ keybind.move_x.name = X축 이동 keybind.move_y.name = Y축 이동 keybind.mouse_move.name = 커서를 따라서 이동 keybind.pan.name = 펜 보기 -keybind.boost.name = 부스트 +keybind.boost.name = 이륙 keybind.schematic_select.name = 영역 설정 keybind.schematic_menu.name = 설계도 메뉴 keybind.schematic_flip_x.name = 설계도 X축 뒤집기 keybind.schematic_flip_y.name = 설계도 Y축 뒤집기 -keybind.category_prev.name = 이전 목록 -keybind.category_next.name = 다음 목록 +keybind.category_prev.name = 이전 카테고리 +keybind.category_next.name = 다음 카테고리 keybind.block_select_left.name = 블록 왼쪽 선택 keybind.block_select_right.name = 블록 오른쪽 선택 keybind.block_select_up.name = 블록 위쪽 선택 @@ -902,7 +916,7 @@ keybind.pickupCargo.name = 화물 집기 keybind.dropCargo.name = 화물 내려놓기 keybind.command.name = 명령 keybind.shoot.name = 사격 -keybind.zoom.name = 확대 +keybind.zoom.name = 확대/축소 keybind.menu.name = 메뉴 keybind.pause.name = 일시중지 keybind.pause_building.name = 건설 일시정지/재개 @@ -919,13 +933,13 @@ keybind.chat_history_prev.name = 이전 채팅 기록 keybind.chat_history_next.name = 다음 채팅 기록 keybind.chat_scroll.name = 채팅 스크롤 keybind.chat_mode = 대화 대상 변경 -keybind.drop_unit.name = 유닛 떨구기 +keybind.drop_unit.name = 유닛 내려놓기 keybind.zoom_minimap.name = 미니맵 확대 mode.help.title = 모드 설명 mode.survival.name = 생존 mode.survival.description = 기본 모드. 제한된 자원이 있으며, 단계가 자동으로 시작합니다.\n[gray]플레이하려면 맵에 적의 스폰지점이 필요합니다. mode.sandbox.name = 샌드박스 -mode.sandbox.description = 무한한 자원이 있으며, 단계 타이머가 없습니다. +mode.sandbox.description = 무한한 자원이 있으며, 시간 제한이 없습니다. mode.editor.name = 편집기 mode.pvp.name = PvP mode.pvp.description = 다른 플레이어와 현장에서 싸우십시오.\n[gray]플레이하려면 맵에 다른 색상의 코어가 2개 이상 있어야 합니다. @@ -935,9 +949,10 @@ mode.custom = 사용자 정의 규칙 rules.infiniteresources = 무한 자원 rules.reactorexplosions = 원자로 폭발 허용 +rules.coreincinerates = 코어 방화 비허용 rules.schematic = 설계도 허용 rules.wavetimer = 시간 제한이 있는 단계 -rules.waves = 일반 단계 +rules.waves = 단계 rules.attack = 공격 모드 rules.buildai = AI 건설 rules.enemyCheat = 무한 AI (빨간팀) 자원 @@ -946,28 +961,30 @@ rules.blockdamagemultiplier = 블록 공격력 배수 rules.unitbuildspeedmultiplier = 유닛 생산 속도 배수 rules.unithealthmultiplier = 유닛 체력 배수 rules.unitdamagemultiplier = 유닛 공격력 배수 +rules.unitcapvariable = 코어 유닛 제한 추가 +rules.unitcap = 기본 유닛 제한 rules.enemycorebuildradius = 적 코어 건설 금지구역 범위:[lightgray] (타일) rules.wavespacing = 단계 간격:[lightgray] (초) -rules.buildcostmultiplier = 건설 자원소모 배수 +rules.buildcostmultiplier = 건설 비용 배수 rules.buildspeedmultiplier = 건설 속도 배수 -rules.deconstructrefundmultiplier = 해체 환불 배수 +rules.deconstructrefundmultiplier = 철거 환불 배수 rules.waitForWaveToEnd = 한 단계가 끝날때까지 대기 rules.dropzoneradius = 스폰 구역 범위: [lightgray] (타일) -rules.unitammo = 탄약 필요 +rules.unitammo = 유닛 탄약 필요 rules.title.waves = 단계 rules.title.resourcesbuilding = 자원 & 건축 rules.title.enemy = 적 rules.title.unit = 유닛 rules.title.experimental = 실험적인 기능 rules.title.environment = 환경 -rules.lighting = 조명 -rules.enemyLights = 상대에게 조명 -rules.fire = 방화 +rules.lighting = 조명 표시 +rules.enemyLights = 상대에게 조명 표시 +rules.fire = 방화 허용 rules.explosions = 블록/유닛 폭발 데미지 -rules.ambientlight = 자연 조명 -rules.weather = 날씨 +rules.ambientlight = 자연 조명 표시 +rules.weather = 날씨 추가 rules.weather.frequency = 빈도: -rules.weather.always = 항상 +rules.weather.always = 항상 rules.weather.duration = 지속 시간: content.item.name = 자원 @@ -1034,8 +1051,8 @@ unit.corvus.name = 코르버스 block.resupply-point.name = 보급 지점 block.parallax.name = 패럴랙스 block.cliff.name = 언덕 -block.sand-boulder.name = 사암 -block.basalt-boulder.name = 현무암 +block.sand-boulder.name = 사암 바위 +block.basalt-boulder.name = 현무암 바위 block.grass.name = 잔디 block.slag.name = 용암 block.space.name = 우주 @@ -1154,7 +1171,7 @@ block.coal-centrifuge.name = 석탄 정제기 block.power-node.name = 전력 노드 block.power-node-large.name = 대형 전력 노드 block.surge-tower.name = 설금 타워 -block.diode.name = 전력 비교기 +block.diode.name = 다이오드 block.battery.name = 배터리 block.battery-large.name = 대형 배터리 block.combustion-generator.name = 화력 발전기 @@ -1260,48 +1277,48 @@ team.purple.name = 보라색 팀 hint.skip = 힌트 넘기기 hint.desktopMove = [accent][[WASD][] 키를 이용해 자신의 유닛을 조종하세요. -hint.zoom = [accent]마우스 스크롤[]를 사용해 확대 또는 축소가 가능합니다. -hint.mine = \uf8c4 주변의 구리광석을 수동으로 채굴하려면 광석을 [accent]누르십시오[]. (추가설명)마우스가 있을 경우 마우스 오른쪽 클릭을 하면 채굴 중단이 가능합니다. -hint.desktopShoot = [accent][[마우스 왼클릭][]으로 발사할수 있습니다. -hint.depositItems = 아이템을 코어로 옮기려면, 당신의 기체의 아이템을 코어로 끌어놓으세요. -hint.respawn = 당신의 기체를 떠나려면 [accent][[V][]를 누르십시오. -hint.respawn.mobile = 당신은 유닛 혹은 포탑을 조종할 수 있습니다. 당신의 기체를 떠나려면 [accent]왼쪽 위에 있는 아바타를 누르십시오.[] -hint.desktopPause = 게임을 일시정지/재시작 하기 위해 [accent][[Space][]를 누르십시오. +hint.zoom = [accent]마우스 스크롤[]을 사용해 확대 또는 축소가 가능합니다. +hint.mine =\uf8c4 주변의 구리 광석을 수동으로 채굴하려면 광석을 [accent]누르십시오[]. (추가 설명) 마우스가 있으면 마우스 오른쪽 클릭을 하면 채굴 중단이 가능합니다. +hint.desktopShoot = [accent][[마우스 좌클릭][]으로 발사할 수 있습니다. +hint.depositItems = 자원을 코어로 옮기려면, 기체의 자원을 코어로 끌어놓으세요. +hint.respawn = 기체를 떠나려면 [accent][[V][]를 누르십시오. +hint.respawn.mobile = 유닛 혹은 포탑을 조종할 수 있습니다. 기체를 떠나려면 [accent]왼쪽 위에 있는 아바타를 누르십시오.[] +hint.desktopPause = 게임을 일시 정지/재시작하기 위해 [accent][[Space][]를 누르십시오. hint.placeDrill = 드릴을 설치하려면 오른쪽 아래의 \ue85e [accent]드릴[]을 선택하고, \uf870 [accent]드릴[]을 선택해서 구리 광석 위를 누르십시오. -hint.placeDrill.mobile = 오른쪽 아래 메뉴의 \ue85e [accent]드릴[]을 선택하고, \uf870 [accent]드릴[] 를 선택해서 구리 광석 위를 누르십시오.\n\n설치를 완료하려면 오른쪽 아래의 \ue800 [accent]완료 버튼[]을 누르십시오. -hint.placeConveyor = 컨베이어는 아이템을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n클릭하거나 드래그로 다수의 컨베이어를 설치할 수 있습니다.\n클릭하고 놓지 않은채로 마우스 [accent]휠을 돌리면 돌아갑니다. -hint.placeConveyor.mobile = 컨베이어는 아이템을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n여러개의 컨베이어를 놓으려면 손가락으로 누른채로 끌어서 설치 범위를 지정하십시오. -hint.placeTurret = 적에게서 당신의 기지를 막아내려면 \uf861 [accent]포탑[]를 설치하십시오.\n\n포탑 탄약 필요 - 지금은 \uf838 구리가 필요합니다.\n컨베이어를 사용해 드릴에 구리를 공급하십시오. -hint.breaking = 블록을 부수려면 [accent]오른클릭[]이나 드래그를 하십시오. -hint.breaking.mobile = 블럭을 부수려면 오른쪽 아래의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화 하십시오.\n\n손가락으로 누른채로 끌어서 해체 범위를 지정하십시오. +hint.placeDrill.mobile = 오른쪽 아래 메뉴의 \ue85e [accent] 드릴[]을 선택하고, \uf870 [accent]드릴[]을 선택해서 구리 광석 위를 누르십시오.\n\n설치를 완료하려면 오른쪽 아래의 \ue800 [accent]완료 버튼[]을 누르십시오. +hint.placeConveyor = 컨베이어는 자원을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n클릭하거나 드래그로 다수의 컨베이어를 설치할 수 있습니다.\n클릭하고 놓지 않은 채로 마우스 [accent]휠을 돌리면 돌아갑니다. +hint.placeConveyor.mobile = 컨베이어는 자원을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n여러 개의 컨베이어를 놓으려면 손가락으로 누른 채로 끌어서 설치 범위를 지정하십시오. +hint.placeTurret = 적에게서 기지를 막아내려면 \uf861 [accent]포탑[]를 설치하십시오.\n\n포탑 탄약 필요 - 지금은 \uf838 구리가 필요합니다.\n컨베이어를 사용해 드릴에 구리를 공급하십시오. +hint.breaking = 블록을 부수려면 [accent]우클릭[]이나 드래그를 하십시오. +hint.breaking.mobile = 블록을 부수려면 오른쪽 아래의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오. hint.research = 새 기술을 연구하려면 \ue875 [accent]연구[]버튼을 누르십시오. hint.research.mobile = 새 기술을 연구하려면 \ue88c [accent]메뉴[] 아래의 \ue875 [accent]연구[]버튼을 누르십시오. -hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 ctrl][]을 누른채로 [accent]클릭[] 하십시오. -hint.unitControl.mobile = 아군 유닛과 포탑을 조종하려면 해당 개체를 [accent]빠르게 두번 누르십시오[]. -hint.launch = 충분한 자원을 모았으면, 오른쪽 아래의 \ue827 [accent]Map[]에서 주변 지역을 선택해서 [accent]Launch[]할 수 있습니다. +hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 ctrl][]을 누른 채로 [accent]클릭[] 하십시오. +hint.unitControl.mobile = 아군 유닛과 포탑을 조종하려면 해당 개체를 [accent]빠르게 두 번 누르십시오[]. +hint.launch = 충분한 자원을 모았으면, 오른쪽 아래의 \ue827 [accent]Map[]에서 주변 지역을 선택해서 [accent]Launch[]할 수 있습니다. hint.launch.mobile = 충분한 자원을 모았으면, 오른쪽 아래의 \ue88c [accent]메뉴[]에 있는 \ue827 [accent]Map[]에서 주변 지역을 선택해서 [accent]Launch[]할 수 있습니다. -hint.schematicSelect = 블록을 복사하고 붙여넣으려면 [accent][[F][]를 누른채로 끌어서 구역을 지정하십시오. \n\n [accent][[마우스 휠][]을 누르면 한개의 블록만 복사할 수 있습니다. -hint.conveyorPathfind = [accent][[왼쪽 Ctrl][]을 누른채로 컨베이어를 대각선으로 끌면 길을 자동으로 만들어줍니다. +hint.schematicSelect = 블록을 복사하고 붙여넣으려면 [accent][[F][]를 누른 채로 끌어서 구역을 지정하십시오. \n\n [accent][[마우스 휠][]을 누르면 한 개의 블록만 복사할 수 있습니다. +hint.conveyorPathfind = [accent][[왼쪽 Ctrl][]을 누른 채로 컨베이어를 대각선으로 끌면 길을 자동으로 만들어줍니다. hint.conveyorPathfind.mobile = \ue844 [accent]diagonal mode[]를 활성화하고 컨베이어를 대각선으로 끌면 길을 자동으로 찾아줍니다. -hint.boost = 당신의 유닛과 같이 장애물을 넘어가려면 [accent][[L-Shift][]을 누르고 이동하십시오. \n\n 적은 수의 지상 유닛만 날 수 있습니다. +hint.boost = 유닛과 같이 장애물을 넘어가려면 [accent][[L-Shift][]을 누르고 이동하십시오. \n\n 적은 수의 지상 유닛만 날 수 있습니다. hint.command = 주변의 아군 유닛을 데리고 다니려면 비슷한 단계의 유닛 무리 주변에서 [accent][[G][]를 누르십시오. \n\n 지상 유닛을 데리고 다니기 위해서는 먼저 다른 지상 유닛을 조종하고 있어야 합니다. -hint.command.mobile = 아군 유닛을 데리고 다니려면 비슷한 단계의 유닛 무리 주변에서 [accent]빠르게 두번 누르십시오[]. -hint.payloadPickup = 작은 블럭이나 유닛을 집으려면 [accent][[[]를 누르십시오. -hint.payloadPickup.mobile = 작은 블럭이나 유닛을 집으려면 [accent]잠깐 누르십시오[]. +hint.command.mobile = 아군 유닛을 데리고 다니려면 비슷한 단계의 유닛 무리 주변에서 [accent]빠르게 두 번 누르십시오[]. +hint.payloadPickup = 작은 블록이나 유닛을 집으려면 [accent][[[]를 누르십시오. +hint.payloadPickup.mobile = 작은 블록이나 유닛을 집으려면 [accent]잠깐 누르십시오[]. hint.payloadDrop = 다시 내려놓으려면 [accent]][]를 누르십시오. hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 [accent]화면을 잠깐 누르십시오[]. hint.waveFire = [accent]Wave[]포탑에 탄약으로 물을 넣으면 주변의 불을 자동으로 꺼줍니다. hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]Power Nodes[]를 사용하십시오. -hint.guardian = [accent]수호자[] 유닛들은 방어력을 가집니다. [accent]구리[]와 [accent]납[]같은 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n그런 수호자를 없애려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오. -hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치함[]으로써 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를  [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지도 확인하십시오. -hint.presetLaunch = [accent]얼어붙은 숲[]과 같은 회색[accent]캠페인 지역[]은 어디에서나 출격해서 올 수 있습니다. 주변 지역을 점령하지 않아도 됩니다.\n\n이와 같은 [accent]네임드 지역[]들은 [accent]선택적[]입니다. -hint.coreIncinerate = 코어가 아이템으로 가득 찬 후에 받는 모든 아이템들은 [accent]소각[]될 것입니다. -hint.coopCampaign = [accent]협동 캠페인[]을 할 떄, 현재 맵에서 생산된 아이템들은 [accent]당신의 캠페인 지역으로[]도 보내집니다.\n\n호스트가 새로 해금한 모든 것들도 가져갑니다. +hint.guardian = [accent]수호자[] 유닛들은 방어력을 가집니다. [accent]구리[]와 [accent]납[] 같은 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n그런 수호자를 없애려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오. +hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치함[]으로써 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지도 확인하십시오. +hint.presetLaunch = [accent]얼어붙은 숲[]과 같은 회색[accent]캠페인 지역[]은 어디에서나 출격해서 올 수 있습니다. 주변 지역을 점령하지 않아도 됩니다.\n\n이와 같은 [accent]네임드 지역[]들은 [accent]선택적[]입니다. +hint.coreIncinerate = 코어가 자원으로 가득 찬 후에 받는 모든 자원들은 [accent]소각[]될 것입니다. +hint.coopCampaign = [accent]협동 캠페인[]을 할 때, 현재 맵에서 생산된 자원들은 [accent]캠페인 지역[]으로도 보내집니다.\n\n호스트가 새로 해금한 모든 것들도 가져갑니다. item.copper.description = 가장 기본적인 건설 재료. 모든 유형의 블록에서 광범위하게 사용됩니다. -item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포되어 있습니다. 별다른 보강재 없이는 구조적 문제 때문에 내구성이 비교적 약합니다. +item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포합니다. 별다른 보강재 없이는 구조적 문제 때문에 내구성이 비교적 약합니다. item.lead.description = 기본 초반 재료. 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다. -item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다. +item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다. item.metaglass.description = 초강력 방탄유리. 액체 분배 및 저장에 광범위하게 사용됩니다. item.graphite.description = 탄약 및 전기 부품에 사용되는 무기질 탄소. item.sand.description = 제련에서 합금 또는 플럭스에서 광범위하게 사용되는 일반적인 재료. @@ -1313,30 +1330,30 @@ item.scrap.description = 오래된 건물과 유닛의 남은 잔해. 미량의 item.scrap.details = 오래된 구조물과 유닛의 잔해. item.silicon.description = 매우 유용한 반도체. 복잡한 전자 장치나 유도탄에 사용됩니다. item.plastanium.description = 고급 기체 및 파편화 탄약에 사용되는 가볍고 연성이 있는 재료입니다. -item.phase-fabric.description = 최첨단 전자 제품과 자기수리 기술에 사용되는 거의 무중력에 가까운 물질입니다. +item.phase-fabric.description = 최첨단 전자 제품과 자가 수리 기술에 사용되는 거의 무중력에 가까운 물질입니다. item.surge-alloy.description = 독특한 전기적 특성을 가진 고급 합금. -item.spore-pod.description = 산업 목적을 위해 대기 농도에서 합성된 포자 버섯. 석유, 폭발물 및 연료로 전환하는 데 사용됩니다. +item.spore-pod.description = 산업 목적을 위해 대기 농도에서 합성된 포자 버섯. 석유, 폭발물과 연료로 전환하는 데 사용됩니다. item.spore-pod.details = 포자. 유기적인 생명체로 판단된다. 타 유기체에 치명적인 독가스를 내뿜는다. 침입성이 매우 강하다. 특정 조건에서 강력한 인화성을 보입니다. item.blast-compound.description = 폭탄과 폭발물에 사용되는 불안정한 화합물. 포자 버섯 및 기타 휘발성 물질로 합성할 수 있습니다. 연료로 사용하지 않는 것이 좋습니다. item.pyratite.description = 소이 무기에서 사용되는 가연성 매우 높은 물질. liquid.water.description = 기능성이 뛰어난 액체. 냉각기 및 폐기물 처리에 일반적으로 사용됩니다. liquid.slag.description = 다양한 종류의 금속들이 함께 섞여 녹아있습니다. 분리기를 이용해 다른 광물들로 분리하거나 탄약으로 사용해 적 부대를 향해 살포할 수 있습니다. -liquid.oil.description = 고급 재료 생산에 사용되는 액체. 석탄으로 전환하거나 무기로 뿌려서 불을 지를 수 있습니다. -liquid.cryofluid.description = 물과 티타늄으로 만든 비 부식성 액체. 열 용량이 매우 높으며 냉각수로 광범위하게 사용됩니다. +liquid.oil.description = 고급 재료 생산에 사용되는 액체. 석탄으로 전환하거나 무기로 뿌려서 불을 지를 수 있습니다. +liquid.cryofluid.description = 물과 티타늄으로 만든 비부식성 액체. 열용량이 매우 높으며 냉각수로 광범위하게 사용됩니다. -block.resupply-point.description = 주변 유닛들에게 구리 탄약을 보급합니다. 베터리 전력이 필요한 유닛들은 호환되지 않습니다. -block.armored-conveyor.description = 앞으로 아이템들을 운반합니다. 측면에서 아이템들을 받아들이지 않습니다. +block.resupply-point.description = 주변 유닛들에 구리 탄약을 보급합니다. 배터리 전력이 필요한 유닛들은 호환되지 않습니다. +block.armored-conveyor.description = 앞으로 자원들을 운반합니다. 측면에서 자원들을 받아들이지 않습니다. block.illuminator.description = 발광합니다. block.message.description = 아군 간의 소통을 위한 메시지를 저장합니다. block.graphite-press.description = 석탄을 흑연으로 압축합니다. block.multi-press.description = 석탄을 흑연으로 압축합니다. 냉각수로써 물이 필요합니다. block.silicon-smelter.description = 석탄과 모래로부터 실리콘을 정제합니다. -block.kiln.description = 모래와 납을 강화 유리로 재련합니다. +block.kiln.description = 모래와 납을 강화 유리로 제련합니다. block.plastanium-compressor.description = 석유와 티타늄으로 플라스터늄을 생산합니다. block.phase-weaver.description = 토륨과 모래로 메타를 합성합니다. block.alloy-smelter.description = 티타늄, 납, 실리콘, 구리를 결합하여 설금을 생산합니다. -block.cryofluid-mixer.description = 물과 미세 티타늄 분말을 냉각수로 혼합합니다. +block.cryofluid-mixer.description = 물과 미세 티타늄 분말을 냉각수로 혼합합니다. block.blast-mixer.description = 파이라타이트와 포자로 폭발물을 생산합니다. block.pyratite-mixer.description = 석탄, 납, 그리고 모래를 파이라타이트로 혼합합니다. block.melter.description = 고철을 광재로 녹입니다. @@ -1345,32 +1362,32 @@ block.spore-press.description = 포자를 석유로 압축합니다. block.pulverizer.description = 고철을 갈아 모래로 만듭니다. block.coal-centrifuge.description = 석유에서 석탄을 추출합니다. block.incinerator.description = 넘치는 자원이나 액체를 증발시킵니다. -block.power-void.description = 입력된 모든 전력을 무효화합니다. 샌드박스 전용. +block.power-void.description = 입력된 모든 전력을 무효로 합니다. 샌드박스 전용. block.power-source.description = 무한한 전력을 공급해주는 블록입니다. 샌드박스 전용. block.item-source.description = 자원을 무한대로 출력합니다. 샌드박스 전용. block.item-void.description = 모든 자원을 파괴합니다. 샌드박스 전용. block.liquid-source.description = 액체를 무한히 출력합니다. 샌드박스 전용. block.liquid-void.description = 액체를 제거합니다. 샌드박스 전용. -block.copper-wall.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는데 유용합니다. -block.copper-wall-large.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는데 유용합니다.\n여러 타일을 차지합니다. +block.copper-wall.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는 데 유용합니다. +block.copper-wall-large.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는 데 유용합니다.\n여러 타일을 차지합니다. block.titanium-wall.description = 적당히 강한 방어 블록.\n적에게서 적절한 보호를 제공합니다. block.titanium-wall-large.description = 적당히 강한 방어 블록.\n적에게서 적절한 보호를 제공합니다.\n여러 타일을 차지합니다. block.plastanium-wall.description = 전격 공격을 흡수하고 전력 노드의 자동 연결을 차단하는 특수 유형의 벽. block.plastanium-wall-large.description = 전격 공격을 흡수하고 전력 노드의 자동 연결을 차단하는 특수 유형의 벽.\n여러 타일을 차지합니다. block.thorium-wall.description = 강력한 방어 블록.\n적으로부터 적절한 보호를 할 수 있습니다. block.thorium-wall-large.description = 강력한 방어 블록.\n적으로부터 적절한 보호를 할 수 있습니다.\n여러 타일을 차지합니다. -block.phase-wall.description = 특수 메타기반 반사 화합물로 코팅된 벽. 총알 대부분을 반사시킵니다. -block.phase-wall-large.description = 특수 메타기반 반사 화합물로 코팅된 벽. 총알 대부분을 반사시킵니다.\n여러 타일을 차지합니다. +block.phase-wall.description = 특수 메타기반 반사 화합물로 코팅된 벽. 총알 대부분을 반사합니다. +block.phase-wall-large.description = 특수 메타기반 반사 화합물로 코팅된 벽. 총알 대부분을 반사합니다.\n여러 타일을 차지합니다. block.surge-wall.description = 내구성이 매우 강한 방어 블록.\n총탄이 날아오면 충전량을 높여 무작위로 방출합니다. block.surge-wall-large.description = 내구성이 매우 강한 방어 블록.\n총탄이 날아오면 충전량을 높여 무작위로 방출합니다.\n여러 타일을 차지합니다. -block.door.description = 작은 문. 탭하여 열거나 닫을 수 있습니다. -block.door-large.description = 큰 문. 탭하여 열거나 닫을 수 있습니다.\n여러 타일을 차지합니다. +block.door.description = 작은 문. 탭 하여 열거나 닫을 수 있습니다. +block.door-large.description = 큰 문. 탭 하여 열거나 닫을 수 있습니다.\n여러 타일을 차지합니다. block.mender.description = 주변의 블록을 주기적으로 수리합니다. 각 단계 사이의 방어를 유지하게 합니다.\n선택적으로 실리콘을 사용하여 범위와 효율성을 향상합니다. block.mend-projector.description = 소형 수리 프로젝터의 강화 버전. 주변의 블록을 수리합니다.\n선택적으로 메타를 사용하여 범위와 효율성을 향상합니다. block.overdrive-projector.description = 주변 건물의 속도를 높입니다.\n선택적으로 메타를 사용하여 범위와 효율성을 높입니다. block.force-projector.description = 건물과 내부의 유닛을 공격으로부터 보호하며, 그 주위에 육각형 역장을 형성합니다.\n갑자기 많은 손상이 피해를 받으면 과열되며, 선택적으로 냉각수를 사용하여 과열을 방지할 수 있고, 메타는 역장의 크기를 늘리는 데 사용할 수 있습니다. block.shock-mine.description = 지뢰를 밟고 있는 적에게 피해를 줍니다. 적에게는 거의 보이지 않습니다. -block.conveyor.description = 기본 자원 수송 레일. 자원을 배치된 방향을 따라 이동시켜 자동으로 건물에 넣어줍니다. 회전식. +block.conveyor.description = 기본 자원 수송 레일. 자원을 배치된 방향을 따라 이동 시켜 자동으로 건물에 넣어줍니다. 회전식. block.titanium-conveyor.description = 고급 자원 수송 레일. 기본 컨베이어보다 자원을 더 빨리 이동시킵니다. block.plastanium-conveyor.description = 자원을 일괄적으로 운송시킵니다. 컨베이에 뒤에서 자원을 받고 앞쪽에 세 방향으로 내보냅니다. block.junction.description = 2개의 컨베이어 벨트를 교차시키는 다리 역할을 합니다. 서로 다른 재료를 다른 장소로 운반하는 두 개의 다른 컨베이어의 상황에서 유용합니다. @@ -1384,24 +1401,24 @@ block.distributor.description = 고급 분배기. 자원을 최대 7개의 다 block.overflow-gate.description = 전면 경로가 차단된 경우에만 왼쪽과 오른쪽으로 출력됩니다. block.underflow-gate.description = 오버플로 게이트의 반대. 왼쪽 및 오른쪽 경로가 차단되면 전면으로 출력됩니다. block.mass-driver.description = 최고의 자원 운송 블록. 여러 자원을 모아서 장거리에 걸쳐 다른 매스 드라이버에게 발사합니다. 작동하려면 전원이 필요합니다. -block.mechanical-pump.description = 느린 속도로 액체를 퍼 올리지만, 전력를 사용하지 않는 펌프입니다. +block.mechanical-pump.description = 느린 속도로 액체를 퍼 올리지만, 전력을 사용하지 않는 펌프입니다. block.rotary-pump.description = 고급 펌프. 더 많은 액체를 퍼 올리지만, 전력이 필요합니다. block.thermal-pump.description = 가장 강력한 펌프. block.conduit.description = 기본 액체 운송 블록. 액체를 앞으로 이동시킵니다. 펌프 및 기타 파이프와 함께 사용됩니다. block.pulse-conduit.description = 고급 액체 운송 블록. 액체를 더 빠르게 운반하고 표준 파이프보다 더 많이 저장합니다. block.plated-conduit.description = 펄스 파이프와 같은 속도로 이동하지만 더 높은 방어력을 가지고 있습니다. 측면에서 액체들을 받아들이지 않습니다.\n액체가 누설하지 않습니다. -block.liquid-router.description = 한 방향에서 액체를 받아 최대 3개의 다른 방향으로 동일하게 출력합니다. 일정량의 액체를 저장할 수도 있으며 한 소스에서 여러 대상으로 액체를 분할하는 데 유용합니다. +block.liquid-router.description = 한 방향에서 액체를 받아 최대 3개의 다른 방향으로 같이 출력합니다. 일정량의 액체를 저장할 수도 있으며 한 소스에서 여러 대상으로 액체를 나누는 데 유용합니다. block.liquid-tank.description = 대량의 액체를 저장합니다. 재료가 일정하지 않은 상황에서 버퍼를 생성하거나 중요한 블록을 냉각하기 위한 보호 장치로 사용하세요. block.liquid-junction.description = 두 개의 교차 파이프를 위한 다리 역할을 합니다. 다른 액체를 다른 위치로 운반하는 두 개의 다른 파이프가 있는 상황에서 유용합니다. block.bridge-conduit.description = 고급 액체 운송 블록. 지형이나 건물을 넘어 최대 3개 타일 위로 액체를 운반할 수 있습니다. -block.phase-conduit.description = 고급 액체 운송 블록. 전력을 사용하여 액체를 여러 타일을 건너뛰어 연결된 메타 파이프로 순간 이동시킵니다. +block.phase-conduit.description = 고급 액체 운송 블록. 전력을 사용하여 액체를 여러 타일을 건너뛰어 연결된 메타 파이프로 순간 이동시킵니다. block.power-node.description = 연결된 노드에 전력을 전송합니다. 노드는 인접한 블록에서 전력을 공급받거나 전력을 공급합니다. block.power-node-large.description = 더 넓은 범위의 고급 전력 노드. block.surge-tower.description = 사용 가능한 연결 수가 적은 장거리 전력 노드. block.diode.description = 배터리 전력은 이 블록을 통해 한 방향으로만 흐를 수 있지만, 출력 방향 배터리의 전력이 더 적은 경우에만 가능합니다. -block.battery.description = 전기가 넘쳐날 때 전력을 저장할 수 있습니다. 전력에 적자가 발생할 때 전력을 출력합니다. +block.battery.description = 전력이 넘쳐날 때 저장할 수 있습니다. 전력에 적자가 발생할 때 전력을 출력합니다. block.battery-large.description = 일반 배터리보다 훨씬 더 많은 전력을 저장합니다. -block.combustion-generator.description = 석탄과 같은 가연성 물질을 연소시켜 전력을 생산합니다. +block.combustion-generator.description = 석탄과 같은 가연성 물질을 연소 시켜 전력을 생산합니다. block.thermal-generator.description = 열이 있는 곳에 설치하면 전력이 생성됩니다. block.steam-generator.description = 고급 연소 발전기. 더 효율적이지만 증기를 생성하기 위해 물이 필요합니다. block.differential-generator.description = 많은 양의 전력을 생성합니다. 냉각수와 불타는 파이라타이트의 온도 차이를 이용합니다. @@ -1409,10 +1426,10 @@ block.rtg-generator.description = 간단하고 안정적인 발전기. 붕괴하 block.solar-panel.description = 태양으로부터 소량의 전력을 생성합니다. block.solar-panel-large.description = 표준 태양 전지판보다 훨씬 더 효율적인 버전. block.thorium-reactor.description = 토륨으로부터 상당한 양의 전력을 생산합니다. 지속적인 냉각이 필요하며, 충분한 양의 냉각수가 공급되지 않으면 크게 폭발합니다. 전력 출력은 토륨의 양에 따라 달라집니다. -block.impact-reactor.description = 최고 효율로 대량의 전력을 생산할 수 있는 고급 발전기. 프로세스를 시작하려면 상당한 전력 공급이 필요합니다. +block.impact-reactor.description = 최고 효율로 대량의 전력을 생산할 수 있는 고급 발전기. 가동을 시작하려면 상당한 전력 공급이 필요합니다. block.mechanical-drill.description = 가격이 싼 드릴. 적절한 타일에 설치하면 자원을 천천히 느린 속도로 출력합니다. 기본 자원만 채굴할 수 있습니다. block.pneumatic-drill.description = 티타늄을 캘 수 있는 향상된 드릴. 기계식 드릴보다 더 빠른 속도로 채굴합니다. -block.laser-drill.description = 레이저 기술을 통해 더욱 빠르게 채광할 수 있지만, 전력이 필요합니다. 토륨 채굴 가능. +block.laser-drill.description = 레이저 기술을 통해 더욱더 빠르게 채광할 수 있지만, 전력이 필요합니다. 토륨 채굴 가능. block.blast-drill.description = 최상위 드릴. 많은 양의 전력이 필요합니다. block.water-extractor.description = 지하수를 추출합니다. 물을 구하기 어려운 곳에서 사용합니다. block.cultivator.description = 대기 중의 작은 농도의 포자를 산업용 포자로 배양합니다. @@ -1426,33 +1443,33 @@ block.core-nucleus.description = 기지의 핵심입니다. 방어력이 매우 block.core-nucleus.details = 세 번째, 궁극의 버전. block.vault.description = 각 유형의 많은 양의 자원을 저장합니다. 언로더 블록을 사용하여 창고에서 자원을 빼낼 수 있습니다. block.container.description = 각 유형의 자원을 소량 저장합니다. 언로더 블록을 사용하여 컨테이너에서 자원을 빼낼 수 있습니다. -block.unloader.description = 근처의 비 수송 블록에서 자원을 빼냅니다. 눌러서 빼낼 자원을 변경할 수 있십니다. +block.unloader.description = 근처의 비 수송 블록에서 자원을 빼냅니다. 눌러서 빼낼 자원을 변경할 수 있습니다. block.launch-pad.description = 코어 출격 없이도 자원을 묶어 출격시킬 수 있습니다. block.duo.description = 적에게 탄환을 교대하며 발사합니다. block.scatter.description = 적군에게 납, 고철, 또는 강화 유리 조각 덩어리를 발사합니다. block.scorch.description = 주변의 모든 지상 적을 불태웁니다. 근거리에서 매우 효과적입니다. block.hail.description = 장거리에 걸쳐 지상 적에게 작은 포탄을 발사합니다. block.wave.description = 적에게 액체 줄기를 발사합니다. 물이 공급되면 자동으로 화재를 진압합니다. -block.lancer.description = 지상 목표물에게 강력한 에너지 빔을 충전하여 발사합니다. -block.arc.description = 지상 목표물에게 전격 아크를 발사합니다. +block.lancer.description = 지상 목표물에 강력한 에너지 빔을 충전하여 발사합니다. +block.arc.description = 지상 목표물에 전격 아크를 발사합니다. block.swarmer.description = 적에게 유도탄을 발사합니다. block.salvo.description = 적에게 총알을 빠르게 일제히 발사합니다. block.fuse.description = 주변 적에게 3개의 단거리 관통 레이저를 발사합니다. block.ripple.description = 장거리에 걸쳐 지상 적에게 포탄 무리를 발사합니다. block.cyclone.description = 근처 적에게 폭발 파편 덩어리를 발사합니다. -block.spectre.description = 공중 및 지상 목표물에게 큰 관통 철갑탄을 발사합니다. +block.spectre.description = 공중 및 지상 목표물에 큰 관통 철갑탄을 발사합니다. block.meltdown.description = 주변 적에게 지속적인 레이저 빔을 충전하여 발사합니다. 냉각 액체가 있어야 작동합니다. block.foreshadow.description = 장거리에 걸친 거대한 단일 목표 저격탄을 발사합니다. -block.repair-point.description = 인근에 가장 가까운 유닛을 지속적으로 치료합니다. -block.segment.description = 날아오는 발사체를 요격합니다. 큰 발사체에겐 조준되지 않습니다. +block.repair-point.description = 인근에 가장 가까운 유닛을 지속해서 치료합니다. +block.segment.description = 날아오는 발사체를 요격합니다. 큰 발사체엔 조준하지 않습니다. block.parallax.description = 공중 목표물을 끌어오는 견인 광선을 발사하며, 견인 과정에서 데미지를 줍니다. block.tsunami.description = 적에게 강력한 액체 줄기를 발사합니다. 물이 공급되면 자동으로 주변의 화재를 진압합니다. -block.silicon-crucible.description = 추가적으로 파이라타이트를 사용하여 더 높은 온도에서 석탄과 모래를 제련합니다. 뜨거운 곳에서 더 효율적입니다. +block.silicon-crucible.description = 추가로 파이라타이트를 사용하여 더 높은 온도에서 석탄과 모래를 제련합니다. 뜨거운 곳에서 더 효율적입니다. block.disassembler.description = 광재를 낮은 확률로 미량의 희귀한 광물들로 분리합니다. 토륨을 생산할 수 있습니다. block.overdrive-dome.description = 인근 블록들을 과부하시킵니다. 작동하기 위해 실리콘과 메타가 필요합니다. block.payload-conveyor.description = 유닛이나 공장같이 큰 화물들을 운반합니다. block.payload-router.description = 3가지 방향으로 번갈아서 화물들을 운반합니다. -block.command-center.description = 4개의 명령어들로 유닛 행동을 제어합니다. +block.command-center.description = 4개의 명령어로 유닛 행동을 제어합니다. block.ground-factory.description = 지상 유닛들을 생산합니다. 생산된 유닛들은 바로 사용될 수 있고, 또는 강화를 위해 재구성기에 들어가질 수 있습니다. block.air-factory.description = 공중 유닛들을 생산합니다. 생산된 유닛들은 바로 사용될 수 있고, 또는 강화를 위해 재구성기에 들어가질 수 있습니다. block.naval-factory.description = 해상 유닛들을 생산합니다. 생산된 유닛들은 바로 사용될 수 있고, 또는 강화를 위해 재구성기에 들어가질 수 있습니다. @@ -1503,3 +1520,348 @@ unit.omura.description = 적에게 장거리 관통 레일건을 발사합니다 unit.alpha.description = 적으로부터 코어: 조각을 방어합니다. 구조물을 짓습니다. unit.beta.description = 적으로부터 코어: 기반을 방어합니다. 구조물을 짓습니다. unit.gamma.description = 적으로부터 코어: 핵심을 방어합니다. 구조물을 짓습니다. + +lst.read = 연결된 메모리 셀에서 숫자 읽기 +lst.write = 연결된 메모리 셀에 숫자 쓰기 +lst.print = 프린트 버퍼에 텍스트 추가하기\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다. +lst.draw = 드로잉 버퍼에 실행문 추가하기\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다. +lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력하기 +lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력하기 +lst.getlink = 순서별로 프로세서 연결 가져오기. 0부터 시작 +lst.control = 건물 조종하기 +lst.radar = 건물 주변의 유닛 검색하기 +lst.sensor = 건물 또는 유닛의 정보 얻기 +lst.set = 변수 선언/할당하기 +lst.operation = 1~2개의 변수로 연산하기 +lst.end = 실행줄의 가장 위로 점프하기 +lst.jump = 조건부로 다른 실행문으로 점프하기 +lst.unitbind = type 옆에 있는 유닛을 지정하고, [accent]@unit[]에 저장하기 +lst.unitcontrol = 현재 지정된 유닛을 조종하기 +lst.unitradar = 현재 지정된 유닛 주변의 유닛 검색하기 +lst.unitlocate = 특정 유형의 위치/건물을 지도상에서 찾기\n지정된 유닛이 필요합니다. + +logic.nounitbuild = [red]유닛의 건물 로직은 여기서 허용되지 않습니다. + +lenum.type = 건물/유닛의 타입\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다. +lenum.shoot = 특정 위치에 발사 +lenum.shootp = 목표물 속도를 예측하여 발사 +lenum.configure = 필터의 아이템같은 건물의 설정 +lenum.enabled = 블록의 활성 여부 + +lenum.color = 조명 색 설정 +laccess.controller = 유닛 제어자. 프로세서가 제어하면, 프로세서를 반환합니다.\n다른 유닛에 의해 지휘되면(G키), 지휘하는 유닛을 반환합니다.\n그 외에는 자신을 반환합니다. +laccess.dead = 유닛 또는 건물 사망/무효 여부 +laccess.controlled = 만약 유닛 제어자가 프로세서라면 [accent]@ctrlProcessor[]를 반환합니다.\n만약 유닛/건물 제어자가 플레이어라면 [accent]@ctrlPlayer[]를 반환합니다.\n만약 유닛이 다른 유닛에 의해 지휘되면(G키)[accent]@ctrlFormation[]를 반환합니다.\n그 외에는 0을 반환합니다. +laccess.commanded = [red]이제 사용되지 않으며, 곧 제거될 예정입니다![]\n대신 [accent]controlled[]를 사용하세요. + +graphicstype.clear = 이 색으로 화면을 채우기 +graphicstype.color = 아래 그래픽 실행문들의 색 설정하기 +graphicstype.stroke = 선 굵기 설정하기 +graphicstype.line = 선분 그리기 +graphicstype.rect = 직사각형 채우기 +graphicstype.linerect = 직사각형 외곽선 그리기 +graphicstype.poly = 정다각형 채우기 +graphicstype.linepoly = 정다각형 외곽선 그리기 +graphicstype.triangle = 삼각형 채우기 +graphicstype.image = 일부 콘텐츠의 이미지 그리기\n예: [accent]@router[] 또는 [accent]@dagger[]. + +lenum.always = 항상 참 +lenum.idiv = 정수 나누기 +lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다. +lenum.mod = 나머지 +lenum.equal = 동치 비교. 형변환 가능\nNull이 아닌 객체가 숫자와 비교할려면 1이 되고, Null이면 0이 됩니다. +lenum.notequal = 동치 부정. 형변환 가능 +lenum.strictequal = 엄격한 동치 비교. 형변환 불가능\n[accent]null[]를 확인하는데 쓸 수 있습니다. +lenum.shl = 왼쪽으로 비트 이동 +lenum.shr = 오른쪽으로 비트 이동 +lenum.or = 비트연산자 OR +lenum.land = 논리연산자 AND +lenum.and = 비트연산자 AND +lenum.not = 비트연산자 NOT +lenum.xor = 비트연산자 XOR + +lenum.min = 두 수의 최솟값 +lenum.max = 두 수의 최댓값 +lenum.angle = 벡터의 각(도) +lenum.len = 벡터의 길이 +lenum.sin = 사인(도) +lenum.cos = 코사인(도) +lenum.tan = 탄젠트(도) +#not a typo, look up 'range notation' +lenum.rand = 범위 내 십진법 난수[0 ~ 값) +lenum.log = 자연 로그(진수) +lenum.log10 = 상수 로그 +lenum.noise = 2D 심플렉스 노이즈 +lenum.abs = 절댓값 +lenum.sqrt = 제곱근 + +lenum.any = 유닛 +lenum.ally = 아군 유닛 +lenum.attacker = 무기를 가진 유닛 +lenum.enemy = 적 유닛 +lenum.boss = 수호자 유닛 +lenum.flying = 공중 유닛 +lenum.ground = 지상 유닛 +lenum.player = 플레이어에 의해 조종된 유닛 + +lenum.ore = 광석 매장지 +lenum.damaged = 손상된 아군 건물 +lenum.spawn = 적 스폰 지점\n코어 또는 지점일 수 있음. +lenum.building = 특정 건물 집단에 속한 건물 + +lenum.core = 코어 +lenum.storage = 창고같은 저장 건물 +lenum.generator = 전력을 생산하는 건물 +lenum.factory = 자원을 변환하는 건물 +lenum.repair = 수리 지점 +lenum.rally = 지휘소 +lenum.battery = 배터리 +lenum.resupply = 보급 지점.\n[accent]"유닛 탄약 필요"[]가 활성화되었을 때만 유의미합니다. +lenum.reactor = 핵융합로/토륨 원자로 +lenum.turret = 포탑 + +sensor.in = 감지할 건물/유닛 + +radar.from = 감지를 할 건물\n감지 범위는 건물의 감지 범위에 의해 제한됩니다. +radar.target = 유닛 감지 필터 +radar.and = 추가 필터 +radar.order = 정렬 순서. 0은 반전 +radar.sort = 결과를 정렬할 측정 수단 +radar.output = 찾은 유닛을 대입할 변수 + +unitradar.target = 유닛 감지 필터 +unitradar.and = 추가 필터 +unitradar.order = 정렬 순서. 0은 반전 +unitradar.sort = 결과를 정렬할 측정 수단 +unitradar.output = 찾은 유닛을 대입할 변수 + +control.of = 조종할 건물 +control.unit = 조준할 유닛/건물 +control.shoot = 발사 여부 + +unitlocate.enemy = 적 건물 포함 여부 +unitlocate.found = 대상 발견 여부 +unitlocate.building = 찾은 건물을 대입할 변수 +unitlocate.outx = X좌표 +unitlocate.outy = Y좌표 +unitlocate.group = 찾을 건물 집단 + +lenum.idle = 채광/건설 제외 이동만 중단\n기본 상태입니다. +lenum.stop = 이동/채광/건설 중단 +lenum.move = 특정 위치로 이동 +lenum.approach = 특정 위치로 반지름만큼 접근 +lenum.pathfind = 적 스폰 지점으로 길찾기 +lenum.target = 특정 위치에 발사 +lenum.targetp = 목표물 속도를 예측하여 발사 +lenum.itemdrop = 아이템 투하 +lenum.itemtake = 건물에서 아이템 수송 +lenum.paydrop = 현재 화물 투하 +lenum.paytake = 현재 위치에서 화물 수송 +lenum.flag = 깃발 수 설정 +lenum.mine = 특정 위치에서 채광 +lenum.build = 구조물 건설 +lenum.getblock = 특정 좌표의 빌딩과 블록을 반환합니다.\n위치는 유닛의 인지 범위 내여야 합니다.\n자연 지형은 [accent]@solid[]의 타입을 가집니다. +lenum.within = 좌표 주변 유닛 발견 여부 +lenum.boost = 이륙 시작/중단 +#1665 줄 매칭 + +#-------------비공식 번역주------------- +#팁, 패치 기록, 약간의 관련 드립을 넣는 곳입니다. 이미 쓰여진 줄이 있다면 \n\n를 입력한 다음 작성하고 끝에 깃허브 작성자 닉네임(또는 디스코드)을 적어주세요. +#심각한 노잼, 뇌절, 무례한 말들을 적지 말아주세요, 이는 목적이 어떠하든 공통적으로 적용됩니다(친근함 유도를 위한 평어 x). 다음 패치에 업데이트되어 그 언어를 쓰는 모든 유저가 보게 됩니다. +#양이 너무 많으면 사족을 더 붙이는걸 추천하지 않습니다. +#이 비공식 번역주는 공식 디테일이 추가되면 언제든지 삭제될 수 있습니다. +#비어있는 디테일은 아래 details가 전부이므로 추가 또는 삭제를 따로 안하셔도 됩니다. +#유색코드가 아닌, 흑백 색코드만 사용 가능합니다. 되도록이면 그냥 안쓰시는걸 추천. +#관련 문의는 공식 디스코드에서 절 불러주세요. Sharlotte#0018 + +#아이템 +item.metaglass.details = 쓰임세가 가장 적은 아이템 +item.graphite.details = +item.sand.details = +item.titanium.details = +item.thorium.details = +item.silicon.details = +item.plastanium.details = +item.phase-fabric.details = +item.surge-alloy.details = +item.blast-compound.details = 화력 발전기에 넣어보세요. +item.pyratite.details = + +#액체 +liquid.water.details = +liquid.slag.details = +liquid.oil.details = +liquid.cryofluid.details = 티타늄을 갈아서 물에 희석했다는 소문이 있다. + +#블록 +block.resupply-point.details = +block.armored-conveyor.details = +block.illuminator.details = +block.message.details = +block.graphite-press.details = +block.multi-press.details = +block.silicon-smelter.details = +block.kiln.details = +block.plastanium-compressor.details = 석유를 정말 많이 먹는다. +block.phase-weaver.details = +block.alloy-smelter.details = +block.cryofluid-mixer.details = +block.blast-mixer.details = +block.pyratite-mixer.details = +block.melter.details = +block.separator.details = +block.spore-press.details = +block.pulverizer.details = +block.coal-centrifuge.details = 가성비가 매우 뛰어나다. +block.incinerator.details = +block.power-void.details = +block.power-source.details = +block.item-source.details = +block.item-void.details = +block.liquid-source.details = +block.liquid-void.details = +block.copper-wall.details = +block.copper-wall-large.details = +block.titanium-wall.details = +block.titanium-wall-large.details = +block.plastanium-wall.details = +block.plastanium-wall-large.details = +block.thorium-wall.details = +block.thorium-wall-large.details = +block.phase-wall.details = +block.phase-wall-large.details = +block.surge-wall.details = +block.surge-wall-large.details = +block.door.details = +block.door-large.details = +block.mender.details = +block.mend-projector.details = +block.overdrive-projector.details = +block.force-projector.details = +block.shock-mine.details = +block.conveyor.details = +block.titanium-conveyor.details = +block.plastanium-conveyor.details = +block.junction.details = +block.bridge-conveyor.details = 티타늄 컨베이어보다 빠르다. +block.phase-conveyor.details = +block.sorter.details = 자원을 분류하여 주변 블록에 건내는 과정이 거의 한순간에 일어난다. +block.inverted-sorter.details = +block.distributor.details = +block.overflow-gate.details = +block.underflow-gate.details = +block.mass-driver.details = 발사할려면 최소 아이템 10개가 필요하다. +block.mechanical-pump.details = +block.rotary-pump.details = +block.thermal-pump.details = +block.conduit.details = +block.pulse-conduit.details = +block.plated-conduit.details = +block.liquid-router.details = +block.liquid-tank.details = +block.liquid-junction.details = +block.bridge-conduit.details = +block.phase-conduit.details = +block.power-node.details = +block.power-node-large.details = +block.surge-tower.details = +block.diode.details = +block.battery.details = +block.battery-large.details = +block.combustion-generator.details = +block.thermal-generator.details = +block.steam-generator.details = +block.differential-generator.details = +block.rtg-generator.details = +block.solar-panel.details = +block.solar-panel-large.details = +block.thorium-reactor.details = +block.impact-reactor.details = +block.mechanical-drill.details = +block.pneumatic-drill.details = +block.laser-drill.details = +block.blast-drill.details = +block.water-extractor.details = +block.cultivator.details = +block.cultivator.details = +block.oil-extractor.details = +block.vault.details = +block.container.details = +block.unloader.details = +block.launch-pad.details = +block.duo.details = +block.scatter.details = +block.scorch.details = +block.hail.details = 일점사하면 립플보다 더 뛰어난 정확도와 연사력을 보여준다. +block.wave.details = +block.lancer.details = +block.arc.details = +block.swarmer.details = +block.salvo.details = +block.fuse.details = +block.ripple.details = +block.cyclone.details = +block.spectre.details = +block.meltdown.details = +block.foreshadow.details = +block.repair-point.details = +block.segment.details = +block.parallax.details = +block.tsunami.details = +block.silicon-crucible.details = +block.disassembler.details = +block.overdrive-dome.details = +block.payload-conveyor.details = +block.payload-router.details = +block.command-center.details = +block.ground-factory.details = +block.air-factory.details = 건설&연구 재료는 구리와 납뿐이지만, 정작 유닛을 생산할 땐 실리콘이 필요하다. +block.naval-factory.details = +block.additive-reconstructor.details = +block.multiplicative-reconstructor.details = +block.exponential-reconstructor.details = +block.tetrative-reconstructor.details = +block.switch.details = +block.micro-processor.details = +block.logic-processor.details = +block.hyper-processor.details = +block.memory-cell.details = +block.memory-bank.details = +block.logic-display.details = +block.large-logic-display.details = +block.interplanetary-accelerator.details = + +#유닛 +unit.dagger.details = 이전에 디거란 이명으로 종교가 생겼었다. +unit.mace.details = +unit.fortress.details = +unit.scepter.details = +unit.reign.details = +unit.nova.details = +unit.pulsar.details = +unit.quasar.details = +unit.vela.details = +unit.corvus.details = 정말 느리다. +unit.crawler.details = 최근에 자폭 AI가 향상되면서 컨베이어로 자폭을 유도할 수 없게 되었다. +unit.atrax.details = +unit.spiroct.details = +unit.arkyid.details = +unit.toxopid.details = +unit.flare.details = +unit.horizon.details = +unit.zenith.details = +unit.antumbra.details = +unit.eclipse.details = +unit.mono.details = +unit.poly.details = +unit.mega.details = +unit.quad.details = +unit.oct.details = +unit.risso.details = 뭉치면 연사력이 무시무시하다. +unit.minke.details = +unit.bryde.details = +unit.sei.details = +unit.omura.details = +unit.alpha.details = +unit.beta.details = +unit.gamma.details = diff --git a/core/assets/bundles/bundle_pl.properties b/core/assets/bundles/bundle_pl.properties index aa26f651db..1e1e8b6bbd 100644 --- a/core/assets/bundles/bundle_pl.properties +++ b/core/assets/bundles/bundle_pl.properties @@ -11,7 +11,7 @@ link.trello.description = Oficjalna tablica Trello z planowanym funkcjami link.itch.io.description = Strona itch.io z oficjanymi wersjami do pobrania link.google-play.description = Strona w sklepie Google Play link.f-droid.description = Wykaz Katalogu F-Droid -link.wiki.description = Oficjana Wiki Mindustry +link.wiki.description = Oficjalna Wiki Mindustry link.suggestions.description = Zaproponuj nowe funkcje link.bug.description = Znalazłeś błąd? Zgłoś go tutaj linkfail = Nie udało się otworzyć linku!\nURL został skopiowany. @@ -41,7 +41,6 @@ be.ignore = Zignoruj be.noupdates = Nie znaleziono aktualizacji. be.check = Sprawdź aktualizacje -mod.featured.title = Wyszukiwarka Modów mod.featured.dialog.title = Wyszukiwarka Modów mods.browser.selected = Wybrany Mod mods.browser.add = Zainstaluj Moda @@ -90,6 +89,7 @@ joingame = Dołącz Do Gry customgame = Własna Gra newgame = Nowa Gra none = +none.found = [lightgray]<żaden znaleziony> minimap = Minimapa position = Pozycja close = Zamknij @@ -110,7 +110,6 @@ committingchanges = Zatwierdzanie Zmian done = Gotowe feature.unsupported = Twoje urządzenie nie wspiera tej funkcji. - mods.alphainfo = Pamiętaj, że mody są wersji alpha, i[scarlet] mogą być pełne błędów[].\nZgłaszaj wszystkie znalezione problemy na Mindustry GitHub lub Discord. mods = Mody mods.none = [lightgray]Nie znaleziono modów! @@ -288,6 +287,7 @@ cancel = Anuluj openlink = Otwórz Link copylink = Kopiuj Link back = Wróć +max = Max crash.export = Eksportuj logi błędów. crash.none = Nie znaleziono logów błędów. crash.exported = Logi zostały przeniesione. @@ -362,7 +362,6 @@ editor.center = Center workshop = Warsztat waves.title = Fale waves.remove = Usuń -waves.never = waves.every = co waves.waves = fal(e) waves.perspawn = co pojawienie @@ -706,6 +705,7 @@ stat.commandlimit = Limit Jednostek Zarządanych stat.abilities = Umiejętności stat.canboost = Może przyspieszyć stat.flying = Latanie +stat.ammouse = Zużycie Amunicji ability.forcefield = Pole Mocy ability.repairfield = Pole Naprawy @@ -720,6 +720,7 @@ bar.corereq = Wymagany Rdzeń bar.drillspeed = Prędkość wiertła: {0}/s bar.pumpspeed = Prędkość pompy: {0}/s bar.efficiency = Efektywność: {0}% +bar.boost = Przyspieszenie: {0}% bar.powerbalance = Moc: {0} bar.powerstored = Zmagazynowano: {0}/{1} bar.poweramount = Moc: {0} @@ -728,7 +729,6 @@ bar.powerlines = Połączenia: {0}/{1} bar.items = Przedmiotów: {0} bar.capacity = Pojemność: {0} bar.unitcap = {0} {1}/{2} -bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unit disabled] bar.liquid = Płyn bar.heat = Ciepło bar.power = Prąd @@ -745,6 +745,7 @@ bullet.sapping = [stat]wyczerpujący bullet.homing = [stat]naprowadzający bullet.shock = [stat]piorunowy bullet.frag = [stat]fragmentacyjny +bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom bullet.knockback = [stat]{0}[lightgray] odrzut bullet.pierce = [stat]{0}[lightgray]x przebicia bullet.infinitepierce = [stat]przebijający @@ -773,6 +774,7 @@ unit.items = przedmioty unit.thousands = tys. unit.millions = mln unit.billions = b +unit.pershot = /szczał category.purpose = Opis category.general = Główne category.power = Prąd @@ -842,6 +844,7 @@ setting.bridgeopacity.name = Przezroczystość mostów setting.playerchat.name = Wyświetlaj czat w grze setting.showweather.name = Pokaż pogodę public.confirm = Czy chcesz ustawić swoją grę jako publiczną?\n[accent]Każdy będzie mógł dołączyć do Twojej gry.\n[lightgray]Można to później zmienić w Ustawienia->Gra->Widoczność Gry Publicznej. +public.confirm.really = Jeśli chcesz grać z przyjaciółmi, użyj [green]Zaproś Przyjaciela[] zamiast [scarlet]Punliczny serwer[]!\nJesteś pewny że chcesz rozpocząć grę [scarlet]publiczą[]? public.beta = Wersje beta gry nie mogą tworzyć publicznych pokoi. uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[] uiscale.cancel = Anuluj i Wyjdź @@ -916,6 +919,7 @@ keybind.toggle_menus.name = Zmiana widoczności menu keybind.chat_history_prev.name = Przewiń wiadomości w górę keybind.chat_history_next.name = Przewiń wiadomości w dół keybind.chat_scroll.name = Przewijaj Wiadomości +keybind.chat_mode.name = Zmień tryb czatu keybind.drop_unit.name = Wyrzucanie przedmiot keybind.zoom_minimap.name = Powiększenie mapy mode.help.title = Opis trybów @@ -932,6 +936,7 @@ mode.custom = Własny Tryb rules.infiniteresources = Nieskończone Zasoby rules.reactorexplosions = Eksplozje Reaktorów +rules.coreincinerates = Rdzeń Spala Przepełnienie rules.schematic = Schematy Są Dozwolone rules.wavetimer = Zegar Fal rules.waves = Fale @@ -964,6 +969,7 @@ rules.explosions = Uszkodzenia Wybuchu Klocka/Jednostki rules.ambientlight = Otaczające Światło rules.weather = Pogoda rules.weather.frequency = Częstotliwość: +rules.weather.always = Zawsze rules.weather.duration = Czas trwania: content.item.name = Przedmioty @@ -1078,18 +1084,18 @@ block.craters.name = Kratery block.sand-water.name = Woda z Piaskiem block.darksand-water.name = Woda z Ciemnym Piaskiem block.char.name = Popiół -block.dacite.name = Dacite -block.dacite-wall.name = Dacite Wall -block.dacite-boulder.name = Dacite Boulder +block.dacite.name = Dacyt +block.dacite-wall.name = Dacytowa Ściana +block.dacite-boulder.name = Dacytowy Głaz block.ice-snow.name = Lodowy Śnieg -block.stone-wall.name = Stone Wall -block.ice-wall.name = Ice Wall -block.snow-wall.name = Snow Wall -block.dune-wall.name = Dune Wall +block.stone-wall.name = Kamienna Ściana +block.ice-wall.name = Lodowa Ściana +block.snow-wall.name = Śnieżna Ściana +block.dune-wall.name = Wydmowa Ściana block.pine.name = Sosna -block.dirt.name = Dirt -block.dirt-wall.name = Dirt Wall -block.mud.name = Mud +block.dirt.name = Ziemia +block.dirt-wall.name = Ziemna Ściana +block.mud.name = Błoto block.white-tree-dead.name = Białe Martwe Drzewo block.white-tree.name = Białe Drzewo block.spore-cluster.name = Skupisko Zarodników @@ -1105,7 +1111,7 @@ block.dark-panel-4.name = Ciemny Panel 4 block.dark-panel-5.name = Ciemny Panel 5 block.dark-panel-6.name = Ciemny Panel 6 block.dark-metal.name = Ciemny Metal -block.basalt.name = Basalt +block.basalt.name = Bazalt block.hotrock.name = Gorący Kamień block.magmarock.name = Skała magmowa block.copper-wall.name = Miedziana Ściana @@ -1271,10 +1277,10 @@ hint.placeTurret = Postaw \uf861 [accent]Działka[] by bronić się przed wrogam hint.breaking = Użyj [accent]Prawego przycisku myszy[] i przeciągnij by zniszczyć bloki. hint.breaking.mobile = Aktywuj \ue817 [accent]ikonę młota[] w dolnym prawym rogu by zniszczyć bloki.\n\nPrzytrymaj swój palec i przeciągij by wybrać wiele bloków do zniszczenia. hint.research = Klikij przycisk \ue875 [accent]Badań[] by odkrwyać nowe technologie. -hint.research.mobile = Użyj przycisku \ue875 [accent]Badań[] w \ue88c [accent]Menu[] by odkrwyać nowe technologie. -hint.unitControl = Przytrzymaj [accent][[Lewy CTRL][] i [accent]kliknij[] to control by kontrolować sojusznicze jednostki i działka. +hint.research.mobile = Użyj przycisku \ue875 [accent]Badań[] w \ue88c [accent]Menu[] by odkrywać nowe technologie. +hint.unitControl = Przytrzymaj [accent][[Lewy CTRL][] i [accent]kliknij[] by kontrolować sojusznicze jednostki i działka. hint.unitControl.mobile = [accent][Kliknij dwukrotnie[] by kontrolować sojusznicze jednostki i działka. -hint.launch = Gdy zebrałeś wystarczająco materiałów możesz [accent]Wystrzelić[] wybierając \ue827 [accent]Mape[] w dolnym prawym rogu. +hint.launch = Gdy zebrałeś wystarczająco materiałów możesz [accent]Wystrzelić[] wybierając \ue827 [accent]Mapę[] w dolnym prawym rogu. hint.launch.mobile = Gdy zebrałeś wystarczająco materiałów możesz [accent]Wystrzelić[] do pobliskich sektorów klikając w \ue827 [accent]Mape[] w \ue88c [accent]Menu[]. hint.schematicSelect = Przytrzymaj [accent][[F][] by kopiować i wkleić bloki.\n\n[accent][[Środkowy przycisk myszy][] kopiuje pojedyńczy blok. hint.conveyorPathfind = Przeciągij i przytrzymaj [accent][[Lewy CTRL][] w trakcie budowania przenośników by wygenerować ścieżkę. @@ -1284,15 +1290,15 @@ hint.command = Kliknij [accent][[G][] by ukształtować formacje z pobliskich je hint.command.mobile = [accent][[Podwójne kliknięcie][] kształtuje formacje z pobliskich jednostek. hint.payloadPickup = Kliknij [accent][[[] by podnieść małe bloki lub jednostki. hint.payloadPickup.mobile = [accent]Kliknij i przytrzymaj[] mały blok by go podnieść. -hint.payloadDrop = Kliknij [accent]][] by opuścić podniesoiny towar. -hint.payloadDrop.mobile = [accent]Kliknij i przytrzymaj[] w puste miejsce by opuścić podniesoiny towar. +hint.payloadDrop = Kliknij [accent]][] by opuścić podniesiony towar. +hint.payloadDrop.mobile = [accent]Kliknij i przytrzymaj[] w puste miejsce by opuścić podniesiony towar. hint.waveFire = [accent]Strumień[] wypełniony wodą będzie gasić pobiskie pożary. -hint.generator = \uf879 [accent]Generatory Spalinowe[] spalają węgiel i przekuzują moc do pobliskich bloków.\n\nMożesz powiększyć odległość transmitowanej mocy używająć \uf87f [accent]Węzeły Prądu[]. +hint.generator = \uf879 [accent]Generatory Spalinowe[] spalają węgiel i przekazują moc do pobliskich bloków.\n\nMożesz powiększyć odległość transmitowanej mocy używająć \uf87f [accent]Węzły Prądu[]. hint.guardian = Jednostki [accent]Strażnicze[] są uzbrojone. Słaba amunicja - taka jak [accent]Miedź[] oraz [accent]Ołów[] [scarlet]nie jest efektywna[].\n\nUżyj lepszych działek takich jak \uf835 [accent]Naładowane Grafitem[] \uf861Duo/\uf859Salwa by pozbyć się strażników. hint.coreUpgrade = Rdzenie mogą być ulepszone poprzez [accent]płożenie na nich rdzeń wyższego poziomu[].\n\nPołóż  rdzeń [accent]Fundacji[] na  rdzeń:[accent]Odłamek[] core. Żadna przeszkoda ani blok nie może stać na miejscu rdzenia. hint.presetLaunch = Szare [accent]sektory[], takie jak [accent]Zamrożony Las[], to sektory do których możesz dotrzeć z każdego miejsca. Nie wymagają podbicia pobliskiego terenu.\n\n[accent]Ponumerowane sektory[], takie jak ten, [accent]są dodatkowe[]. hint.coreIncinerate = Jak rdzeń zostanie w pełni wypełniony danym przedmiotem, reszta przedmiotów tego typu zostanie [accent]spalona[]. -hint.coopCampaign = Gdy grasz [accent]kooperacyjną kampanie[], przedmioty które są produkowane na mapie trafią także [accent]dotwoich lokalnych sektorów[].\n\nWszelkie nowe badania przeprowadzone przez hosta są również przenoszone. +hint.coopCampaign = Gdy grasz [accent]kooperacyjną kampanię[], przedmioty które są produkowane na mapie trafią także [accent]do twoich lokalnych sektorów[].\n\nWszelkie nowe badania przeprowadzone przez hosta są również przenoszone. item.copper.description = Przydatny materiał budowlany. Szeroko używany w prawie każdej konstrukcji. item.copper.details = Miedź. Nienormalnie obfity metal na Serpulo. Strukturalnie słaba, chyba że zostanie wzmocniona. @@ -1351,8 +1357,8 @@ block.copper-wall.description = Tani blok obronny.\nPrzydatny do ochrony rdzenia block.copper-wall-large.description = Tani blok obronny.\nPrzydatny do ochrony rdzenia i wieżyczek w pierwszych kilku falach.\nObejmuje wiele kratek. block.titanium-wall.description = Umiarkowanie silny blok obronny.\nZapewnia umiarkowaną ochronę przed wrogami. block.titanium-wall-large.description = Umiarkowanie silny blok obronny.\nZapewnia umiarkowaną ochronę przed wrogami.\nObejmuje wiele kratek. -block.plastanium-wall.description = Specjajny typ ściany, który pochłania łuki elektryczne oraz blokuje automatyczne łączenie węzłów. -block.plastanium-wall-large.description = Specjajny typ ściany, który pochłania łuki elektryczne oraz blokuje automatyczne łączenie węzłów.\nObejmuje wiele kratek. +block.plastanium-wall.description = Specjalny typ ściany, który pochłania łuki elektryczne oraz blokuje automatyczne łączenie węzłów. +block.plastanium-wall-large.description = Specjalny typ ściany, który pochłania łuki elektryczne oraz blokuje automatyczne łączenie węzłów.\nObejmuje wiele kratek. block.thorium-wall.description = Silny blok obronny.\nDobra ochrona przed wrogami. block.thorium-wall-large.description = Silny blok obronny.\nDobra ochrona przed wrogami.\nObejmuje wiele kratek. block.phase-wall.description = Ściana pokryta specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków. diff --git a/core/assets/bundles/bundle_pt_BR.properties b/core/assets/bundles/bundle_pt_BR.properties index 0e597d2159..82c7401fcd 100644 --- a/core/assets/bundles/bundle_pt_BR.properties +++ b/core/assets/bundles/bundle_pt_BR.properties @@ -34,7 +34,7 @@ load.scripts = Scripts be.update = Uma nova versão beta está disponível: be.update.confirm = Baixar e reiniciar o jogo agora? be.updating = Atualizando... -be.ignore = Ignore +be.ignore = Ignorar be.noupdates = Nenhuma atualização encontrada. be.check = Cheque por atualizações @@ -50,7 +50,7 @@ schematic.browseworkshop = Navegar pela oficina schematic.copy = Copiar para a área de transferência schematic.copy.import = Importar da área de transferência schematic.shareworkshop = Compartilhar na Oficina -schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Virar o Esquema +schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Virar o esquema schematic.saved = Esquema salvo. schematic.delete.confirm = Esse esquema será apagado. Tem certeza? schematic.rename = Renomear esquema @@ -71,7 +71,7 @@ map.delete = Certeza que quer deletar o mapa "[accent]{0}[]"? level.highscore = Melhor\npontuação: [accent] {0} level.select = Seleção de fase level.mode = Modo de jogo: -coreattack = < O núcleo está sobre ataque! > +coreattack = < O núcleo está sob ataque! > nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nANIQUILAÇÃO IMINENTE database = Banco de dados savegame = Salvar jogo @@ -100,7 +100,7 @@ committingchanges = Enviando mudanças done = Feito feature.unsupported = Seu dispositivo não suporta essa função. -mods.alphainfo = Tenha em mente que os mods estão em alpha, e[scarlet] talvez eles contenham erros e instabilidades[].\nReporte quaisquer problemas no Discord ou GitHub do Mindustry. +mods.alphainfo = Lembre-se que o sistema de mods está em alpha, e[scarlet] que eles talvez contenham erros e instabilidades[].\nReporte quaisquer problemas no Discord ou GitHub do Mindustry. mods = Mods mods.none = [lightgray]Nenhum mod encontrado! mods.guide = Guia de mods @@ -133,7 +133,7 @@ mod.remove.confirm = Este mod será deletado. mod.author = [lightgray]Autor:[] {0} mod.missing = Esse jogo salvo foi criado antes de você atualizar ou desinstalar um mod. Pode ocorrer uma corrupção no salvamento. Você tem certeza que quer carregar?\n[lightgray]Mods:\n{0} mod.preview.missing = Antes de publicar esse mod na oficina, você deve adicionar uma imagem de pré-visualização.\nColoque uma imagem com o nome[accent] preview.png[] na pasta do mod e tente novamente. -mod.folder.missing = Somente mods no formato de pasta serão publicados na oficina.\nPara converter qualquer Mod em uma pasta, Simplesmente descompacte seu arquivo numa pasta e delete a compactação antiga, então reinicie seu jogo ou recarregue os mods. +mod.folder.missing = Somente mods no formato de pasta serão publicados na oficina.\nPara converter qualquer Mod em uma pasta, simplesmente descompacte seu arquivo numa pasta e delete o arquivo ZIP antigo, então reinicie seu jogo ou recarregue os mods. mod.scripts.disable = Seu dispositivo não suporta mods com scripts. Você precisa desabilitar esses mods para conseguir jogar. about.button = Sobre @@ -168,11 +168,11 @@ server.kicked.nameInUse = Este nome já está sendo usado\nneste servidor. server.kicked.nameEmpty = Você deve ter pelo menos uma letra ou número no nome. server.kicked.idInUse = Você ja está neste servidor! Conectar com duas contas não é permitido. server.kicked.customClient = Este servidor não suporta versões customizadas. Baixe a versão original. -server.kicked.gameover = Fim de jogo! +server.kicked.gameover = Fim do jogo! server.kicked.serverRestarting = O servidor esta reiniciando. server.versions = Sua versão:[accent] {0}[]\nVersão do servidor:[accent] {1}[] -host.info = O botão de [accent]Hospedar[] hospeda um servidor no Host[scarlet]6567[] e [scarlet]6568.[]\nQualquer um no [lightgray]Wi-fi ou internet local[] pode ver este servidor na lista de servidores.\n\nSe você quer poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é requerido.\n\n[lightgray]Nota: Se alguém esta com problemas em conectar no seu servidor lan, Tenha certeza que deixou mindustry Acessar sua internet local nas configurações de firewall -join.info = Aqui, você pode entar em um [accent]IP de servidor[] para conectar, ou descobrir [accent]servidores[] da rede local.\nAmbos os servidores LAN e WAN são suportados.\n\n[lightgray]Nota: Não há uma lista de servidores automáticos; Se você quer conectar ao IP de alguém, você precisa pedir o IP ao anfitrião. +host.info = O botão de [accent]Hospedar[] hospeda um servidor no Host[scarlet]6567[] e [scarlet]6568.[]\nQualquer um no [lightgray]Wi-fi ou internet local[] pode ver este servidor na lista de servidores.\n\nSe você quiser poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é necessário.\n\n[lightgray]Nota: Se alguém está com problemas em conectar no seu servidor lan, tenha certeza que mindustry tem acesso a sua internet local nas configurações do seu firewall +join.info = Aqui, você pode entar em um [accent]IP de servidor[] para conectar, ou descobrir [accent]servidores[] da rede local.\nAmbos os servidores LAN e WAN são suportados.\n\n[lightgray]Nota: Não há uma lista de servidores automáticos; Se você quiser se conectar ao IP de alguém, você precisa pedir o IP ao anfitrião. hostserver = Hospedar servidor invitefriends = Convidar amigos hostserver.mobile = Hospedar\nJogo @@ -272,7 +272,7 @@ data.import = Importar dados data.openfolder = Abrir pasta de dados data.exported = Dados exportados. data.invalid = Estes dados de jogo não são válidos. -data.import.confirm = Importar dados externos irá deletar[scarlet] todos[] os seus dados atuais.\n[accent]Isso não pode ser desfeito![]\n\nQuando sua data é importada, seu jogo ira sair imediatamente. +data.import.confirm = Importar dados externos irá deletar[scarlet] todos[] os seus dados atuais.\n[accent]Isso não pode ser desfeito![]\n\nQuando seus dados serão importados, seu jogo irá sair imediatamente. quit.confirm = Você tem certeza que quer sair? quit.confirm.tutorial = Você tem certeza que você sabe o que você esta fazendo?\nO tutorial pode ser refeito nas [accent] Configurações->Jogo->Refazer Tutorial.[] loading = [accent]Carregando... @@ -298,7 +298,7 @@ saveimage = Salvar\nimagem unknown = Desconhecido custom = Customizado builtin = Padrão -map.delete.confirm = Certeza que quer deletar este mapa? Isto não pode ser desfeito! +map.delete.confirm = Certeza que quer deletar este mapa? Isto não pode ser anulado! map.random = [accent]Mapa aleatório map.nospawn = Este mapa não possui nenhum núcleo para o jogador nascer! Adicione um núcleo[accent] amarelo[] para este mapa no editor. map.nospawn.pvp = Esse mapa não tem núcleos inimigos para os jogadores nascerem! Adicione[scarlet] núcleos vermelhos[] no mapa no editor. @@ -324,7 +324,7 @@ editor.oregen.info = Geração de minério: editor.mapinfo = Informação do mapa editor.author = Autor: editor.description = Descrição: -editor.nodescription = Um mapa deve ter uma descrição de no mínimo 4 caracteres antes de ser publicado. +editor.nodescription = Um mapa deve ter uma descrição de ao mínimo 4 caracteres antes de ser publicado. editor.waves = Hordas: editor.rules = Regras: editor.generation = Geração: @@ -341,7 +341,7 @@ waves.waves = Horda(s) waves.perspawn = por spawn waves.shields = Escudo/Horda waves.to = para -waves.guardian = Guardian +waves.guardian = Guardião waves.preview = Pré-visualizar waves.edit = Editar... waves.copy = Copiar para área de transferência @@ -419,9 +419,9 @@ toolmode.drawteams.description = Muda o time do qual o bloco pertence. filters.empty = [lightgray]Sem filtro! Adicione um usando o botão abaixo. filter.distort = Distorcedor filter.noise = Geração aleatória -filter.enemyspawn = Enemy Spawn Select -filter.spawnpath = Path To Spawn -filter.corespawn = Core Select +filter.enemyspawn = Seleção de Spawn do Inimigo +filter.spawnpath = Caminho para o Spawn +filter.corespawn = Seleção de Núcleo filter.median = Medio filter.oremedian = Minério mediano filter.blend = Misturar @@ -475,18 +475,18 @@ locked = Trancado complete = [lightgray]Completo: requirement.wave = Alcançar a Horda {0} em {1} requirement.core = Destruir o núcleo inimigo em {0} -requirement.research = Research {0} +requirement.research = Pesquise {0} requirement.capture = Capture {0} bestwave = [lightgray]Melhor: {0} -launch.text = Launch -research.multiplayer = Only the host can research items. +launch.text = Lançar +research.multiplayer = Apenas o host pode pesquisar itens. uncover = Descobrir configure = Configurar carregamento -loadout = Loadout -resources = Resources +loadout = Carregamento +resources = Recursos bannedblocks = Blocos Banidos addall = Adicionar Todos -launch.destination = Destination: {0} +launch.destination = Destino: {0} configure.invalid = A quantidade deve ser um número entre 0 e {0}. zone.unlocked = [lightgray]{0} Desbloqueado. zone.requirement.complete = Horda {0} alcançada:\n{1} Requerimentos da zona alcançada. @@ -500,7 +500,7 @@ boss.health = Vida do Chefão connectfail = [crimson]Falha ao entrar no servidor: [accent]{0} error.unreachable = Servidor fora de alcance. error.invalidaddress = Endereço inválido. -error.timedout = Desconectado!\nTenha certeza que o anfitrião tenha feito redirecionamento de portas e que o endereço esteja correto! +error.timedout = Desconectado!\nTenha certeza que o anfitrião tenha feito o port forwarding e que o endereço esteja correto! error.mismatch = Erro de pacote:\nPossivel incompatibilidade com a versão do cliente/servidor.\nTenha certeza que você e o anfitrião tenham a última versão! error.alreadyconnected = Já conectado. error.mapnotfound = Arquivo de mapa não encontrado! @@ -508,49 +508,49 @@ error.io = Erro I/O de internet. error.any = Erro de rede desconhecido. error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte. -weather.rain.name = Rain -weather.snow.name = Snow -weather.sandstorm.name = Sandstorm -weather.sporestorm.name = Sporestorm -weather.fog.name = Fog +weather.rain.name = Chuva +weather.snow.name = Neve +weather.sandstorm.name = Tempestade de Areia +weather.sporestorm.name = Tempestade de Esporos +weather.fog.name = Névoa -sectors.unexplored = [lightgray]Unexplored -sectors.resources = Resources: -sectors.production = Production: -sectors.stored = Stored: -sectors.resume = Resume -sectors.launch = Launch -sectors.select = Select -sectors.nonelaunch = [lightgray]none (sun) -sectors.rename = Rename Sector -sector.missingresources = [scarlet]Insufficient Core Resources +sectors.unexplored = [lightgray]Inexplorado +sectors.resources = Recursos: +sectors.production = Produção: +sectors.stored = Armazenado: +sectors.resume = Continuar +sectors.launch = Lançar +sectors.select = Selecione +sectors.nonelaunch = [lightgray]nenhum (sun) +sectors.rename = Renomear Setor +sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo planet.serpulo.name = Serpulo -planet.sun.name = Sun +planet.sun.name = Sol -sector.groundZero.name = Ground Zero -sector.craters.name = The Craters -sector.frozenForest.name = Frozen Forest -sector.ruinousShores.name = Ruinous Shores -sector.stainedMountains.name = Stained Mountains -sector.desolateRift.name = Desolate Rift -sector.nuclearComplex.name = Nuclear Production Complex -sector.overgrowth.name = Overgrowth -sector.tarFields.name = Tar Fields -sector.saltFlats.name = Salt Flats -sector.fungalPass.name = Fungal Pass +sector.groundZero.name = Marco Zero +sector.craters.name = As Crateras +sector.frozenForest.name = Floresta Congelada +sector.ruinousShores.name = Costas Ruinosas +sector.stainedMountains.name = Montanhas Manchadas +sector.desolateRift.name = Fenda Desolada +sector.nuclearComplex.name = Complexo de Prodção Nuclear +sector.overgrowth.name = Supercrescimento +sector.tarFields.name = Campos de Piche +sector.saltFlats.name = Planícies de Sal +sector.fungalPass.name = Passagem Fúngica -sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. -sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. -sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills. -sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology. -sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units. -sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Titan units. Destroy it. Reclaim that which was lost. -sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible. -sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks. -sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers. -sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores. +sector.groundZero.description = Um lugar bom para recomeçar. Baixa ameaça inimiga. Poucos recursos.\nConsiga o máximo possível de chumbo e cobre.\nContinue. +sector.frozenForest.description = Mesmo aqui, perto das montanhas, os esporos se espalharam. As temperaturas baixas não conseguirão contê-los para sempre.\n\nComeçe a aventura com energia. Construa geradores a combustão. Aprenda a usar reparadores. +sector.saltFlats.description = Nos arredores do deserto ficam as planícies de sal. Muitos recursos podem ser encontrados nesse local.\n\nO inimigo construiu um complexo de armazenamento de recursos aqui. Destrua o núcleo deles. Não deixe nada sobrando. +sector.craters.description = A água se acumulou nessa cratera, relíquias de guerras antigas. Re-conquiste a área. Colete areia. Faça metavidro. Use a água para melhorar suas brocas e torretas. +sector.ruinousShores.description = Passando o terreno desolado, está localizada a costa. Antigamente, este local abrigava uma rede de defesa costeira. Não restou muita coisa. Apenas as estruturas de defesas básicas permaneceram ilesas, o resto foi reduzido a sucata.\nContinue expandindo seus territórios, re-descubra a tecnologia. +sector.stainedMountains.description = Mais para o interior estão as montanhas, ainda não contaminadas pelos esporos.\nExtraia o titânio que é abundante nessa área. Aprenda a usá-lo.\n\nA presença inimiga é maior aqui. Não dê tempo a eles de trazerem fortes unidades. +sector.overgrowth.description = Essa área coberta por vegetação, próxima ao local de origem dos esporos.\nO inimigo estabeleceu um posto de controle aqui. Faça unidades Titan. Destrua eles. Recupere o que foi perdido. +sector.tarFields.description = Nos arredores de uma zone de produção de petróleo, entre as montanhas e o deserto. Uma das poucas áreas com reservas de piche utilizáveis.\nMesmo abandonada, essa área tem forças inimigas por perto. Não subestime-os.\n\n[lightgray]Pesquise a tecnologia de processamento de petróleo se possível. +sector.desolateRift.description = Uma zona extremamente perigosa. Uma zona com recursos abundantes, mas pouco espaço. Grande risco de destruição. Saia o quanto antes. Não se deixe levar pelo tempo entre os ataques inimigos. +sector.nuclearComplex.description = Uma antiga instalação de produção e processamento de tório, reduzida a ruínas.\n[lightgray]Pesquise sobre o tório e seu vários usos.\n\nO inimigo está presente aqui em grande número, constantemente procurando por atacantes. +sector.fungalPass.description = Uma área de transição entre altas montanhas e terras baixas, repletas de esporos. Uma pequena base de reconhecimento inimiga está aqui.\nDestrua o núcleo. settings.language = Idioma settings.data = Dados do jogo @@ -564,30 +564,30 @@ settings.graphics = Gráficos settings.cleardata = Apagar dados settings.clear.confirm = Certeza que quer limpar a os dados?\nOque é feito não pode ser desfeito! settings.clearall.confirm = [scarlet]Aviso![]\nIsso vai limpar todo os arquivos, incluindo jogos salvos, mapas, teclas personalizadas e desbloqueados.\nQuando apertar 'ok' todos os arquivos serão apagados e o jogo irá sair automaticamente. -settings.clearsaves.confirm = Are you sure you want to clear all your saves? -settings.clearsaves = Clear Saves -settings.clearresearch = Clear Research -settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research? -settings.clearcampaignsaves = Clear Campaign Saves -settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves? +settings.clearsaves.confirm = Você tem certeza que quer apagar todos os seus saves? +settings.clearsaves = Apagar Saves +settings.clearresearch = Apagar Pesquisas +settings.clearresearch.confirm = Você tem certeza que quer apagar todas as suas pesquisas da campanha? +settings.clearcampaignsaves = Apagar Saves da Campanha +settings.clearcampaignsaves.confirm = Você tem certeza que quer apagar todos os seus saves da campanha? paused = Pausado clear = Limpo banned = [scarlet]BANIDO -unplaceable.sectorcaptured = [scarlet]Requires captured sector +unplaceable.sectorcaptured = [scarlet]Requer captura de setor yes = Sim no = Não info.title = [accent]Informação error.title = [crimson]Ocorreu um Erro. error.crashtitle = Ocorreu um Erro -unit.nobuild = [scarlet]Unit can't build -lastaccessed = [lightgray]Last Accessed: {0} +unit.nobuild = [scarlet]Unidades não podem construir +lastaccessed = [lightgray]Último Acesso: {0} block.unknown = [lightgray]??? stat.input = Entrada stat.output = Saída stat.booster = Apoio stat.tiles = Required Tiles -stat.affinities = Affinities +stat.affinities = Afinidades stat.powercapacity = Capacidade de Energia stat.powershot = Energia/tiro stat.damage = Dano @@ -597,16 +597,16 @@ stat.itemsmoved = Velocidade de movimento stat.launchtime = Tempo entre Disparos. stat.shootrange = Alcance stat.size = Tamanho -stat.displaysize = Display Size +stat.displaysize = Tamanho do Display stat.liquidcapacity = Capacidade de Líquido stat.powerrange = Alcance da Energia -stat.linkrange = Link Range -stat.instructions = Instructions +stat.linkrange = Alcance do Link +stat.instructions = Instruções stat.powerconnections = Conexões Máximas stat.poweruse = Uso de energia -stat.powerdamage = Dano/Poder +stat.powerdamage = Dano / Poder stat.itemcapacity = Capacidade de Itens -stat.memorycapacity = Memory Capacity +stat.memorycapacity = Capacidade de Memória stat.basepowergeneration = Geração de poder base stat.productiontime = Tempo de produção stat.repairtime = Tempo de reparo total do bloco @@ -624,34 +624,35 @@ stat.inaccuracy = Imprecisão stat.shots = Tiros stat.reload = Tempo de recarga stat.ammo = Munição -stat.shieldhealth = Shield Health -stat.cooldowntime = Tempo de espera -stat.explosiveness = Explosiveness -stat.basedeflectchance = Base Deflect Chance -stat.lightningchance = Lightning Chance -stat.lightningdamage = Lightning Damage -stat.flammability = Flammability -stat.radioactivity = Radioactivity -stat.heatcapacity = HeatCapacity -stat.viscosity = Viscosity -stat.temperature = Temperature -stat.speed = Speed -stat.buildspeed = Build Speed -stat.minespeed = Mine Speed -stat.minetier = Mine Tier -stat.payloadcapacity = Payload Capacity -stat.commandlimit = Command Limit -stat.abilities = Abilities -ability.forcefield = Force Field -ability.repairfield = Repair Field +stat.shieldhealth = Vida do Escudo +stat.cooldowntime = Tempo de espera +stat.explosiveness = Explosividade +stat.basedeflectchance = Chance Base de Esquiva +stat.lightningchance = Lightning Chance +stat.lightningdamage = Dano por Raio +stat.flammability = Inflamabilidade +stat.radioactivity = Radioatividade +stat.heatcapacity = Capacidade de Aquecimento +stat.viscosity = Viscosidade +stat.temperature = Temperatura +stat.speed = Velocidade +stat.buildspeed = Velocidade de Construção +stat.minespeed = Velocidade de Mineração +stat.minetier = Nível de Mineração +stat.payloadcapacity = Capacidade de Carga +stat.commandlimit = Limite de Comando +stat.abilities = Habilidades + +ability.forcefield = Campo de Força +ability.repairfield = Campo de Reparação ability.statusfield = Status Field -ability.unitspawn = {0} Factory -ability.shieldregenfield = Shield Regen Field +ability.unitspawn = {0} Fábrica +ability.shieldregenfield = Raio de Regeneração do Escudo bar.drilltierreq = Broca melhor necessária. -bar.noresources = Missing Resources -bar.corereq = Core Base Required +bar.noresources = Recursos Insuficientes +bar.corereq = Base do Núcleo Necessária bar.drillspeed = Velocidade da Broca: {0}/s bar.pumpspeed = Velocidade da Bomba: {0}/s bar.efficiency = Eficiência: {0}% @@ -659,7 +660,7 @@ bar.powerbalance = Energia: {0} bar.powerstored = Armazenada: {0}/{1} bar.poweramount = Energia: {0} bar.poweroutput = Saída de energia: {0} -bar.powerlines = Connections: {0}/{1} +bar.powerlines = Conexões: {0}/{1} bar.items = Itens: {0} bar.capacity = Capacidade: {0} bar.unitcap = {0} {1}/{2} @@ -669,7 +670,7 @@ bar.heat = Aquecer bar.power = Poder bar.progress = Progresso da construção bar.input = Entrada -bar.output = Sainda +bar.output = Saída units.processorcontrol = [lightgray]Processor Controlled @@ -680,15 +681,15 @@ bullet.homing = [stat]Guiado bullet.shock = [stat]Choque bullet.frag = [stat]Fragmentação bullet.knockback = [stat]{0}[lightgray]Impulso -bullet.pierce = [stat]{0}[lightgray]x pierce -bullet.infinitepierce = [stat]pierce +bullet.pierce = [stat]{0}[lightgray]x perfuração +bullet.infinitepierce = [stat]perfuração bullet.freezing = [stat]Congelamento bullet.tarred = [stat]Grudento bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munição bullet.reload = [stat]{0}[lightgray]x cadência de tiro unit.blocks = Blocos -unit.blockssquared = blocks² +unit.blockssquared = Blocos² unit.powersecond = unidades de energia por segundo unit.liquidsecond = líquido segundo unit.itemssecond = itens por segundo @@ -701,7 +702,7 @@ unit.persecond = por segundo unit.perminute = /min unit.timesspeed = x Velocidade unit.percent = % -unit.shieldhealth = shield health +unit.shieldhealth = Saúde do escudo unit.items = itens unit.thousands = k unit.millions = m @@ -711,19 +712,19 @@ category.power = Energia category.liquids = Líquidos category.items = Itens category.crafting = Entrada/Saída -category.function = Function +category.function = Função category.optional = Melhoras opcionais setting.landscape.name = Travar panorama setting.shadows.name = Sombras setting.blockreplace.name = Sugestões automáticas de blocos setting.linear.name = Filtragem linear setting.hints.name = Dicas -setting.flow.name = Display Resource Flow Rate[scarlet] (experimental) +setting.flow.name = Mostrar Fluxo de Recursos[scarlet] (experimental) setting.buildautopause.name = Pausar construções automaticamente setting.animatedwater.name = Água animada setting.animatedshields.name = Escudos animados setting.antialias.name = Filtro suavizante[lightgray] (reinicialização requerida)[] -setting.playerindicators.name = Player Indicators +setting.playerindicators.name = Indicador de Jogadores setting.indicators.name = Indicador de aliados/inimigos setting.autotarget.name = Alvo automatico setting.keyboard.name = Controles de mouse e teclado @@ -756,7 +757,7 @@ setting.smoothcamera.name = Suavizar movimentos da câmera setting.vsync.name = VSync setting.pixelate.name = Pixelizado [lightgray](Pode diminuir a performace) setting.minimap.name = Mostrar minimapa -setting.coreitems.name = Display Core Items (WIP) +setting.coreitems.name = Mostrar Itens no Núcleo (WIP) setting.position.name = Mostrar a posição do Jogador setting.musicvol.name = Volume da Música setting.atmosphere.name = Mostrar a atmosfera do planeta @@ -767,18 +768,18 @@ setting.mutesound.name = Desligar Som setting.crashreport.name = Enviar denúncias anônimas de erros setting.savecreate.name = Criar salvamentos automaticamente setting.publichost.name = Visibilidade do jogo público -setting.playerlimit.name = Player Limit +setting.playerlimit.name = Limites de Player setting.chatopacity.name = Opacidade do chat setting.lasersopacity.name = Opacidade do laser setting.bridgeopacity.name = Opacidade da ponte setting.playerchat.name = Mostrar chat em jogo public.confirm = Você quer fazer sua partida pública?\n[accent]Qualquer um será capaz de entrar na sua partida.\n[lightgray]Isso pode ser mudado depois em Configurações->Jogo->Visibilidade da partida pública. -public.beta = Note que as versões beta do jogo não podem fazer salas publicas. +public.beta = Note que as versões beta do jogo não podem fazer salas públicas. uiscale.reset = A escala da interface foi mudada.\nPressione "OK" para confirmar esta escala.\n[scarlet]Revertendo e saindo em[accent] {0}[] segundos... uiscale.cancel = Cancelar e sair setting.bloom.name = Bloom keybind.title = Refazer teclas -keybinds.mobile = [scarlet]A maior parte das teclas aqui não são funcionais em dispositivos móveis. Apenas movimento básico é suportado. +keybinds.mobile = [scarlet]A maior parte das teclas aqui não são funcionais em dispositivos móveis. É unicamente suportado movimento básico. category.general.name = Geral category.view.name = Ver category.multiplayer.name = Multijogador @@ -786,7 +787,7 @@ category.blocks.name = Selecionar bloco command.attack = Atacar command.rally = Reunir command.retreat = Recuar -command.idle = Ausente +command.idle = Parado placement.blockselectkeys = \n[lightgray]Tecla: [{0}, keybind.respawn.name = Reaparecer keybind.control.name = Controlar unidade @@ -795,7 +796,7 @@ keybind.press = Pressione uma tecla... keybind.press.axis = Pressione um eixo ou tecla... keybind.screenshot.name = Captura do mapa keybind.toggle_power_lines.name = Mudar lasers -keybind.toggle_block_status.name = Mostrar a propriedade dos blocos +keybind.toggle_block_status.name = Mostrar as propriedades dos blocos keybind.move_x.name = Mover no eixo x keybind.move_y.name = Mover no eixo Y keybind.mouse_move.name = Seguir o Cursor @@ -854,25 +855,25 @@ mode.sandbox.name = Criativo mode.sandbox.description = Recursos infinitos e sem tempo para ataques. mode.editor.name = Editor mode.pvp.name = JxJ -mode.pvp.description = Lutar contra outros jogadores locais. +mode.pvp.description = Luta contra outros jogadores locais. mode.attack.name = Ataque mode.attack.description = Sem hordas, com o objetivo de destruir a base inimiga. mode.custom = Regras personalizadas rules.infiniteresources = Recursos infinitos rules.reactorexplosions = Reatores explodem -rules.schematic = Schematics Allowed +rules.schematic = Permitir Esquemas rules.wavetimer = Tempo de horda rules.waves = Hordas rules.attack = Modo de ataque rules.buildai = Habilitar construção da IA rules.enemyCheat = Recursos de IA Infinitos rules.blockhealthmultiplier = Multiplicador de vida do bloco -rules.blockdamagemultiplier = Block Damage Multiplier +rules.blockdamagemultiplier = Multiplicador de dano do bloco rules.unitbuildspeedmultiplier = Multiplicador de velocidade de criação de unidade rules.unithealthmultiplier = Multiplicador de vida de unidade rules.unitdamagemultiplier = Multiplicador de dano de Unidade -rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos) +rules.enemycorebuildradius = Raio de "não-criação" de core inimigo:[lightgray] (blocos) rules.wavespacing = Espaço de tempo entre hordas:[lightgray] (seg) rules.buildcostmultiplier = Multiplicador de custo de construção rules.buildspeedmultiplier = Multiplicador de velocidade de construção @@ -887,7 +888,7 @@ rules.title.unit = Unidades rules.title.experimental = Experimental rules.title.environment = Ambiente rules.lighting = Iluminação -rules.enemyLights = Enemy Lights +rules.enemyLights = Iluminação Inimiga rules.fire = Fogo rules.explosions = Dano de explosão de unidades/blocos rules.ambientlight = Luz ambiente @@ -906,13 +907,13 @@ item.coal.name = Carvão item.graphite.name = Grafite item.titanium.name = Titânio item.thorium.name = Tório -item.silicon.name = Sílicio +item.silicon.name = Silício item.plastanium.name = Plastânio item.phase-fabric.name = Tecido de fase -item.surge-alloy.name = Liga de surto -item.spore-pod.name = Cápsula de esporos +item.surge-alloy.name = Liga de súrgio +item.spore-pod.name = Pedaço de esporo item.sand.name = Areia -item.blast-compound.name = Composto de explosão +item.blast-compound.name = Composto Explosivo item.pyratite.name = Piratita item.metaglass.name = Metavidro item.scrap.name = Sucata @@ -934,7 +935,7 @@ unit.arkyid.name = Arkyid unit.toxopid.name = Toxopid unit.flare.name = Flare unit.horizon.name = Horizon -unit.zenith.name = Zenith +unit.zenith.name = Zênite unit.antumbra.name = Antumbra unit.eclipse.name = Eclipse unit.mono.name = Mono @@ -950,7 +951,7 @@ unit.omura.name = Omura unit.alpha.name = Alpha unit.beta.name = Beta unit.gamma.name = Gamma -unit.scepter.name = Scepter +unit.scepter.name = Sceptro unit.reign.name = Reign unit.vela.name = Vela unit.corvus.name = Corvus @@ -963,12 +964,12 @@ block.grass.name = Grama block.slag.name = Escória block.space.name = Space block.salt.name = Sal -block.salt-wall.name = Parede de Sal +block.salt-wall.name = Parede de sal block.pebbles.name = Pedrinhas block.tendrils.name = Gavinhas -block.sand-wall.name = Sand Wall +block.sand-wall.name = Muro de Areia block.spore-pine.name = Pinheiro de esporo -block.spore-wall.name = Spore Wall +block.spore-wall.name = Muro de Esporos block.boulder.name = Rochedo block.snow-boulder.name = Monte de neve block.snow-pine.name = Pinheiro com neve @@ -993,8 +994,8 @@ block.core-foundation.name = Fundação do núcleo block.core-nucleus.name = Centro do núcleo block.deepwater.name = Água profunda block.water.name = Água -block.tainted-water.name = Água contaminada -block.darksand-tainted-water.name = Água contaminada sobre areia escura +block.tainted-water.name = Água tinta +block.darksand-tainted-water.name = Água tinta sobre areia escura block.tar.name = Piche block.stone.name = Pedra block.sand.name = Areia @@ -1064,10 +1065,10 @@ block.sorter.name = Ordenador block.inverted-sorter.name = Ordenador invertido block.message.name = Mensagem block.illuminator.name = Iluminador -block.illuminator.description = Uma pequena, compacta e configurável fonte de luz. Precisa de energia para funcionar. +block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar. block.overflow-gate.name = Portão de Fluxo block.underflow-gate.name = Portão de Fluxo invertido -block.silicon-smelter.name = Fundidora de silicio +block.silicon-smelter.name = Fundidora de silício block.phase-weaver.name = Palheta de fase block.pulverizer.name = Pulverizador block.cryofluid-mixer.name = Misturador de Crio Fluido @@ -1075,10 +1076,10 @@ block.melter.name = Aparelho de fusão block.incinerator.name = Incinerador block.spore-press.name = Prensa de Esporo block.separator.name = Separador -block.coal-centrifuge.name = Centrífuga de Carvão +block.coal-centrifuge.name = Centrífugador de Carvão block.power-node.name = Célula de energia block.power-node-large.name = Célula de energia grande -block.surge-tower.name = Torre de surto +block.surge-tower.name = Torre de súrgio block.diode.name = Diodo block.battery.name = Bateria block.battery-large.name = Bateria grande @@ -1105,7 +1106,7 @@ block.wave.name = Onda block.tsunami.name = Tsunami block.swarmer.name = Enxame block.salvo.name = Salvo -block.ripple.name = Morteiro +block.ripple.name = Ondulação block.phase-conveyor.name = Transportador de Fase block.bridge-conveyor.name = Esteira-Ponte block.plastanium-compressor.name = Compressor de Plastânio @@ -1143,7 +1144,7 @@ block.rtg-generator.name = Gerador GTR block.spectre.name = Espectro block.meltdown.name = Fusão block.foreshadow.name = Foreshadow -block.container.name = Contâiner +block.container.name = Contêiner block.launch-pad.name = Plataforma de lançamento block.launch-pad-large.name = Plataforma de lançamento grande block.segment.name = Segmento @@ -1168,7 +1169,7 @@ block.hyper-processor.name = Hiper Processador block.logic-display.name = Monitor Lógico block.large-logic-display.name = Monitor lógico grande block.memory-cell.name = Célula de Memória -block.memory-bank.name = Memory Bank +block.memory-bank.name = Banco de Memória team.blue.name = Azul team.crux.name = Vermelho @@ -1198,7 +1199,7 @@ tutorial.withdraw = Em algumas situações é necessário pegar itens diretament tutorial.deposit = Deposite itens em blocos arrastando da sua nave até o bloco.\n\n[accent]Deposite seu cobre de volta no núcleo.[] tutorial.waves = O[lightgray] inimigo[] se aproxima.\n\nDefenda seu núcleo por 2 hordas. Construa mais torretas. tutorial.waves.mobile = O[lightgray] inimigo[] se aproxima.\n\nDefenda seu núcleo por 2 hordas. Seu drone vai atirar nos inimigos automaticamente.\nConstrua mais torretas e brocas. Minere mais cobre. -tutorial.launch = Quando você atinge uma horda específica, Você é capaz de[accent] lançar o núcleo[], deixando suas defesas para trás e[accent] obtendo todos os recursos em seu núcleo.[]\nEstes recursos podem ser usados para pesquisar novas tecnologias.\n\n[accent]Pressione o botão lançar. +tutorial.launch = Quando você atinge uma horda específica, você é capaz de[accent] lançar o núcleo[], deixando suas defesas para trás e[accent] obtendo todos os recursos em seu núcleo.[]\nEstes recursos podem ser usados para pesquisar novas tecnologias.\n\n[accent]Pressione o botão lançar. item.copper.description = O material mais básico. Usado em todos os tipos de blocos. item.lead.description = Material de começo basico. usado extensivamente em blocos de transporte de líquidos e eletrônicos. @@ -1221,14 +1222,14 @@ liquid.slag.description = Vários metais derretidos misturados juntos. Pode ser liquid.oil.description = Um líquido usado na produção de materias avançados. Pode ser convertido em carvão como combustível, ou pulverizado e incendiado como arma. liquid.cryofluid.description = A maneira mais eficiente de resfriar qualquer coisa, até seu corpo quando está calor, mas não faça isto. -block.message.description = Armazena uma mensagem. Usado para comunicação entre aliados. +block.message.description = Mostra uma mensagem. Usado para comunicação entre aliados. block.graphite-press.description = Comprime pedaços de carvão em lâminas de grafite puro. block.multi-press.description = Uma versão melhorada da prensa de grafite. Usa água e energia para processar carvão rápida e eficientemente. -block.silicon-smelter.description = Reduz areia a silicio usando carvão puro. Produz silício. +block.silicon-smelter.description = Reduz areia a silício usando carvão puro. Produz silício. block.kiln.description = Derrete chumbo e areia no composto conhecido como metavidro. Requer pequenas quantidades de energia. block.plastanium-compressor.description = Produz plastânio usando petróleo e titânio. block.phase-weaver.description = Produz tecido de fase usando tório radioativo e areia. Requer massivas quantidades de energia para funcionar. -block.alloy-smelter.description = Combina titânio, chumbo, silicio e cobre para produzir liga de surto. +block.alloy-smelter.description = Combina titânio, chumbo, silício e cobre para produzir liga de surto. block.cryofluid-mixer.description = Mistura água e pó fino de titânio para produzir criofluido. Essencial para o uso do reator a tório. block.blast-mixer.description = Quebra e mistura aglomerados de esporos com piratita para produzir composto de explosão. block.pyratite-mixer.description = Mistura carvão, chumbo e areia em piratita altamente inflamável. @@ -1238,14 +1239,14 @@ block.spore-press.description = Comprime cápsulas de esporos em petróleo. block.pulverizer.description = Esmaga sucata em areia. Util quando esta em falta de areia natural. block.coal-centrifuge.description = Solidifica petróleo em carvão. block.incinerator.description = Se livra de itens em excesso ou liquidos. -block.power-void.description = Destroi qualquer energia que entre dentro. Apenas caixa de areia. -block.power-source.description = Infinitivamente da energia. Apenas caixa de areia. -block.item-source.description = Infinivamente da itens. Apenas caixa de areia. -block.item-void.description = Destroi qualquer item que entre sem requerir energia. Apenas caixa de areia. -block.liquid-source.description = Infinitivamente da Liquidos. Apenas caixa de areia. -block.liquid-void.description = Remove todos os líquidos. Apenas sandbox. -block.copper-wall.description = Um bloco defensivo e barato.\nUtil para proteger o núcleo e torretas no começo. -block.copper-wall-large.description = Um bloco defensivo e barato.\nUtil para proteger o núcleo e torretas no começo.\nOcupa múltiplos blocos. +block.power-void.description = Destroi qualquer energia que entra dentro. Apenas no modo sandbox. +block.power-source.description = Infinitivamente da energia. Apenas no modo sandbox. +block.item-source.description = Infinitamente dá itens. Apenas caixa de areia. +block.item-void.description = Destroi qualquer item que entre sem requerir energia. Apenas no modo sandbox. +block.liquid-source.description = Infinitivamente dá Liquidos. Apenas no modo sanbox. +block.liquid-void.description = Destroi qualquer líquidos que entrar dentro. Apenas no modo sandbox. +block.copper-wall.description = Um bloco defensivo barato.\nUtil para proteger o núcleo e torretas no começo. +block.copper-wall-large.description = Um bloco defensivo barato.\nUtil para proteger o núcleo e torretas no começo.\nOcupa múltiplos blocos. block.titanium-wall.description = Um bloco defensivo moderadamente forte.\nProvidencia defesa moderada contra inimigos. block.titanium-wall-large.description = Um bloco defensivo moderadamente forte.\nProvidencia defesa moderada contra inimigos.\nOcupa múltiplos blocos. block.plastanium-wall.description = Um tipo especial de muro que absorve arcos elétricos e bloqueia conexões automáticas de células de energia. @@ -1253,30 +1254,30 @@ block.plastanium-wall-large.description = Um tipo especial de muro que absorve a block.thorium-wall.description = Um bloco defensivo forte.\nBoa proteção contra inimigos. block.thorium-wall-large.description = Um bloco defensivo forte.\nBoa proteção contra inimigos.\nOcupa múltiplos blocos. block.phase-wall.description = Um muro revestido com um composto especial baseado em tecido de fase. Desvia a maioria das balas no impacto. -block.phase-wall-large.description = Um muro revestido com um composto especial baseado em tecido de fase. Desvia a maioria das balas no impacto.\nOcupa múltiplos blocos. -block.surge-wall.description = Um bloco defensivo extremamente durável.\nSe carrega com eletricidade no contato com as balas, soltando-s aleatoriamente. -block.surge-wall-large.description = Um bloco defensivo extremamente durável.\nSe carrega com eletricidade no contato com as balas, soltando-s aleatoriamente.\nOcupa multiplos blocos. +block.phase-wall-large.description = Um muro revestido com um composto especial baseado em tecido de fase. Desvia a maioria das balas ao impacto.\nOcupa múltiplos blocos. +block.surge-wall.description = Um bloco defensivo extremamente durável.\nSe carrega com eletricidade no contato com as balas, soltando-as aleatoriamente. +block.surge-wall-large.description = Um bloco defensivo extremamente durável.\nSe carrega com eletricidade no contato com as balas, soltando-as aleatoriamente.\nOcupa multiplos blocos. block.door.description = Uma pequeda porta. Pode ser aberta e fechada ao tocar. block.door-large.description = Uma grande porta. Pode ser aberta e fechada ao tocar.\nOcupa múltiplos blocos. -block.mender.description = Periodicamente repara blocos vizinhos. Mantem as defesas reparadas em e entre ondas.\nPode usar silício para aumentar o alcance e a eficiência. -block.mend-projector.description = Uma versão melhorada do reparador. Repara blocos vizinhos.\nPode usar tecido de fase para aumentar o alcance e a eficiência. -block.overdrive-projector.description = Aumenta a velocidade de construções vizinhas.\nPode usar tecido de fase para aumentar o alcance e a eficiência. -block.force-projector.description = Cria um campo de força hexagonal ao redor de si, protegendo construções e unidades.\nSuperaquece se suportar muito dano. Pode usar líquidos para evitar superaquecimento. Pode-se usar tecido de fase para aumentar o tamanho do escudo. +block.mender.description = Periodicamente repara blocos vizinhos. Mantem as defesas reparadas em e entre ondas.\nPode usar silício para aumentar o alcance e a eficácia. +block.mend-projector.description = Uma versão melhorada do reparador. Repara blocos vizinhos.\nPode usar tecido de fase para aumentar o alcance e a eficácia. +block.overdrive-projector.description = Aumenta a velocidade de construções vizinhas.\nPode usar tecido de fase para aumentar o alcance e a eficácia. +block.force-projector.description = Cria um campo de força hexagonal ao redor de si, protegendo construções e unidades.\nAquece demais se o escudo tomar dano. Pode usar líquidos para evitar superaquecimento. Pode-se usar tecido de fase para aumentar o tamanho do escudo. block.shock-mine.description = Danifica inimigos em cima da mina. Quase invisivel ao inimigo. block.conveyor.description = Bloco de transporte de item basico. Move os itens a frente e os deposita automaticamente em torretas ou construtores. Rotacionável. block.titanium-conveyor.description = Bloco de transporte de item avançado. Move itens mais rapidos que esteiras padrões. -block.plastanium-conveyor.description = Moves items in batches.\nAccepts items at the back, and unloads them in three directions at the front. -block.junction.description = Funciona como uma ponte Para duas esteiras que estejam se cruzando. Util em situações que tenha duas esteiras diferentes carregando materiais diferentes para lugares diferentes. +block.plastanium-conveyor.description = Move os itens por grupos.\nRecebe os itens por trás, e despeja eles nas três outras direções. +block.junction.description = Funciona como uma ponte para duas esteiras que estejam se cruzando. Util em situações que tenha duas esteiras separadas carregando materiais diferentes para lugares diferentes. block.bridge-conveyor.description = Bloco de transporte de itens avancado. Possibilita o transporte de itens acima de 3 blocos de construção ou paredes. block.phase-conveyor.description = Bloco de transporte de item avançado. Usa energia para teleportar itens a uma esteira de fase sobre uma severa distancia. block.sorter.description = Filtra itens passando o selecionado para frente e os outros para os lados. block.inverted-sorter.description = Filtra os itens como um ordenador normal, porém, os itens escolhidos sairão pelas laterais. -block.router.description = Aceita itens de uma direção e os divide em 3 direções igualmente. Util para espalhar materiais da fonte para multiplos alvos. -block.distributor.description = Um roteador avançado que espalhas os itens em 7 outras direções igualmente. -block.overflow-gate.description = Uma combinação de roteador e divisor Que apenas manda para a esquerda e Direita se a frente estiver bloqueada. +block.router.description = Aceita itens de uma direção e os divide em 3 direções igualmente. Util para espalhar materiais de uma fonte para multiplos alvos. +block.distributor.description = Um roteador avançado que espalhas os itens em 7 direções igualmente. +block.overflow-gate.description = Uma combinação de roteador e divisor que apenas manda para a esquerda e direita se a frente estiver bloqueada. block.underflow-gate.description = O oposto de um portão de sobrecarga. Manda pra frente se a esquerda e a direita estiverem bloqueadas. block.mass-driver.description = Bloco de transporte de itens supremo. Coleta itens severos e atira eles em outro mass driver de uma longa distancia. -block.mechanical-pump.description = Uma bomba barata com baixa saída de líquidos, mas sem consumo de energia. +block.mechanical-pump.description = Uma bomba barata com baixa saída de líquidos, sem consumo de energia. block.rotary-pump.description = Uma bomba avançada. Bombeia mais líquido, mas requer energia. block.thermal-pump.description = A bomba final. block.conduit.description = Bloco básico de transporte de líquidos. Move líquidos para a frente. Usado em conjunto com bombas e outros canos. @@ -1290,38 +1291,38 @@ block.phase-conduit.description = Bloco avancado de transporte de liquido. Usa e block.power-node.description = Transmite energia para células conectadas. A célula vai receber energia ou alimentar qualquer bloco adjacente. block.power-node-large.description = Uma célula de energia avançada com maior alcance e mais conexões. block.surge-tower.description = Uma célula de energia com um extremo alcance mas com menos conexões disponíveis. -block.diode.description = A energia de baterias pode fluir através desse bloco em apenas uma direção, mas apenas se o outro lado possuir menos energia armazenada. +block.diode.description = A energia de baterias pode fluir através desse bloco em apenas uma direção, mas sómente se o outro lado possuir menos energia armazenada. block.battery.description = Armazena energia em tempos de energia excedente. Libera energia em tempos de déficit. block.battery-large.description = Guarda muito mais energia que uma bateria comum. block.combustion-generator.description = Gera energia queimando materiais inflamáveis, como carvão. block.thermal-generator.description = Gera energia quando colocado em lugares quentes. block.steam-generator.description = Mais eficiente que o gerador à combustão, mas requer água adicional para a geração de vapor. -block.differential-generator.description = Gera grandes quantidades de energia. Utiliza a diferença de temperatura entre o Fluido Criogênico e a Piratita. -block.rtg-generator.description = Um Gerador termoelétrico de radioisótopos que não precisa de refriamento mas dá muito menos energia que o reator de tório. +block.differential-generator.description = Gera grandes quantidades de energia. Utiliza a diferença de temperatura entre o fluido friogênico e a piratita. +block.rtg-generator.description = Um Gerador termoelétrico de radioisótopos que não precisa de resfriamento mas dá muito menos energia que o reator de tório. block.solar-panel.description = Gera pequenas quantidades de energia do sol. block.solar-panel-large.description = Uma versão significantemente mais eficiente que o painel solar padrão. -block.thorium-reactor.description = Gera altas quantidades de energia do torio radioativo. Requer resfriamento constante. Vai explodir violentamente Se resfriamento insuficiente for fornecido. +block.thorium-reactor.description = Gera altas quantidades de energia pelo tório radioativo. Requer resfriamento constante. Explodirá violentamente se o resfriamento for insuficiente. block.impact-reactor.description = Um gerador avançado, capaz de criar quantidades enormes de energia em seu poder total. Requer uma entrada significativa de energia ao iniciar. -block.mechanical-drill.description = Uma broca barata. Quando colocado em blocos apropriados, retira itens em um ritmo lento e indefinitavamente. -block.pneumatic-drill.description = Uma broca improvisada que é mais rápida e capaz de processar materiais mais duros usando a pressão do ar -block.laser-drill.description = Possibilita a mineração ainda mais rapida usando tecnologia a laser, Mas requer poder adcionalmente torio radioativo pode ser recuperado com essa mineradora +block.mechanical-drill.description = Uma broca barata. Quando colocado nos blocos apropriados, retira itens em um ritmo lento, eternamente. +block.pneumatic-drill.description = Uma broca improvisada que é mais rápida e capaz de extrair materiais mais duros usando a pressão do ar. +block.laser-drill.description = Possibilita mineração ainda mais rapida usando tecnologia a laser, mas requer poder adicionalmente. Tório pode ser recuperado com essa mineradora. block.blast-drill.description = A melhor mineradora. Requer muita energia. -block.water-extractor.description = Extrai água subterrânea. Usado em locais sem água superficial disponível. +block.water-extractor.description = Extrai água subterrânea. Usado em locais sem água disponível na superficie. block.cultivator.description = Cultiva pequenas concentrações de esporos na atmosfera em cápsulas prontas. block.oil-extractor.description = Usa altas quantidades de energia para extrair petróleo da areia. Use quando não tiver fontes de petróleo por perto. block.core-shard.description = A primeira iteração do núcleo. Uma vez destruído, todo o contato com a região é perdido. Não deixe isso acontecer. -block.core-foundation.description = A segunda versão do núcleo. Mais bem armadurado. Armazena mais recursos. -block.core-nucleus.description = A terceira e ultima iteração do núcleo. Extremamente bem armadurada. Guarda quantidades massivas de recursos. -block.vault.description = Carrega uma alta quantidade de itens. Usado para criar fontes Quando não tem uma necessidade constante de materiais. Um[lightgray] Descarregador[] pode ser usado para recuperar esses itens do container. -block.container.description = Carrega uma baixa quantidade de itens. Usado para criar fontes Quando não tem uma necessidade constante de materiais. Um[lightgray] Descarregador[] pode ser usado para recuperar esses itens do container. +block.core-foundation.description = A segunda versão do núcleo. Armadurado melhor. Armazena mais recursos. +block.core-nucleus.description = A terceira e última versão do núcleo. Extremamente bem armadurada. Guarda quantidades massivas de recursos. +block.vault.description = Carrega uma alta quantidade de itens. Usado para criar fontes quando não há uma entrada constante de materiais. Um[lightgray] descarregador[] pode ser usado para recuperar esses itens do container. +block.container.description = Guarda uma pequena quantidade de itens. Usado para criar fontes quando não há uma entrada constante de materiais. Um[lightgray] descarregador[] pode ser usado para recuperar esses itens do container. block.unloader.description = Descarrega itens de um container, Descarrega em uma esteira ou diretamente em um bloco adjacente. O tipo de item que pode ser descarregado pode ser mudado clicando no descarregador. block.launch-pad.description = Lança montes de itens sem qualquer necessidade de um lançamento de núcleo. block.launch-pad-large.description = Uma versão melhorada da plataforma de lançamento. Guarda mais itens. Lança mais frequentemente. block.duo.description = Uma pequena torre de baixo custo. Útil contra unidades terrestres. block.scatter.description = Uma torre antiaérea essencial para a defesa. Dispara vários tiros aglomerados de chumbo, sucata ou metavidro. -block.scorch.description = Uma torre que queima qualquer unidade que estiver próxima. Altamente efetivo se for a queima-roupa. +block.scorch.description = Uma torre que queima qualquer unidade que estiver próxima. Altamente efetivo se for de perto. block.hail.description = Uma pequena torre de artilharia com grande alcance. -block.wave.description = Uma torre de tamanho médio. Lança jatos de líquidos nos seus inimigos. Automaticamente apaga incêndios se for abastecido com água ou crio fluido. +block.wave.description = Uma torre de tamanho médio. Lança jatos de líquidos nos seus inimigos. Automaticamente apaga incêndios se for abastecido com água ou fluido criogênico. block.lancer.description = Uma torre laser anti-terrestre média. Carrega e dispara poderosos feixes de energia. block.arc.description = Uma pequena torre elétrica com curto alcance. Dispara arcos de eletricidade nos seus inimigos. block.swarmer.description = Uma torre de mísseis de tamanho médio. Ataca ambos terrestre e aéreo disparando misseis teleguiados. diff --git a/core/assets/bundles/bundle_ro.properties b/core/assets/bundles/bundle_ro.properties index 103b173a72..9656c15111 100644 --- a/core/assets/bundles/bundle_ro.properties +++ b/core/assets/bundles/bundle_ro.properties @@ -41,11 +41,13 @@ be.ignore = Ignoră be.noupdates = Niciun update disponibil. be.check = Verifică updateurile -mod.featured.title = Mod browser -mod.featured.dialog.title = Mod Browser (Neterminat) +mods.browser = Browser de Moduri mods.browser.selected = Mod selectat -mods.browser.add = Instalează -mods.github.open = Vezi +mods.browser.add = Instalare +mods.browser.reinstall = Reinstal. +mods.github.open = Github +mods.browser.sortdate = Cele mai recente +mods.browser.sortstars = Cele mai multe stele schematic = Schemă schematic.add = Salvează Schema... @@ -111,14 +113,16 @@ committingchanges = Se Încarcă Schimbările done = Gata feature.unsupported = Dispozitivul tău nu suportă această funcție. -mods.alphainfo = Modurile sunt încă în alpha și[scarlet] pot avea multe buguri[].\nRaportează orice probleme apărute pe Githubul Mindustry. +mods.initfailed = [red]⚠[] Instanța Mindustry precedentă a eșuat la inițializare. De obicei se întâmplă din cauza unui mod care nu se acționează cum trebuie.\n\nPt a preveni un lanț de crashuri continue, [red]toate modurile au fost dezactivate.[]\n\nPoți dezactiva asta din [accent]Setări->Joc->Dezactivează Modurile în Cazul unui Crash la Pornire[]. mods = Moduri mods.none = [lightgray]Nu s-au găsit moduri! mods.guide = Ghid de Modding mods.report = Raportează Bug mods.openfolder = Deschide Folder +mods.viewcontent = Vezi Conținut mods.reload = Reîncarcă mods.reloadexit = Jocul se va opri ca să reîncarce modurile. +mod.installed = [[Instalat] mod.display = [gray]Mod:[orange] {0} mod.enabled = [lightgray]Activat mod.disabled = [scarlet]Dezactivat @@ -212,9 +216,11 @@ server.hidden = Ascunse trace = Urmărește Jucător trace.playername = Nume jucător: [accent]{0} trace.ip = IP: [accent]{0} -trace.id = ID unic: [accent]{0} +trace.id = ID: [accent]{0} trace.mobile = Client Mobil: [accent]{0} trace.modclient = Client Personalizat: [accent]{0} +trace.times.joined = A Intrat: de [accent]{0}[] ori +trace.times.kicked = Dat Afară: de [accent]{0}[] ori invalidid = ID client invalid! Raportează bugul. server.bans = Interziși server.bans.none = Nu s-au găsit jucători intreziși! @@ -288,6 +294,7 @@ cancel = Anulare openlink = Deschide Linkul copylink = Copiază Linkul back = Înapoi +max = Maximum crash.export = Exportă Crash Logs crash.none = Nu s-au găsit crash logs. crash.exported = Crash logs exportate. @@ -307,6 +314,7 @@ cancelbuilding = [accent][[{0}][] pt a curăța planul selectschematic = [accent][[{0}][] pt selectare+copiere pausebuilding = [accent][[{0}][] pt a face o pauză de la construit resumebuilding = [scarlet][[{0}][] pt a continua construitul +enablebuilding = [scarlet][[{0}][] pt a construi showui = Interfață ascunsă.\nApasă [accent][[{0}][] pt a vedea interfața. wave = [accent]Valul {0} wave.cap = [accent]Valul {0}/{1} @@ -362,7 +370,6 @@ editor.center = Centrează workshop = Workshop waves.title = Valuri waves.remove = Elimină -waves.never = waves.every = la fiecare waves.waves = val(uri) waves.perspawn = per apariție @@ -393,7 +400,7 @@ editor.errorload = Eroare la încărcarea fișierului. memory = Mem: {0}mb memory2 = Mem:\n {0}mb +\n {1}mb editor.errorsave = Eroare la salvarea fișierului. -editor.errorimage = Aceasta este o imagine, nu o hartă.\n\nDacă vrei să imporți o hartă din versiunile 3.5/build 40, folosește butonul 'Importă Hartă Veche' din editor. +editor.errorimage = Aceasta este o imagine, nu o hartă. editor.errorlegacy = Hartă aceasta este prea veche, și folosește un format învechit care nu mai este suportat. editor.errornot = Acesta nu este un fișier cu o hartă. editor.errorheader = Acest fișier de hartă este invalid sau corupf. @@ -599,17 +606,17 @@ sector.groundZero.description = Locația optimă pt a începe încă odată. Ris sector.frozenForest.description = Chiar și aici, aproape de munți, sporii s-au împrăștiat. Temperaturile reci nu-i pot reține la infinit.\n\nÎncepe călătoria către electricitate. Construiește generatoare de combustie. Învață să folosești reparatoare. sector.saltFlats.description = La periferia deșertului stau Podișurile Saline. Puține resurse pot fi găsite în această locație.\n\nInamicul a ridicat un complex de depozitare aici. Distruge-le nucleul. Nu lăsa nimic în urmă. sector.craters.description = Apa s-a acumulat în acest crater, rămășiță a vechilor războaie. Cucerește din nou zona. Adună nisip. Toarnă-l în metasticlă. Pompează apă pt a răci armele și burghiele. -sector.ruinousShores.description = După deșerturi vine țărmul. Odată, locația aceasta a avut un sistem de apărare de coastă. N-a rămas mult din el. Doar structurile de apărare cele mai simple au rămas în picioare, restul fiind redus la fier vechi.\nContinuă expansiunea înspre exterior. Redescoperă tehnologia. -sector.stainedMountains.description = Mai spre mijlocul continentului sunt munții, încă neatinși de spori.\nExtrage abundentele resurse de titan din zonă. Învață cum să-l folosești.\n\nPrezența inamicului e mai mare aici. Nu le da timp să-și trimită cele mai puternice unități. +sector.ruinousShores.description = După deșerturi vine țărmul. Odată, locația aceasta avea un sistem de apărare de coastă. N-a rămas mult din el. Doar structurile de apărare cele mai simple au rămas în picioare, restul fiind redus la fier vechi.\nContinuă expansiunea înspre exterior. Redescoperă tehnologia. +sector.stainedMountains.description = Mai spre mijlocul continentului sunt munții, încă neatinși de spori.\nExtrage abundentele resurse de titan din zonă. Învață cum să-l folosești.\n\nPrezența inamicului e mai mare aici. Nu le da timp să trimită cele mai puternice unități. sector.overgrowth.description = Această zonă este plină de buruieni, mai aproape de sursa sporilor.\nInamicul și-a stabilit un avanpost aici. Construiește unități Mace. Distruge-l. -sector.tarFields.description = O zonă aflată la periferia unui complex de producție petrolieră, între munți și deșert. Una din puținele zone cu resurse utilizabile de țiței.\nDeși abandonată, în apropierea zonei se află de forțe inamice periculoase. Nu le subestima.\n\n[lightgray]Cercetează tehnologie de procesare a petrolului pe cât posibil. +sector.tarFields.description = O zonă aflată la periferia unui complex de producție petrolieră, între munți și deșert. Una din puținele zone cu resurse utilizabile de țiței.\nDeși abandonată, în apropierea zonei se află forțe inamice periculoase. Nu le subestima.\n\n[lightgray]Cercetează tehnologia de procesare a petrolului pe cât posibil. sector.desolateRift.description = O zonă extrem de periculoasă. Multe resurse, dar puțin spațiu. Mare risc de distrugere. Pleacă curând, cât mai curând. Nu te lăsa păcălit de pauzele mari dintre atacurile inamice. sector.nuclearComplex.description = O fostă facilitate pt producerea și procesarea de toriu, redusă la ruine.\n[lightgray]Cercetează toriul și multele sale utilizări.\n\nInamicul e prezent aici în mari numere, căutând constant atacatori. sector.fungalPass.description = O zonă de tranziție dintre munții înalți și zonele joase, pline cu spori. O mică bază de recunoaștere a inamicului este localizată aici.\nDistruge-o.\nFolosește unități Dagger și Crawler. Distruge cele 2 nuclee. sector.biomassFacility.description = Originea sporilor. Aceasta este facilitatea în care au fost cercetați și produși inițial.\nCercetează tehnologia ce poate fi găsită aici. Cultivă spori pt producția de combustibil și mase plastice.\n\n[lightgray]Când facilitatea a decăzut, sporii au fost eliberați. Nimic din din ecosistemul local nu a putut concura cu un organism atât de invaziv. sector.windsweptIslands.description = Acest arhipelag izolat se află mai departe, după țărm. Datele arată că odată aveau structuri care produceau [accent]Plastaniu[].\n\nApără-te de unitățile navale ale inamicului. Construiește o bază pe insule. Cercetează fabricile necesare. sector.extractionOutpost.description = Un avanpost izolat, construit de inamic cu scopul de a lansa resurse către alte sectoare.\n\nTehnologia de transport intersectorial este esențială pt cuceririle ce urmează. Distruge baza. Cercetează platformele lor de lansare. -sector.impact0078.description = Aici se află rămășițele primei nave de transport interstelar care a intrat în acest sistem stelar.\n\nSalvează cât mai mult posibil din epavă. Cercetează orice tehnologie intactă. +sector.impact0078.description = Aici se află rămășițele primei nave de transport interstelar care a intrat în acest sistem stelar.\n\nSalvează cât de mult posibil din epavă. Cercetează orice tehnologie intactă. sector.planetaryTerminal.description = Ținta finală.\n\nAceastă bază de coastă conține o structură capabilă să lanseze nuclee către alte planete locale. Este extrem de bine păzită.\n\nProdu unități navale. Elimină inamicul cât de rapid se poate. Cercetează structura de lansare. settings.language = Limbă @@ -679,6 +686,7 @@ stat.drillspeed = Viteză Burghiu (Bază) stat.boosteffect = Efect de Îmbunătățire stat.maxunits = Maxim Unități Active stat.health = Viață +stat.armor = Armură stat.buildtime = Timp Construcție stat.maxconsecutive = Maxim Consecutive stat.buildcost = Cost Construcție @@ -697,6 +705,7 @@ stat.radioactivity = Radioactivitate stat.heatcapacity = Capacitate de Căldură stat.viscosity = Vâscozitate stat.temperature = Temperatură +stat.charge = Sarcină Electrică stat.speed = Viteză stat.buildspeed = Viteză Construcție stat.minespeed = Viteză Minare @@ -721,6 +730,7 @@ bar.corereq = Plasare pe Nucleu Necesară bar.drillspeed = Viteză Minare: {0}/s bar.pumpspeed = Viteză Pompare: {0}/s bar.efficiency = Eficiență: {0}% +bar.boost = Efect Grăbire: {0}% bar.powerbalance = Electricitate: {0}/s bar.powerstored = Stocată: {0}/{1} bar.poweramount = Electricitate: {0} @@ -788,9 +798,12 @@ setting.shadows.name = Umbre setting.blockreplace.name = Sugestii Plasare Automats setting.linear.name = Filtrare Liniară setting.hints.name = Indicii +setting.logichints.name = Indicii Procesoare Logice setting.flow.name = Afișează Rata de Curgere a lichidelor setting.buildautopause.name = Autopauză de la Construit setting.backgroundpause.name = Pune Pauză în Fundal +setting.doubletapmine.name = Dublu-Click pt a Mina +setting.modcrashdisable.name = Dezactivează Modurile în Cazul unui Crash la Pornire setting.animatedwater.name = Suprafețe Animate setting.animatedshields.name = Scuturi Animate setting.antialias.name = Antialiasing[lightgray] (necesită repornire)[] @@ -936,6 +949,7 @@ mode.custom = Reguli Personalizate rules.infiniteresources = Resurse Infinite rules.reactorexplosions = Reactoarele Explodează +rules.coreincinerates = Nucleul Incinerează Resursele în Plus rules.schematic = Se Pot Folosi Scheme rules.wavetimer = Valuri pe Timp rules.waves = Valuri @@ -947,6 +961,8 @@ rules.blockdamagemultiplier = Multiplicatorul Deteriorării Blocurilor rules.unitbuildspeedmultiplier = Multiplicatorul Vitezei de Producere a Unităților rules.unithealthmultiplier = Multiplicatorul Vieții Unităților rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților +rules.unitcapvariable = Nucleele Contribuie la Limita Unităților +rules.unitcap = Limita de Bază a Unităților rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate) rules.wavespacing = Spațiul Dintre Valuri:[lightgray] (sec) rules.buildcostmultiplier = Multiplicatorul Costului Construcției @@ -1027,7 +1043,7 @@ unit.omura.name = Omura unit.alpha.name = Alpha unit.beta.name = Beta unit.gamma.name = Gamma -unit.scepter.name = Septer +unit.scepter.name = Scepter unit.reign.name = Reign unit.vela.name = Vela unit.corvus.name = Corvus @@ -1137,10 +1153,6 @@ block.armored-conveyor.name = Bandă Armată block.junction.name = Intersecție block.router.name = Router block.distributor.name = Distributor -#experimental, pot fi șterse în viitor -block.block-forge.name = Forjă de Blocuri -block.block-loader.name = Încărcător de Blocuri -block.block-unloader.name = Descărcător de Blocuri block.sorter.name = Sortator block.inverted-sorter.name = Sortator Invers block.message.name = Mesaj @@ -1220,7 +1232,7 @@ block.overdrive-projector.name = Proiector de Suprasolicitare block.force-projector.name = Proiector de Forță block.arc.name = Arc block.rtg-generator.name = Generator RTG -block.spectre.name = Specter +block.spectre.name = Spectre block.meltdown.name = Meltdown block.foreshadow.name = Foreshadow block.container.name = Container @@ -1241,6 +1253,10 @@ block.disassembler.name = Dezasamblator block.silicon-crucible.name = Creuzet de Silicon block.overdrive-dome.name = Dom de Suprasolicitare block.interplanetary-accelerator.name = Accelerator Interplanetar +#experimental, pot fi șterse în viitor +block.block-forge.name = Forjă de Blocuri +block.block-loader.name = Încărcător de Blocuri +block.block-unloader.name = Descărcător de Blocuri block.switch.name = Întrerupător block.micro-processor.name = Microprocesor @@ -1382,8 +1398,8 @@ block.inverted-sorter.description = Similar sortatorului standard, dar materialu block.router.description = Distribuie materialele primite în alte 3 direcții în mod egal. block.router.details = Un rău necesar. Nu folosi niciodată pt a introduce materiale în blocuri, căci vor fi blocate de produșii blocurilor. block.distributor.description = Distribuie materialele primite în alte 7 direcții în mod egal. -block.overflow-gate.description = Transportă materialele doar la stânga și dreapta dacă drumul din față este blocat. Nu poate fi folosită lângă alte porți. -block.underflow-gate.description = Opusul porții de revărsare. Transportă materialele în față dacă benzile din stânga și dreapta sunt blocate. Nu poate fi folosită lângă alte porți. +block.overflow-gate.description = Transportă materialele doar la stânga și dreapta dacă drumul din față este blocat. +block.underflow-gate.description = Opusul porții de revărsare. Transportă materialele în față dacă benzile din stânga și dreapta sunt blocate. block.mass-driver.description = Dispozitiv folosit pt transportul materialelor pe distanțe mari. Adună mai multe materiale și apoi le lansează până la un alt distributor în masă pe o rază mare. block.mechanical-pump.description = Pompează lichide din mediul înconjurător. Nu necesită electricitate. block.rotary-pump.description = Pompează lichide din mediul înconjurător. Necesită electricitate. @@ -1443,6 +1459,7 @@ block.ripple.description = Lovește cu capsule către inamici pe distanțe mari. block.cyclone.description = Trage cu grămezi explozive de material către unitățile inamice din apropiere. block.spectre.description = Trage cu gloanțe mari care penetrează scuturile inamicilor din apropiere. block.meltdown.description = Se încarcă și trage cu un laser continuu la inamicii din apropiere. Necesită răcitor pt a opera. +block.foreshadow.description = Trage către o țintă cu un glonț imens pe distanțe lungi. block.repair-point.description = Repară încontinuu cea mai deteriorată unitate din vecinătate. block.segment.description = Deteriorează și distruge proiectilele din apropiere. Laserele nu sunt afectate. block.parallax.description = Trage cu o rază tractoare care atrage aeronavele inamice, deteriorându-le. @@ -1456,10 +1473,10 @@ block.command-center.description = Controlează comportamentul unităților mili block.ground-factory.description = Produce unități de artilerie. Unitățile produse pot fi folosite direct sau mutate în reconstructoare pt îmbunătățiri. block.air-factory.description = Produce unități aeriene. Unitățile produse pot fi folosite direct sau mutate în reconstructoare pt îmbunătățiri. block.naval-factory.description = Produce unități navale. Unitățile produse pot fi folosite direct sau mutate în reconstructoare pt îmbunătățiri. -block.additive-reconstructor.description = Îmbunătățește unitățile primite, tranformându-le în unități de nivel doi. -block.multiplicative-reconstructor.description = Îmbunătățește unitățile primite, tranformându-le în unități de nivel trei. -block.exponential-reconstructor.description = Îmbunătățește unitățile primite, tranformându-le în unități de nivel patru. -block.tetrative-reconstructor.description =Îmbunătățește unitățile primite, tranformându-le în unități de ltimă generație: nivelul cinci. +block.additive-reconstructor.description = Îmbunătățește unitățile primite, transformându-le în unități de nivel doi. +block.multiplicative-reconstructor.description = Îmbunătățește unitățile primite, transformându-le în unități de nivel trei. +block.exponential-reconstructor.description = Îmbunătățește unitățile primite, transformându-le în unități de nivel patru. +block.tetrative-reconstructor.description = Îmbunătățește unitățile primite, transformându-le în unități de ltimă generație: nivelul cinci. block.switch.description = Un întrerupător. Poate fi pornit sau oprit. Statusul său poate fi citit și controlat de procesoarele logice. block.micro-processor.description = Rulează într-o buclă continuă o secvență de instrucțiuni logice. Poate fi folosit pt a controla unități și diverse clădiri. block.logic-processor.description = Rulează într-o buclă continuă o secvență de instrucțiuni logice. Poate fi folosit pt a controla unități și diverse clădiri. Mai rapid decât microprocesorul. @@ -1503,3 +1520,146 @@ unit.omura.description = Trage cu un railgun cu gloanțe care penetrează scutur unit.alpha.description = Apără nucleul Shard de inamici. Construiește structuri. unit.beta.description = Apără nucleul Foundation de inamici. Construiește structuri. unit.gamma.description = Apără nucleul Core de inamici. Construiește structuri. + +lst.read = Citește un număr dintr-o celulă de memorie conectată. +lst.write = Scrie un număr într-o celulă de memorie conectată. +lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[]. +lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[]. +lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare. +lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare. +lst.getlink = Obține o conexiune a procesorului după index. Începe de la 0. +lst.control = Controlează o clădire. +lst.radar = Localizează unitățile aflate în jurul unei clădiri. Are o anumită rază de acțiune. +lst.sensor = Obține date de la o clădire sau unitate. +lst.set = Setează o variabilă. +lst.operation = Efectuează o operație pe 1-2 variabile. +lst.end = Sari la începutul listei de instrucțiuni. +lst.jump = Dacă condiția este adevărată, mergi la o altă instrucțiune. +lst.unitbind = Controlează următoarea unitate de tipul selectat și reține-o în [accent]@unit[]. +lst.unitcontrol = Controlează unitatea controlată de procesor. +lst.unitradar = Localizează unitățile din jurul unității controlate de procesor. +lst.unitlocate = Localizează o poziție/clădire specifică oriunde pe hartă.\nNecesită o unitate controlată de procesor. + +logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare. + +lenum.type = Tipul clădirii/unității.\nde ex.: pt orice Router, va returna [accent]@router[].\nNu e un șir de caractere. +lenum.shoot = Lovește către o locație. +lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului. +lenum.configure = Configurația clădirii, de ex. materialul selectat pt Sortator. +lenum.enabled = Specifică dacă clădirea este pornită. + +laccess.color = Culoarea iluminatorului. +laccess.controller = Controlorul unității. Dacă e controlată de procesor, returnează procesorul.\nDacă e într-o formație, returnează liderul.\nAltfel, returnează unitatea însăși. +laccess.dead = Specifică dacă o unitate sau clădire a murit/nu mai e validă. +laccess.controlled = Returnează:\n[accent]@ctrlProcessor[] dacă controlorul unității e procesor\n[accent]@ctrlPlayer[] dacă controlorul unității/clădirii e jucător\n[accent]@ctrlFormation[] dacă unitatea e într-o formație\nAltfel dă 0. +laccess.commanded = [red]Învechit. Se va șterge![]\nFolosește [accent]controlled[]. + +graphicstype.clear = Umple monitorul cu o culoare. +graphicstype.color = Setează culoarea pt următoarele instrucțiuni Draw. +graphicstype.stroke = Setează grosimea liniei. +graphicstype.line = Desenează un segment de linie. +graphicstype.rect = Desenează un dreptunghi. +graphicstype.linerect = Desenează conturul unui dreptunghi. +graphicstype.poly = Desenează un poligon regulat. +graphicstype.linepoly = Desenează conturul unui poligon regulat. +graphicstype.triangle = Desenează un triunghi. +graphicstype.image = Desenează imaginea unui obiect din joc.\nde ex.: [accent]@router[] sau [accent]@dagger[]. + +lenum.always = Mereu adevărat. +lenum.idiv = Împărțirea naturală a numerelor (int). +lenum.div = Împărțirea.\nReturnează [accent]null[] dacă împarți la 0. +lenum.mod = Modulo (restul împărțirii). +lenum.equal = Egal. Convertește tipurile variabilelor.\nObiectele nenule comparate cu numere devin 1, cele nule devin 0. +lenum.notequal = Nu e egal. Convertește tipurile variabilelor. +lenum.strictequal = Egalitate strictă. Nu convertește tipurile variabilelor.\nPoate fi folosit pt a verifica dacă ceva este [accent]null[]. +lenum.shl = Shift left pe biți. +lenum.shr = Shift right pe biți. +lenum.or = OR/SAU. Ține cont de biți. +lenum.land = Logical AND/ȘI logic. Nu ține cont de biți. +lenum.and = AND/ȘI. Ține cont de biți. +lenum.not = NOT. Inversează biții. +lenum.xor = XOR/disjuncție exclusivă. Ține cont de biți. + +lenum.min = Minimul a două numere. +lenum.max = Maximul a două numere. +lenum.angle = Unghiul unui vector în grade. +lenum.len = Lungimea unui vector. +lenum.sin = Sinus în grade. +lenum.cos = Cosinus în grade. +lenum.tan = Tangentă în grade. +#cea de mai jos nu-i o greșeală, caută pe net notarea intervalelor în matematică +lenum.rand = Număr natural aleatoriu în intervalul [0, val). +lenum.log = Logaritm natural (ln). +lenum.log10 = Logaritm în baza 10. +lenum.noise = 2D simplex noise. +lenum.abs = Valoarea absolută. +lenum.sqrt = Radical/rădăcina pătrată. + +lenum.any = Orice unitate. +lenum.ally = Unitate aliată. +lenum.attacker = Unitate cu armă. +lenum.enemy = Unitate inamică. +lenum.boss = Unitate gardian. +lenum.flying = Unitate care zboară. +lenum.ground = Unitate de artilerie. +lenum.player = Unitate controlată de un jucător. + +lenum.ore = Depozit de minereu. +lenum.damaged = Clădire aliată deteriorată. +lenum.spawn = Punct de lansare inamic.\nPoate fi un nucleu sau o poziție. +lenum.building = Clădire dintr-un grup specific. + +lenum.core = Orice nucleu. +lenum.storage = Clădire de stocare, de ex. Containerul. +lenum.generator = Clădiri care generează electricitate. +lenum.factory = Clădiri care transformă resurse. +lenum.repair = Puncte de Reparare. +lenum.rally = Centre de Comandă. +lenum.battery = Orice baterie. +lenum.resupply = Puncte de Realimentare.\nRelevant doar când [accent]"Unitățile Necesită Muniție"[] este activată. +lenum.reactor = Reactor de Toriu/Impact. +lenum.turret = Orice armă. + +sensor.in = Clădirea/unitatea care trebuie detectată. + +radar.from = Clădirea de la care detectăm.\nRaza senzorului e limitată de raza de costrucție. +radar.target = Filtru pt unitățile care trebuie detectate. +radar.and = Adaugă filtre. +radar.order = Ordinea de sortare. 0 pt a inversa ordinea. +radar.sort = Modul cum sortăm rezultatele. +radar.output = Variabila în care se va scrie unitatea detectată. + +unitradar.target = Filtru pt unitățile care trebuie detectate. +unitradar.and = Adaugă filtre. +unitradar.order = Ordinea de sortare. 0 pt a inversa ordinea. +unitradar.sort = Modul cum sortăm rezultatele. +unitradar.output = Variabila în care se reține unitatea detectată. + +control.of = Clădirea de controlat. +control.unit = Unitatea/clădirea către care se țintește. +control.shoot = Specifică dacă armele trag. + +unitlocate.enemy = Specifică dacă se detectează clădirile inamice. +unitlocate.found = Specifică dacă obiectul a fost găsit. +unitlocate.building = Clădirea detectată. +unitlocate.outx = Coordonata X a obiectului detectat. +unitlocate.outy = Coordonata Y a obiectului detectat. +unitlocate.group = Grupul clădirilor de detectat. + +lenum.idle = Nu mișca, dar continuă să construiești/minezi.\nModul prestabilit. +lenum.stop = Oprește acțiunea curentă. Nu mișca/mina/construi. +lenum.move = Mergi la această poziție. +lenum.approach = Apropie-te la o anumită distanță de poziție. +lenum.pathfind = Găsește ruta către punctul de lansare inamic. Poate fi un nucleu. +lenum.target = Lovește către o poziție. +lenum.targetp = Lovește o țintă. Anticipează viteza țintei și a proiectilului. +lenum.itemdrop = Descarcă o bucată de material. +lenum.itemtake = Ia o bucată de material dintr-o clădire. +lenum.paydrop = Descarcă încărcătura curentă. +lenum.paytake = Ia o încărcătură de la locația curentă. +lenum.flag = Oferă o etichetă numerică unității. +lenum.mine = Minează din această locație. +lenum.build = Construiește o structură. +lenum.getblock = Obține clădirea și tipul clădirii aflate la coordonatele specificate.\nUnitatea trebuie să se afle în raza poziției.\nBlocurile solide care nu sunt clădiri vor avea tipul [accent]@solid[]. +lenum.within = Verifică dacă unitatea se află în apropierea poziției. +lenum.boost = Pornește/oprește propulsorul. diff --git a/core/assets/bundles/bundle_ru.properties b/core/assets/bundles/bundle_ru.properties index 3a4afc4188..6c04b75855 100644 --- a/core/assets/bundles/bundle_ru.properties +++ b/core/assets/bundles/bundle_ru.properties @@ -13,7 +13,7 @@ link.google-play.description = Скачать для Android с Google Play link.f-droid.description = Скачать для Android с F-Droid link.wiki.description = Официальная вики link.suggestions.description = Предложить новые возможности -link.bug.description = Нашли одну? Доложите о ней здесь +link.bug.description = Нашли ошибку? Доложите о ней здесь linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена. screenshot = Скриншот сохранён в {0} screenshot.invalid = Карта слишком большая, возможно, не хватает памяти для скриншота. @@ -41,11 +41,13 @@ be.ignore = Игнорировать be.noupdates = Обновления не найдены. be.check = Проверить обновления -mod.featured.title = Обозреватель модов -mod.featured.dialog.title = Обозреватель модов +mods.browser = Браузер\nмодификаций mods.browser.selected = Выбранный мод -mods.browser.add = Установить мод -mods.github.open = Открыть GitHub страницу +mods.browser.add = Скачать +mods.browser.reinstall = Переустановить +mods.github.open = Сайт +mods.browser.sortdate = Сортировка по дате +mods.browser.sortstars = Сортировка по звёздам schematic = Схема schematic.add = Сохранить схему… @@ -64,7 +66,7 @@ schematic.saved = Схема сохранена. schematic.delete.confirm = Эта схема будет поджарена Испепелителем. schematic.rename = Переименовать схему schematic.info = {0}x{1}, {2} блоков -schematic.disabled = [scarlet]Схемы отключены[]\nНа этой [accent]карте[] или [accent]сервере запрещено использование схем. +schematic.disabled = [scarlet]Схемы отключены[]\nНа этой [accent]карте[] или [accent]сервере[] запрещено использование схем. stats = Статистика stat.wave = Волн отражено:[accent] {0} @@ -90,6 +92,7 @@ joingame = Сетевая игра customgame = Пользовательская игра newgame = Новая игра none = <ничего> +none.found = [lightgray]<ничего не найдено> minimap = Мини-карта position = Координаты close = Закрыть @@ -110,17 +113,20 @@ committingchanges = Внесение изменений done = Готово feature.unsupported = Ваше устройство не поддерживает эту возможность. -mods.alphainfo = Имейте в виду, что модификации находятся в альфа-версии и [scarlet]могут содержать много ошибок[]. Докладывайте о любых проблемах, которые вы найдете в Mindustry Github. +mods.initfailed = [red]⚠[] Не удалось инициализировать предыдущий запуск Mindustry. Это могло быть вызвано неисправными модификациями.\n\nЧтобы предотвратить зацикленные вылеты игры, [red]все модификации были отключены.[]\n\nЧтобы отключить эту функцию, выключите её в [accent]Настройки->Игра->Отключение модификаций после вылета при запуске[]. mods = Модификации mods.none = [lightgray]Модификации не найдены! -mods.guide = Руководство по модам +mods.guide = Руководство по модификациям mods.report = Доложить об ошибке mods.openfolder = Открыть папку с модификациями +mods.viewcontent = Просмотреть содержимое mods.reload = Перезагрузить mods.reloadexit = Игра будет закрыта для перезагрузки модификаций. +mod.installed = [[Установлено] mod.display = [gray]Модификация:[orange] {0} mod.enabled = [lightgray]Включён mod.disabled = [scarlet]Выключен +mod.multiplayer.compatible = [gray]Доступна в игре по сети mod.disable = Выкл. mod.content = Содержимое: mod.delete.error = Невозможно удалить модификацию. Возможно, файл используется. @@ -136,15 +142,15 @@ mod.requiresrestart = Теперь игра закроется, чтобы пр mod.reloadrequired = [scarlet]Необходим перезапуск mod.import = Импортировать модификацию mod.import.file = Импортировать файл -mod.import.github = Импортировать мод с GitHub -mod.jarwarn = [scarlet]JAR-модификации по сути не безопасны.[]\nУбедитесь, что вы импортируете этот мод из надежного источника! +mod.import.github = Импортировать модификацию с GitHub +mod.jarwarn = [scarlet]JAR-модификации по сути не безопасны.[]\nУбедитесь, что вы импортируете эту модификацию из надёжного источника! mod.item.remove = Этот предмет является частью модификации [accent]«{0}[accent]»[white]. Чтобы удалить его, удалите саму модификацию. mod.remove.confirm = Эта модификация будет удалена. mod.author = [lightgray]Автор(ы):[] {0} mod.missing = В этом сохранении есть следы модификации, которая отсутствует или установлена её обновлённая версия. Может произойти повреждение сохранения. Вы уверены, что хотите загрузить его?\n[lightgray]Модификации:\n{0} mod.preview.missing = Перед публикацией этой модификации в Мастерской, вы должны добавить изображение предпросмотра.\nРазместите изображение с именем[accent] preview.png[] в папке модификации и попробуйте снова. mod.folder.missing = Модификации могут быть опубликованы в Мастерской только в виде папки.\nЧтобы конвертировать любой мод в папку, просто извлеките его из архива и удалите старый архив .zip, затем перезапустите игру или перезагрузите модификации. -mod.scripts.disable = Ваше устройство не поддерживает модификации со скриптами. Отключите такие моды, чтобы играть. +mod.scripts.disable = Ваше устройство не поддерживает модификации со скриптами. Отключите такие модификации, чтобы играть. about.button = Об игре name = Имя: @@ -212,6 +218,8 @@ trace = Отслеживать игрока trace.playername = Имя игрока: [accent]{0} trace.ip = IP: [accent]{0} trace.id = ID: [accent]{0} +trace.times.joined = Присоединялся раз: [accent]{0} +trace.times.kicked = Был выгнан раз: [accent]{0} trace.mobile = Мобильный клиент: [accent]{0} trace.modclient = Пользовательский клиент: [accent]{0} invalidid = Недопустимый ID клиента! Отправьте отчёт об ошибке. @@ -287,6 +295,7 @@ cancel = Отмена openlink = Открыть ссылку copylink = Скопировать ссылку back = Назад +max = Заполнить полностью crash.export = Экспорт отчёта об ошибках crash.none = Отчёты об ошибках не найдены. crash.exported = Отчёты об ошибках экспортированы. @@ -306,6 +315,7 @@ cancelbuilding = [accent][[{0}][] для очистки плана selectschematic = [accent][[{0}][] выделить и скопировать pausebuilding = [accent][[{0}][] для приостановки строительства resumebuilding = [scarlet][[{0}][] для продолжения строительства +enablebuilding = [scarlet][[{0}][] для включения строительства showui = Интерфейс скрыт.\nНажмите [accent][[{0}][] для отображения интерфейса. wave = [accent]Волна {0} wave.cap = [accent]Волна {0}/{1} @@ -326,9 +336,9 @@ custom = Пользовательская builtin = Встроенная map.delete.confirm = Вы действительно хотите удалить эту карту? Это действие не может быть отменено! map.random = [accent]Случайная карта -map.nospawn = Эта карта не имеет ни одного ядра, в котором игрок может появиться! Добавьте[accent] оранжевое[] ядро на эту карту в редакторе. -map.nospawn.pvp = У этой карты нет вражеских ядер, в которых игрок может появиться! Добавьте[scarlet] не оранжевое[] ядро на эту карту в редакторе. -map.nospawn.attack = У этой карты нет вражеских ядер для атаки игроком! Добавьте[scarlet] красное[] ядро на эту карту в редакторе. +map.nospawn = Эта карта не имеет ни одного ядра, в котором игрок может появиться! Добавьте [accent]оранжевое[] ядро на эту карту в редакторе. +map.nospawn.pvp = У этой карты нет вражеских ядер, в которых игрок может появиться! Добавьте [scarlet]не оранжевое[] ядро на эту карту в редакторе. +map.nospawn.attack = У этой карты нет вражеских ядер для атаки игроком! Добавьте [scarlet]красное[] ядро на эту карту в редакторе. map.invalid = Ошибка загрузки карты: повреждённый или недопустимый файл карты. workshop.update = Обновить содержимое workshop.error = Ошибка загрузки информации из Мастерской: {0} @@ -361,12 +371,11 @@ editor.center = Центрировать workshop = Мастерская waves.title = Волны waves.remove = Удалить -waves.never = ∞ waves.every = каждый waves.waves = волна(ы) waves.perspawn = за появление waves.shields = ед. щита/волну -waves.to = к +waves.to = до waves.guardian = Страж waves.preview = Предварительный просмотр waves.edit = Редактировать… @@ -390,7 +399,7 @@ editor.removeunit = Удалить боевую единицу editor.teams = Команды editor.errorload = Ошибка загрузки файла. editor.errorsave = Ошибка сохранения файла. -editor.errorimage = Это изображение, а не карта.\n\nЕсли вы хотите импортировать карту версии 3.5/40 сборки, то используйте кнопку [accent][Импортировать устаревшую карту][] в редакторе. +editor.errorimage = Это изображение, а не карта. editor.errorlegacy = Эта карта слишком старая и использует устаревший формат карты, который больше не поддерживается. editor.errornot = Это не файл карты. editor.errorheader = Этот файл карты недействителен или повреждён. @@ -678,6 +687,7 @@ stat.drillspeed = Базовая скорость бурения stat.boosteffect = Ускоряющий эффект stat.maxunits = Максимальное количество активных единиц stat.health = Прочность +stat.armor = Броня stat.buildtime = Время строительства stat.maxconsecutive = Макс. последовательность stat.buildcost = Стоимость строительства @@ -693,6 +703,7 @@ stat.lightningchance = Шанс удара молнии stat.lightningdamage = Урон молнии stat.flammability = Воспламеняемость stat.radioactivity = Радиоактивность +stat.charge = Заряд stat.heatcapacity = Теплоёмкость stat.viscosity = Вязкость stat.temperature = Температура @@ -720,6 +731,7 @@ bar.corereq = Требуется основа ядра bar.drillspeed = Скорость бурения: {0}/с bar.pumpspeed = Скорость выкачивания: {0}/с bar.efficiency = Эффективность: {0}% +bar.boost = Ускорение: {0}% bar.powerbalance = Энергия: {0}/с bar.powerstored = Накоплено: {0}/{1} bar.poweramount = Энергия: {0} @@ -762,8 +774,8 @@ unit.itemssecond = предметов/секунду unit.liquidunits = жидкостных единиц unit.powerunits = энерг. единиц unit.degrees = ° -unit.seconds = сек. -unit.minutes = мин. +unit.seconds = сек +unit.minutes = мин unit.persecond = /сек unit.perminute = /мин unit.timesspeed = x скорость @@ -787,9 +799,12 @@ setting.shadows.name = Тени setting.blockreplace.name = Автоматическая замена блоков setting.linear.name = Линейная фильтрация setting.hints.name = Подсказки +setting.logichints.name = Подсказки для логики setting.flow.name = Показывать скорость потока ресурсов setting.backgroundpause.name = Фоновая пауза setting.buildautopause.name = Автоматическая приостановка строительства +setting.doubletapmine.name = Добыча руды двойным нажатием +setting.modcrashdisable.name = Отключение модификаций после вылета при запуске setting.animatedwater.name = Анимированные поверхности setting.animatedshields.name = Анимированные щиты setting.antialias.name = Сглаживание[lightgray] (требует перезапуска)[] @@ -935,6 +950,7 @@ mode.custom = Пользовательские правила rules.infiniteresources = Бесконечные ресурсы (Игрок) rules.reactorexplosions = Взрывы реакторов +rules.coreincinerates = Ядро сжигает избыток ресурсов rules.schematic = Схемы разрешены rules.wavetimer = Интервал волн rules.waves = Волны @@ -946,6 +962,8 @@ rules.blockdamagemultiplier = Множитель урона блоков rules.unitbuildspeedmultiplier = Множитель скорости производства боев. ед. rules.unithealthmultiplier = Множитель здоровья боев. ед. rules.unitdamagemultiplier = Множитель урона боев. ед. +rules.unitcapvariable = Ядра увеличивают лимит единиц +rules.unitcap = Начальный лимит единиц rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.) rules.wavespacing = Интервал волн:[lightgray] (сек) rules.buildcostmultiplier = Множитель затрат на строительство @@ -1308,7 +1326,7 @@ item.sand.description = Используется в производстве д item.coal.description = Используется как топливо и в производстве обработанных материалов. item.coal.details = Похоже, что это окаменевшее растительное вещество, образовавшееся задолго до Посева. item.titanium.description = Широко используется в транспортировке жидкостей, бурах и авиации. -item.thorium.description = Используется в прочных постройках и как ядерного топлива. +item.thorium.description = Используется в прочных постройках и как ядерное топливо. item.scrap.description = Используется в плавильнях и измельчителях для получения других материалов. item.scrap.details = Остатки старых построек и единиц. item.silicon.description = Используется в солнечных панелях, сложной электронике и самонаводящихся боеприпасах для турелей. @@ -1381,8 +1399,8 @@ block.inverted-sorter.description = Работает так же, как и ст block.router.description = Равномерно распределяет входящие предметы по 3 выходящим направлениям. block.router.details = Необходимое зло. Не рекомендуется к использованию как блок ввода возле производственных зданий, т.к. может случиться затор выходным материалом. block.distributor.description = Равномерно распределяет входящие предметы по 7 выходящим направлениям. -block.overflow-gate.description = Выводит предметы по бокам, только если передний путь заблокирован. Нельзя использовать вплотную к другим затворам или шлюзам. -block.underflow-gate.description = Противоположность избыточного затвора. Выводит предметы вперёд только в том случае, если боковые пути заблокированы. Нельзя использовать вплотную к другим шлюзам или затворам. +block.overflow-gate.description = Выводит предметы по бокам, только если передний путь заблокирован. +block.underflow-gate.description = Противоположность избыточного затвора. Выводит предметы вперёд только в том случае, если боковые пути заблокированы. block.mass-driver.description = Постройка для дальней транспортировки предметов. Собирает несколько предметов и затем стреляет ими в другие катапульты. block.mechanical-pump.description = Перекачивает и выводит жидкости. Не требует энергию. block.rotary-pump.description = Перекачивает и выводит жидкости. Требует энергию. @@ -1495,11 +1513,154 @@ unit.poly.description = Автоматически восстанавливае unit.mega.description = Автоматически ремонтирует повреждённые постройки. Может переносить блоки и небольшие единицы. unit.quad.description = Сбрасывает большие бомбы на наземные цели, восстанавливая союзные постройки и повреждая врагов. Может переносить единицы среднего размера. unit.oct.description = Защищает союзников поблизости при помощи своего восстанавливающегося щита. Может переносить большинство наземных единиц. -unit.risso.description = Стреляет залпом ракет и пуль по всем врагам поблизости. +unit.risso.description = Стреляет залпами ракет и пуль по всем врагам поблизости. unit.minke.description = Стреляет зажигательными снарядами и стандартными пулями по наземным целям. unit.bryde.description = Стреляет дальнобойными артиллерийскими снарядами и ракетами по врагам. -unit.sei.description = Стреляет залпом ракет и бронебойных пуль по врагам. +unit.sei.description = Стреляет залпами ракет и бронебойных пуль по врагам. unit.omura.description = Стреляет дальнобойным пробивающим снарядом из рельсотрона по врагам. Производит единицы «Вспышка». unit.alpha.description = Защищает ядро «Осколок» от врагов. Основная строительная единица. unit.beta.description = Защищает ядро «Штаб» от врагов. Основная строительная единица. unit.gamma.description = Защищает ядро «Атом» от врагов. Основная строительная единица. + +lst.read = Считывает число из соединённой ячейки памяти. +lst.write = Записывает число в соединённую ячейку памяти. +lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[]. +lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[]. +lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей. +lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение. +lst.getlink = Получает соединение процессора по индексу. Начинает с 0. +lst.control = Контролирует блок. +lst.radar = Обнаруживает единицы вокруг постройки с заданным радиусом. +lst.sensor = Получает данные из постройки или единицы. +lst.set = Устанавливает переменную. +lst.operation = Совершает операцию над 1-2 переменными. +lst.end = Переходит к началу стека операций. +lst.jump = Условно переходит к другой операции. +lst.unitbind = Привязывается к единице определённого типа и сохраняет её в [accent]@unit[]. +lst.unitcontrol = Управляет привязанной в данный момент единицей. +lst.unitradar = Обнаруживает единицы вокруг привязанной в данный момент единицы. +lst.unitlocate = Обнаруживает позицию/постройку определённого типа где-либо на карте. Требует привязанную единицу. + +logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено. + +lenum.type = Тип постройки/единицы. \nНапример, для маршрутизатора это будет [accent]@router[].\nНе строка. +lenum.shoot = Стрельба в определённую позицию. +lenum.shootp = Стрельба в единицу/постройку с расчётом скорости. +lenum.configure = Конфигурация постройки, например, предмет сортировки. +lenum.enabled = Включён ли блок. + +laccess.color = Цвет осветителя. +laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возращает командуещего.\nВ противном случае возвращает саму единицу. +laccess.dead = Является ли единица/постройка неработающей или несуществующей. +laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0. +laccess.commanded = [red]Устарело. Будет удалено![]\nВместо этого, используйте [accent]controlled[]. + +graphicstype.clear = Заливка дисплея цветом. +graphicstype.color = Установка цвета для следующих операций отрисовки. +graphicstype.stroke = Установка толщины линии. +graphicstype.line = Отрисовка отрезка. +graphicstype.rect = Отрисовка закрашенного прямоугольника. +graphicstype.linerect = Отрисовка контура прямоугольника. +graphicstype.poly = Отрисовка закрашенного правильного многоугольника. +graphicstype.linepoly = Отрисовка контура правильного многоугольника. +graphicstype.triangle = Отрисовка закрашенного треугольника. +graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[]. + +lenum.always = Всегда истина. +lenum.idiv = Целочисленное деление. +lenum.div = Деление.\nВозвращает [accent]null[] при делении на ноль. +lenum.mod = Остаток от деления. +lenum.equal = Равно. Приводит типы.\nНе-null объекты, по сравнению с числами, становятся 1, иначе — 0. +lenum.notequal = Не равно. Приводит типы. +lenum.strictequal = Строгое равенство. Не приводит типы.\nМожет быть использовано для проверки на [accent]null[]. +lenum.shl = Побитовый сдвиг влево. +lenum.shr = Побитовый сдвиг вправо. +lenum.or = Побитовое ИЛИ. +lenum.land = Булевое И. +lenum.and = Побитовое И. +lenum.not = Побитовое НЕ. +lenum.xor = Побитовое исключающее ИЛИ. + +lenum.min = Минимальное из двух чисел. +lenum.max = Максимальное из двух чисел. +lenum.angle = Угол вектора в градусах. +lenum.len = Длина вектора. +lenum.sin = Синус, в градусах. +lenum.cos = Косинус, в градусах. +lenum.tan = Тангенс, в градусах. +#это не ошибка, поищите 'обозначение диапазонов' +lenum.rand = Случайное число в диапазоне [0, значение). +lenum.log = Натуральный логарифм (ln). +lenum.log10 = Логарифм по основанию 10. +lenum.noise = Симплексный шум, 2D. +lenum.abs = Абсолютная величина. +lenum.sqrt = Квадратный корень. + +lenum.any = Любая единица. +lenum.ally = Дружеская единица. +lenum.attacker = Единица с оружием. +lenum.enemy = Вражеская единица. +lenum.boss = Страж. +lenum.flying = Летающая единица. +lenum.ground = Наземная единица. +lenum.player = Единица, управляемая игроком. + +lenum.ore = Источник руды. +lenum.damaged = Повреждённая дружеская постройка. +lenum.spawn = Точка появления врагов.\nМожет быть ядром или позицией на карте. +lenum.building = Постройка определённой группы. + +lenum.core = Любое ядро. +lenum.storage = Здание хранения, например, хранилище. +lenum.generator = Постройки, вырабатывающие энергию. +lenum.factory = Постройки, перерабатывающие предметы. +lenum.repair = Ремонтные пункты. +lenum.rally = Командный центр. +lenum.battery = Любой аккумулятор. +lenum.resupply = Пункты снабжения.\nАктуально только при включённом [accent]"Боев. ед. требуют боеприпасы"[]. +lenum.reactor = Импульсный/ториевый реактор. +lenum.turret = Любая турель. + +sensor.in = Постройка/единица для распознавания. + +radar.from = Постройка, от которой распознавать.\nДальность сенсора ограничена дальностью постройки. +radar.target = Фильтр для распознавания единиц. +radar.and = Дополнительные фильтры. +radar.order = Порядок сортировки. 0 для обратного. +radar.sort = Показатель для сортировки результатов. +radar.output = Переменная для записи конечной единицы. + +unitradar.target = Фильтр для распознавания единиц. +unitradar.and = Дополнительные фильтры. +unitradar.order = Порядок сортировки. 0 для обратного. +unitradar.sort = Показатель для сортировки результатов. +unitradar.output = Переменная для записи конечной единицы. + +control.of = Постройка для контролирования. +control.unit = Единица/постройка для прицеливания. +control.shoot = Стрелять ли. + +unitlocate.enemy = Обнаруживать ли вражеские постройки. +unitlocate.found = Найден ли объект. +unitlocate.building = Переменная для записи обнаруженной постройки. +unitlocate.outx = Вывод X координаты. +unitlocate.outy = Вывод Y координаты. +unitlocate.group = Группа построек для поиска. + +lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию. +lenum.stop = Остановка передвижения/копания/строительства. +lenum.move = Перемещение в определённую позицию. +lenum.approach = Приближение к позиции с указанным радиусом. +lenum.pathfind = Перемещение к точке появления врагов. +lenum.target = Стрельба в определённую позицию. +lenum.targetp = Стрельба в единицу/постройку с расчётом скорости. +lenum.itemdrop = Сбрасывание предметов. +lenum.itemtake = Взятие предметов из постройки. +lenum.paydrop = Сбрасывание текущего груза. +lenum.paytake = Взятие груза на текущей позиции. +lenum.flag = Числовой флаг единицы. +lenum.mine = Копание в позиции. +lenum.build = Строительство структур. +lenum.getblock = Распознавание блока и его типа на координатах.\nЕдиница должна находиться в пределах досягаемости.\nТвёрдые не-постройки будут иметь тип [accent]@solid[]. +lenum.within = Проверка на нахождение единицы рядом с позицией. +lenum.boost = Включение/выключение полёта. diff --git a/core/assets/bundles/bundle_th.properties b/core/assets/bundles/bundle_th.properties index 930887461d..01b8310b19 100644 --- a/core/assets/bundles/bundle_th.properties +++ b/core/assets/bundles/bundle_th.properties @@ -331,7 +331,7 @@ editor.generation = การเกิด: editor.ingame = แก้ไขในเกม editor.publish.workshop = เผยแพร่บน Workshop editor.newmap = แมพใหม่ -editor.center = Center +editor.center = ศูนย์กลางแมพ workshop = Workshop waves.title = Waves waves.remove = ลบ @@ -352,7 +352,7 @@ waves.none = ไม่ได้กำหนดศัตรู\nwave layouts เ wavemode.counts = จำนวน wavemode.totals = ทั้งหมด -wavemode.health = health +wavemode.health = เลือด editor.default = [lightgray]<ค่าเริ่่มต้น> details = รสยละเอียด... @@ -512,7 +512,7 @@ weather.rain.name = ฝน weather.snow.name = หิมะ weather.sandstorm.name = พายุทราย weather.sporestorm.name = พายุสปอร์ -weather.fog.name = Fog +weather.fog.name = หมอก sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ sectors.resources = ทรัพยากร: @@ -523,7 +523,7 @@ sectors.launch = ส่ง sectors.select = เลือก sectors.nonelaunch = [lightgray]none (sun) sectors.rename = Rename Sector -sector.missingresources = [scarlet]Insufficient Core Resources +sector.missingresources = [scarlet]สิ่งของทำ core ไม่ครบ planet.serpulo.name = Serpulo planet.sun.name = Sun @@ -566,10 +566,10 @@ settings.clear.confirm = คุณแน่ใจหรือว่าจะเ settings.clearall.confirm = [scarlet]คำเตือน![]\nการกระทำนี้จะลบข้อมูลทั้งหมด นั้นรวมไปถึงเซฟ, แมพ, สิ่งที่ปลดล็อคแล้วและ keybinds.\nเมื่อคุณกด 'โอเค' เกมจะลบข้อมูลทุกอย่างและออกโดยอัตโนมัติ settings.clearsaves.confirm = คุณแน่ใจหรือว่าคุณต้องการเคลียร์เซฟทั้งหมด? settings.clearsaves = เคลียร์เซฟ -settings.clearresearch = Clear Research -settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research? -settings.clearcampaignsaves = Clear Campaign Saves -settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves? +settings.clearresearch = ลบการ Research +settings.clearresearch.confirm = แน่ใจที่จะลบการ Research หรือไม่? +settings.clearcampaignsaves = ลบเซฟ Campaign +settings.clearcampaignsaves.confirm = แน่ใจที่จะลบเซฟ Campaign หรือไม่? paused = [accent]< หยุดชั่วคราว > clear = เคลียร์ banned = [scarlet]แบน @@ -580,14 +580,14 @@ info.title = ข้อมูล error.title = [crimson]มีบางอย่างผิดพลาดเกิดขึ้น error.crashtitle = มีบางอย่างผิดพลาดเกิดขึ้น unit.nobuild = [scarlet]ยูนิตไม่สามารถสร้างได้ -lastaccessed = [lightgray]Last Accessed: {0} +lastaccessed = [lightgray]:คนที่แตะเป็นคนสุดท้าย {0} block.unknown = [lightgray]??? stat.input = นำเข้า stat.output = ส่งออก stat.booster = บูสเตอร์ stat.tiles = ต้องการ Tiles -stat.affinities = Affinities +stat.affinities = affinities stat.powercapacity = ความจุพลังงาน stat.powershot = หน่วยพลังงาน/นัด stat.damage = ดาเมจ @@ -600,13 +600,13 @@ stat.size = ขนาด stat.displaysize = ขนาดที่โชว์ stat.liquidcapacity = จุของเหลว stat.powerrange = ระยะพลังงาน -stat.linkrange = Link Range +stat.linkrange = ระยะการเชื่อมต่อ stat.instructions = คำแนะนำ stat.powerconnections = จำนวนการเชื่อมต่อสูงสุด stat.poweruse = ใช้พลังงาน stat.powerdamage = หน่วยพลังงาน/ดาเมจ stat.itemcapacity = จุไอเท็ม -stat.memorycapacity = Memory Capacity +stat.memorycapacity = ความจุหน่วยความจำ stat.basepowergeneration = กำเนิดพลังงานพื้นฐาน stat.productiontime = เวลาที่ใช้ในการผลิต stat.repairtime = เวลาที่ใช้ในการซ่อมแซมให้สมบูรณ์ @@ -626,28 +626,28 @@ stat.reload = นัด/วินาที stat.ammo = กระสุน stat.shieldhealth = เลือดของเกราะ stat.cooldowntime = เวลา Cooldown -stat.explosiveness = Explosiveness -stat.basedeflectchance = Base Deflect Chance -stat.lightningchance = Lightning Chance -stat.lightningdamage = Lightning Damage -stat.flammability = Flammability -stat.radioactivity = Radioactivity -stat.heatcapacity = HeatCapacity +stat.explosiveness = ความแรงของระเบิด +stat.basedeflectchance = โอกาสกระสุนกระเด็นกลับ +stat.lightningchance = โอกาสที่จะเกิดสายฟ้า +stat.lightningdamage = ความแรงของสายฟ้า +stat.flammability = ความไวไฟ +stat.radioactivity = ความแรงของรังสี +stat.heatcapacity = ความจุความร้อน stat.viscosity = Viscosity -stat.temperature = Temperature -stat.speed = Speed -stat.buildspeed = Build Speed -stat.minespeed = Mine Speed -stat.minetier = Mine Tier -stat.payloadcapacity = Payload Capacity -stat.commandlimit = Command Limit -stat.abilities = Abilities +stat.temperature = อุณหภูมิ +stat.speed = ความไว +stat.buildspeed = ความไวในการก่อสร้าง +stat.minespeed = ความไวในการขุด +stat.minetier = ความแรงของเลเซอร์ขุด +stat.payloadcapacity = ความจุการขนของ +stat.commandlimit = จำนวน Unit ที่สามารถสูงสุด +stat.abilities = ทักษะ -ability.forcefield = Force Field -ability.repairfield = Repair Field -ability.statusfield = Status Field -ability.unitspawn = {0} Factory -ability.shieldregenfield = Shield Regen Field +ability.forcefield = สนามพลัง +ability.repairfield = รักษา Unit รอบข้าง +ability.statusfield = บัฟ Unit รอบข้าง +ability.unitspawn = โรงงานทำ {0} +ability.shieldregenfield = บัฟโล่รอบข้าง bar.drilltierreq = จำเป็นต้องใช้เครื่องขุดที่ดีกว่า bar.noresources = ทรัพยากรหาย @@ -671,7 +671,7 @@ bar.progress = ความคืบหน้าในการสร้าง bar.input = นำเข้า bar.output = ส่งออก -units.processorcontrol = [lightgray]Processor Controlled +units.processorcontrol = [lightgray]ถูก Processor ควบคุม bullet.damage = [stat]{0}[lightgray] ดาเมจ bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง @@ -680,8 +680,8 @@ bullet.homing = [stat]ติดตาม bullet.shock = [stat]ช็อค bullet.frag = [stat]แตกออก bullet.knockback = [stat]{0}[lightgray] ดันกลับ -bullet.pierce = [stat]{0}[lightgray]x pierce -bullet.infinitepierce = [stat]pierce +bullet.pierce = [stat]{0}[lightgray]x ทะลุ +bullet.infinitepierce = [stat]ทะลุ bullet.freezing = [stat]แช่แข็ง bullet.tarred = [stat]เปื้อนน้ำมัน bullet.multiplier = [stat]{0}[lightgray]x จำนวนกระสุนต่อ 1 ไอเท็ม @@ -696,9 +696,9 @@ unit.liquidunits = หน่วยของเหลว unit.powerunits = หน่วยพลังงาน unit.degrees = องศา unit.seconds = วินาที -unit.minutes = mins +unit.minutes = นาที unit.persecond = /วินาที -unit.perminute = /min +unit.perminute = /ต่อนาที unit.timesspeed = เท่าเร็วขึ้น unit.percent = % unit.shieldhealth = เลือดเกราะ @@ -729,7 +729,7 @@ setting.autotarget.name = เล็งเป้าอัตโนมัติ setting.keyboard.name = การควบคุมแบบ เม้าส์+คีย์บอร์ด setting.touchscreen.name = การควบคุมแบบหน้าจอสัมผัส setting.fpscap.name = FPS -setting.fpscap.none = ไม่มี +setting.fpscap.none = ∞ setting.fpscap.text = {0} FPS setting.uiscale.name = ขนาด UI[lightgray] (จำเป็นต้องรีสตาร์ท)[] setting.swapdiagonal.name = การวางเป็นเส้นทแยงเสมอ @@ -803,8 +803,8 @@ keybind.pan.name = แพนวิว keybind.boost.name = บูสต์ keybind.schematic_select.name = เลือกภูมิภาค keybind.schematic_menu.name = เมนู Schematic -keybind.schematic_flip_x.name = กลับ Schematic ในแกน X -keybind.schematic_flip_y.name = กลับ Schematic ในแกน Y +keybind.schematic_flip_x.name = กลับแผนผังแกน X +keybind.schematic_flip_y.name = กลับแผนผังแกน Y keybind.category_prev.name = หมวดหมู่ก่อนหน้า keybind.category_next.name = หมวดหมู่ถ้ดไป keybind.block_select_left.name = เลือกบล็อค ซ้าย @@ -821,7 +821,7 @@ keybind.block_select_07.name = หมวดหมู่/เลือกบล็ keybind.block_select_08.name = หมวดหมู่/เลือกบล็อค 8 keybind.block_select_09.name = หมวดหมู่/เลือกบล็อค 9 keybind.block_select_10.name = หมวดหมู่/เลือกบล็อค 10 -keybind.fullscreen.name = เปิด/ปิด Fullscreen +keybind.fullscreen.name = เปิด/ปิด เต็มจอ keybind.select.name = เลือก/ยิง keybind.diagonal_placement.name = วางเป็นแนวทแยง keybind.pick.name = เลือกบล็อค @@ -861,7 +861,7 @@ mode.custom = กฎแบบกำหนดเอง rules.infiniteresources = ทรัพยากรไม่จำกัด rules.reactorexplosions = การระเบิดของ -rules.schematic = Schematics Allowed +rules.schematic = อนุญาตแผนผัง rules.wavetimer = ตัวนับเวลาปล่อยคลื่น(รอบ) rules.waves = คลื่น(รอบ) rules.attack = โหมดการโจมตี @@ -884,10 +884,10 @@ rules.title.waves = คลื่น(รอบ) rules.title.resourcesbuilding = ทรัพยากรและสิ่งก่อสร้าง rules.title.enemy = ศัตรู rules.title.unit = ยูนิต -rules.title.experimental = Experimental +rules.title.experimental = ทดลอง rules.title.environment = สิ่งแวดล้อม rules.lighting = แสง -rules.enemyLights = Enemy Lights +rules.enemyLights = ไฟศัตรู rules.fire = ไฟ rules.explosions = ดาเมจบล็อค/ยูนิตระเบิด rules.ambientlight = แสงจากแวดล้อม @@ -960,8 +960,8 @@ block.parallax.name = พาราแล็ซ block.cliff.name = หน้าผ่า block.sand-boulder.name = ก้อนหินทราย block.grass.name = หญ้า -block.slag.name = Slag -block.space.name = Space +block.slag.name = กากแร่ +block.space.name = อวกาศ block.salt.name = เกลือ block.salt-wall.name = กำแพงเกลือ block.pebbles.name = ก้อนกรวด @@ -1007,7 +1007,7 @@ block.darksand-water.name = น้ำบนทรายดำ block.char.name = ถ่าน block.dacite.name = ดาไซต์ block.dacite-wall.name = กำแพงดาไซต์ -block.dacite-boulder.name = Dacite Boulder +block.dacite-boulder.name = โขดหินดาไซต์ block.ice-snow.name = น้ำแข็งหิมะ block.stone-wall.name = กำแพงหิน block.ice-wall.name = กำแพงน้ำแข็ง @@ -1102,7 +1102,7 @@ block.power-source.name = จุดกำเนิดพลังงาน block.unloader.name = ตัวถ่ายไอเทม block.vault.name = ตู้นิรภัย block.wave.name = เวฟ -block.tsunami.name = Tsunami +block.tsunami.name = สึนามิ block.swarmer.name = สวอร์มเมอร์ block.salvo.name = ซัลโว block.ripple.name = ริปเปิล @@ -1142,11 +1142,11 @@ block.arc.name = อาร์ค block.rtg-generator.name = เครื่องกำเนิดไฟฟ้า RTG block.spectre.name = สเปคเตอร์ block.meltdown.name = เมลท์ดาวน์ -block.foreshadow.name = Foreshadow +block.foreshadow.name = ฟอร์ชาโดว์ block.container.name = ตู้เก็บของ block.launch-pad.name = ฐานส่งของ block.launch-pad-large.name = ฐานส่งของขนาดใหญ่ -block.segment.name = Segment +block.segment.name = เซ็กเมนต์ block.command-center.name = ศูนย์ควบคุม block.ground-factory.name = โรงงานภาคพื้นดิน block.air-factory.name = โรงงานภาคอากาศ diff --git a/core/assets/bundles/bundle_uk_UA.properties b/core/assets/bundles/bundle_uk_UA.properties index bdb83b4ca3..5f11545702 100644 --- a/core/assets/bundles/bundle_uk_UA.properties +++ b/core/assets/bundles/bundle_uk_UA.properties @@ -59,8 +59,10 @@ schematic.disabled = [scarlet]Схеми вимкнені[]\nВам не доз mod.featured.title = Переглядач модифікацій mod.featured.dialog.title = Переглядач модифікацій mods.browser.selected = Обрана модифікація -mods.browser.add = Установити модифікацію -mods.github.open = Відкрити в Github +mods.browser.add = Установити +mods.github.open = Відкрити +mods.browser.sortdate = Сортувати за давністю +mods.browser.sortstars = Сортувати за кількостю зірок stats = Статистика stat.wave = Хвиль відбито:[accent] {0} @@ -85,6 +87,7 @@ joingame = Мережева гра customgame = Користувацька гра newgame = Нова гра none = <нічого> +none.found = [lightgray]<нічого не знайдено> minimap = Мінімапа position = Місцезнаходження close = Закрити @@ -278,6 +281,7 @@ cancel = Скасувати openlink = Перейти за посиланням copylink = Скопіювати посилання back = Назад +max = Макс. crash.export = Експортувати аварійні звіти crash.none = Аварійних звітів не знайдено crash.exported = Аварійні звіти експортовано @@ -351,7 +355,6 @@ editor.center = Центрувати workshop = Майстерня waves.title = Хвилі waves.remove = Видалити -waves.never = <ніколи> waves.every = кожен waves.waves = хвиля(і) waves.perspawn = за появу @@ -377,7 +380,7 @@ editor.removeunit = Видалити бойову одиницю editor.teams = Команди editor.errorload = Помилка завантаження зображення. editor.errorsave = Помилка збереження зображення. -editor.errorimage = Це зображення, а не мапа.\n\nЯкщо ви хочете імпортувати застарілу мапу, то використовуйте кнопку «Імпортувати застарілу мапу» в редакторі. +editor.errorimage = Це зображення, а не мапа. editor.errorlegacy = Ця мапа занадто стара і використовує попередній формат мапи, який більше не підтримується. editor.errornot = Це не мапа. editor.errorheader = Цей файл мапи недійсний або пошкоджений. @@ -676,6 +679,7 @@ stat.commandlimit = Максимум у загоні stat.abilities = Здібності stat.canboost = Можна прискорити stat.flying = Літає +stat.ammouse = Патронів використовує ability.forcefield = Щитове поле ability.repairfield = Ремонтувальне поле ability.statusfield = Поле підсилення @@ -688,6 +692,7 @@ bar.corereq = Необхідне основне ядро bar.drillspeed = Швидкість буріння: {0} за с. bar.pumpspeed = Швидкість викачування: {0} за с. bar.efficiency = Ефективність: {0}% +bar.boost = Підсилення: {0}% bar.powerbalance = Енергія: {0} за с. bar.powerstored = Зберігає: {0}/{1} bar.poweramount = Енергія: {0} @@ -696,7 +701,6 @@ bar.powerlines = З’єднань: {0}/{1} bar.items = Предмети: {0} bar.capacity = Місткість: {0} bar.unitcap = {0} {1}/{2} -bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[одиниця вимкнена] bar.liquid = Рідина bar.heat = Нагрівання bar.power = Енергія @@ -711,6 +715,7 @@ bullet.sapping = [stat]виснажує bullet.homing = [stat]самонаведення bullet.shock = [stat]шок bullet.frag = [stat]шкода по ділянці +bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлям bullet.knockback = [stat]{0}[lightgray] відкидання bullet.pierce = [stat]{0}[lightgray]x пробиття bullet.infinitepierce = [stat]пробиття @@ -738,6 +743,7 @@ unit.items = предм. unit.thousands = тис unit.millions = млн unit.billions = млрд +unit.pershot = за постріл category.purpose = Призначення category.general = Загальне category.power = Енергія @@ -806,6 +812,7 @@ setting.lasersopacity.name = Непрозорість лазерів енерг setting.bridgeopacity.name = Непрозорість мостів setting.playerchat.name = Показувати хмару чата над гравцями public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[accent]Будь-хто може приєднатися до вашої гри.\n[lightgray]Це можна змінити в Налаштування->Гра->Загальнодоступність гри. +public.confirm.really = Якщо ви хочете грати з друзями, використовуйте [green]Запросити друзів[] замість [scarlet]Публічного серверу[]!\nВи справді хочете зробити свою гру [scarlet]публічною[]? public.beta = Зауважте, що в бета-версії гри ви не можете робити публічні ігри. uiscale.reset = Масштаб користувацького інтерфейсу було змінено.\nНатисніть «Гаразд» для підтвердження цього масштабу.\n[scarlet]Повернення налаштувань і вихід через[accent] {0}[] секунд… uiscale.cancel = Скасувати і вийти @@ -880,6 +887,7 @@ keybind.toggle_menus.name = Меню перемикання keybind.chat_history_prev.name = Попередня історія чату keybind.chat_history_next.name = Наступна історія чату keybind.chat_scroll.name = Прокрутка чату +keybind.chat_mode.name = Змінити режим чату keybind.drop_unit.name = Скинути бойову одиницю keybind.zoom_minimap.name = Збільшити мінімапу mode.help.title = Опис режимів гри @@ -895,6 +903,7 @@ mode.attack.description = Зруйнуйте ворожу базу. \n[gray]По mode.custom = Користувацькі правила rules.infiniteresources = Нескінченні ресурси rules.reactorexplosions = Вибухи реактора +rules.coreincinerates = Ядро спалює надлишкові предмети rules.schematic = Використання схем дозволено rules.wavetimer = Таймер для хвиль rules.waves = Хвилі diff --git a/core/assets/bundles/bundle_vi.properties b/core/assets/bundles/bundle_vi.properties index d45c16a170..aae2419fc1 100644 --- a/core/assets/bundles/bundle_vi.properties +++ b/core/assets/bundles/bundle_vi.properties @@ -13,6 +13,7 @@ link.google-play.description = Google Play store listing link.f-droid.description = F-Droid listing link.wiki.description = Mindustry wiki chính thức link.suggestions.description = Đề xuất các tính năng mới +link.bug.description = Tìm thấy lỗi? Báo cáo nó ở đây linkfail = Không mở được liên kết!\nURL đã được sao chép vào bộ nhớ tạm. screenshot = Ảnh chụp màn hình được lưu vào {0} screenshot.invalid = Bản đồ quá lớn, có khả năng không đủ bộ nhớ để chụp ảnh màn hình. @@ -40,24 +41,32 @@ be.ignore = Bỏ qua be.noupdates = Không tìm thấy bản cập nhật mới. be.check = Kiểm tra các bản cập nhật. -schematic = Schematic -schematic.add = Lưu Schematic... -schematics = Schematics -schematic.replace = Schematics có tên đó đã tồn tại. Thay thế nó? -schematic.exists = Schematics có tên đó đã tồn tại. -schematic.import = Nhập Schematic... +mods.browser = Duyệt mod +mods.browser.selected = Mod Đã chọn +mods.browser.add = Cài đặt +mods.browser.reinstall = Cài đặt lại +mods.github.open = Repo +mods.browser.sortdate = Sắp xếp theo gần đây +mods.browser.sortstars = Sắp xếp theo sao + +schematic = Bản thiết kế +schematic.add = Lưu bản thiết kế... +schematics = Các bản thiết kế +schematic.replace = Bản thiết kế có tên đó đã tồn tại. Thay thế nó? +schematic.exists = Bản thiết kế có tên đó đã tồn tại. +schematic.import = Nhập Bản thiết kế... schematic.exportfile = Xuất tệp schematic.importfile = Nhập tệp schematic.browseworkshop = Duyệt qua Workshop schematic.copy = Sao chép vào bộ nhớ tạm -schematic.copy.import = Nhập từ bộ nhớ tạm +schematic.copy.import = Thêm từ bộ nhớ tạm schematic.shareworkshop = Chia sẻ từ Workshop -schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Lật Schematic -schematic.saved = Đã lưu Schematic. -schematic.delete.confirm = Schematic này sẽ bị xóa hoàn toàn. -schematic.rename = Đổi tên Schematic +schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Lật bản thiết kế +schematic.saved = Đã lưu bản thiết kế. +schematic.delete.confirm = Bản thiết kế này sẽ bị xóa hoàn toàn. +schematic.rename = Đổi tên bản thiết kế schematic.info = {0}x{1}, {2} khối -schematic.disabled = [scarlet]Tính năng Schematics đã bị tắt[]\nBạn không được sử dụng schematic trong [accent]bản đồ[] hoặc [accent]máy chủ. +schematic.disabled = [scarlet]Tính năng bản thiết kế đã bị tắt[]\nBạn không được sử dụng bản thiết kế trong [accent]bản đồ[] hoặc [accent]máy chủ. stats = Thống kê stat.wave = Đợt đã vượt qua:[accent] {0} @@ -75,24 +84,25 @@ level.highscore = Điểm cao nhất: [accent]{0} level.select = Chọn cấp độ level.mode = Chế độ: coreattack = < Căn cứ đang bị tấn công! > -nearpoint = [[ [scarlet]RỜI KHỎI ĐIỂM THẢ NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra -database = Cơ sở dữ liệu căn cứ +nearpoint = [[ [scarlet]RỜI KHỎI KHU VỰC ĐÁP NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra +database = Cơ sở dữ liệu savegame = Lưu trò chơi -loadgame = Tải trò chơi +loadgame = Tải lại màn chơi joingame = Tham gia trò chơi customgame = Tùy chỉnh newgame = Trò chơi mới none = -minimap = Bản đồ mini +none.found = [lightgray] +minimap = Bản đồ nhỏ position = Vị trí close = Đóng website = Website quit = Thoát save.quit = Lưu & Thoát -maps = Maps -maps.browse = Duyệt bản đồ +maps = Bản đồ +maps.browse = Chọn bản đồ continue = Tiếp tục -maps.none = [lightgray]Không có bản đồ nào được tìm thấy! +maps.none = [lightgray]Không tìm thấy bản đồ! invalid = Không hợp lệ pickcolor = Chọn màu preparingconfig = Đang chuẩn bị cấu hình @@ -103,14 +113,16 @@ committingchanges = Đang cập nhật các thay đổi done = Hoàn tất feature.unsupported = Thiết bị của bạn không hỗ trợ tính năng này. -mods.alphainfo = Hãy nhớ rằng các bản mod đang ở giai đoạn alpha, và[scarlet] có thể chứa rất rất lỗi[].\nBáo cáo bất kỳ vấn đề nào bạn gặp phải tại Mindustry GitHub. +mods.initfailed = [red]⚠[] Mindustry không khởi chạy được. Điều này có thể do các mod bị lỗi.\n\nĐể tránh gặp sự cố liên tiếp, [red]tất cả các mod đã bị tắt.[]\n\nĐể tắt tính năng này, vào [accent]Cài đặt->Trò chơi->Tắt các mod khi gặp sự cố trong khởi động[]. mods = Mods -mods.none = [lightgray]Không có mod nào được tìm thấy! +mods.none = [lightgray]Không tìm thấy mod! mods.guide = Hướng dẫn mod mods.report = Báo lỗi mods.openfolder = Mở thư mục +mods.viewcontent = Xem nội dung mods.reload = Tải lại -mods.reloadexit = Trò chơi sẽ đóng để tải lại mod. +mods.reloadexit = Trò chơi sẽ đóng để mod được tải. +mod.installed = [[Đã cài đặt] mod.display = [gray]Mod:[orange] {0} mod.enabled = [lightgray]Đã Bật mod.disabled = [scarlet]Đã Tắt @@ -122,21 +134,21 @@ mod.outdated = [scarlet]Không tương thích với V6 (no minGameVersion: 105) mod.missingdependencies = [scarlet]Thiếu phụ thuộc: {0} mod.erroredcontent = [scarlet]Lỗi nội dung mod.errors = Đã xảy ra lỗi khi tải nội dung. -mod.noerrorplay = [scarlet]Bạn có mod bị lỗi.[]Tắt các mod bị ảnh hưởng hoặc sửa chữa các lỗi trước khi chơi. +mod.noerrorplay = [scarlet]Bạn có mod bị lỗi.[]Tắt các mod bị lỗi hoặc sửa các lỗi trước khi chơi. mod.nowdisabled = [scarlet]Mod '{0}' cần mod này để chạy:[accent] {1}\n[lightgray]Trước tiên bạn cần tải các mod này xuống.\nBản mod này sẽ tự động tắt. mod.enable = Bật mod.requiresrestart = Trò chơi sẽ đóng để áp dụng các thay đổi của mod. mod.reloadrequired = [scarlet]Yêu cầu khởi động lại -mod.import = Nhập Mod -mod.import.file = Nhập tệp -mod.import.github = Nhập từ GitHub -mod.jarwarn = [scarlet]JAR mod vốn dĩ không an toàn.[]\nĐảm bảo rằng bạn đang nhập bản mod này từ một nguồn đáng tin cậy! +mod.import = Thêm Mod +mod.import.file = Thêm từ tệp +mod.import.github = Thêm từ GitHub +mod.jarwarn = [scarlet]Các JAR mod vốn dĩ không an toàn.[]\nĐảm bảo rằng bạn đang thêm mod này từ một nguồn đáng tin cậy! mod.item.remove = Mục này là một phần của[accent] '{0}'[] mod. Để xóa nó, hãy gỡ cài đặt mod này. mod.remove.confirm = Mod này sẽ bị xóa. mod.author = [lightgray]Tác giả:[] {0} -mod.missing = Bản lưu này chứa các mod mà bạn đã cập nhật gần đây hoặc không còn cài đặt nữa. Có thể gây ra lỗi khi mở. Bạn có chắc muốn mở nó?\n[lightgray]Mods:\n{0} -mod.preview.missing = Trước khi xuất bản bản mod này lên workshop, bạn phải thêm hình ảnh xem trước.\nĐặt một hình ảnh có tên[accent] preview.png[] vào thư mục của mod và thử lại. -mod.folder.missing = Chỉ có thể xuất bản các mod ở dạng thư mục lên workshop.\nĐể chuyển đổi bất kỳ mod nào thành một thư mục, chỉ cần giải nén tệp của nó vào một thư mục và xóa tệp nén cũ, sau đó khởi động lại trò chơi của bạn hoặc tải lại các bản mod của bạn. +mod.missing = Bản lưu này chứa các mod mà bạn đã cập nhật gần đây hoặc không được cài đặt. Có thể gây ra lỗi khi mở. Bạn có chắc muốn mở nó?\n[lightgray]Mods:\n{0} +mod.preview.missing = Trước khi đăng bản mod này lên workshop, bạn phải thêm hình ảnh xem trước.\nĐặt một hình ảnh có tên[accent] preview.png[] vào thư mục của mod và thử lại. +mod.folder.missing = Chỉ có thể đăng các mod ở dạng thư mục lên workshop.\nĐể chuyển đổi bất kỳ mod nào thành một thư mục, chỉ cần giải nén tệp của nó vào một thư mục và xóa tệp nén cũ, sau đó khởi động lại trò chơi của bạn hoặc tải lại các bản mod của bạn. mod.scripts.disable = Thiết bị của bạn không hổ trợ mod chứa scripts này. Bạn phải tắt các mod này để chơi trò chơi. about.button = Thông tin @@ -196,6 +208,7 @@ servers.local = Máy chủ cục bộ servers.remote = Máy chủ tùy chỉnh servers.global = Máy chủ từ cộng đồng +servers.disclaimer = Nhà phát triển [accent]không[] sở hữu và kiểm soát máy chủ cộng đồng.\n\nMáy chủ có thể chứa nội dung do người dùng tạo và không phù hợp với mọi lứa tuổi. servers.showhidden = Hiển thị Máy chủ Ẩn server.shown = Hiện server.hidden = Ẩn @@ -279,6 +292,7 @@ cancel = Hủy openlink = Mở link copylink = Sao chép link back = Quay lại +max = Tối đa crash.export = Xuất Crash Logs crash.none = Không có Crash Logs nào được tìm thấy. crash.exported = Crash logs đã được xuất. @@ -298,6 +312,7 @@ cancelbuilding = [accent][[{0}][] để hủy xây selectschematic = [accent][[{0}][] to để chọn+sao chép pausebuilding = [accent][[{0}][] để tạm dừng xây dựng resumebuilding = [scarlet][[{0}][] để tiếp tục xây dựng +enablebuilding = [scarlet][[{0}][] để bật xây dựng showui = UI hidden.\nPress [accent][[{0}][] để hiện UI. wave = [accent]Đợt {0} wave.cap = [accent]Đợt {0}/{1} @@ -353,7 +368,6 @@ editor.center = Trung tâm workshop = Workshop waves.title = Đợt waves.remove = Xóa -waves.never = waves.every = mỗi waves.waves = đợt waves.perspawn = mỗi lần xuất hiện @@ -382,7 +396,7 @@ editor.removeunit = Xóa kẻ địch editor.teams = Đội editor.errorload = Lỗi khi tải tệp. editor.errorsave = Lỗi khi lưu tệp. -editor.errorimage = Đó là một hình ảnh, không phải bản đồ.\n\nNếu bạn muốn nhập một bản đồ 3.5/build 40, sử dụng nút 'Nhập bản đồ thay thế' trong trình chỉnh sửa. +editor.errorimage = Đó là một hình ảnh, không phải bản đồ. editor.errorlegacy = Bản đồ này quá cũ, và sử dụng định dạng bản đồ cũ không còn được hỗ trợ. editor.errornot = Đây không phải là tệp bản đồ. editor.errorheader = Tệp bản đồ này không hợp lệ hoặc bị hỏng. @@ -672,9 +686,10 @@ stat.drillspeed = Tốc độ khoang cơ bản stat.boosteffect = Hiệu ứng tăng cường stat.maxunits = Số quân lính hoạt động tối đa stat.health = Độ bền +stat.armor = Giáp stat.buildtime = Thời gian xây stat.maxconsecutive = Đầu ra tối đa -stat.buildcost = Chi phí +stat.buildcost = Yêu cầu stat.inaccuracy = Độ lệch stat.shots = Phát bắn stat.reload = Phát bắn/Giây @@ -687,6 +702,7 @@ stat.lightningchance = Tỷ lệ phóng điện stat.lightningdamage = Sát thương tia điện stat.flammability = Dễ cháy stat.radioactivity = Phóng xạ +stat.charge = Phóng điện stat.heatcapacity = Nhiệt dung stat.viscosity = Độ nhớt stat.temperature = Nhiệt độ @@ -699,12 +715,13 @@ stat.commandlimit = Giới hạn lệnh stat.abilities = Khả năng stat.canboost = Nâng cấp stat.flying = Bay +stat.ammouse = Sử dụng đạn -ability.forcefield = Force Field -ability.repairfield = Repair Field +ability.forcefield = Tạo khiên +ability.repairfield = Sửa chữa/Xây dựng ability.statusfield = Status Field -ability.unitspawn = {0} Factory -ability.shieldregenfield = Shield Regen Field +ability.unitspawn = Sản xuất {0} +ability.shieldregenfield = Tạo khiên nhỏ ability.movelightning = Movement Lightning bar.drilltierreq = Cần máy khoan tốt hơn @@ -713,6 +730,7 @@ bar.corereq = Yêu cầu căn cứ bar.drillspeed = Tốc độ khoan: {0}/giây bar.pumpspeed = Tốc độ bơm: {0}/giây bar.efficiency = Hiệu suất: {0}% +bar.boost = Tăng tốc: {0}% bar.powerbalance = Năng lượng: {0}/giây bar.powerstored = Lưu trữ: {0}/{1} bar.poweramount = Năng lượng: {0} @@ -721,7 +739,6 @@ bar.powerlines = Số lượng kết nối: {0}/{1} bar.items = Vật phẩm: {0} bar.capacity = Sức chứa: {0} bar.unitcap = {0} {1}/{2} -bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[quân lính bị vô hiệu hóa] bar.liquid = Chất lỏng bar.heat = Nhiệt độ bar.power = Năng lượng @@ -735,12 +752,13 @@ bullet.damage = [stat]{0}[lightgray] sát thương bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô bullet.incendiary = [stat]cháy bullet.sapping = [stat]sapping -bullet.homing = [stat]homing +bullet.homing = [stat]truy đuổi bullet.shock = [stat]sốc -bullet.frag = [stat]frag +bullet.buildingdamage = [stat]{0}%[lightgray] sát thương khối +bullet.frag = [stat]phá mảnh bullet.knockback = [stat]{0}[lightgray] bật lùi bullet.pierce = [stat]{0}[lightgray]x xuyên giáp -bullet.infinitepierce = [stat]pierce +bullet.infinitepierce = [stat]xuyên thấu bullet.healpercent = [stat]{0}[lightgray]% sửa chửa bullet.freezing = [stat]đóng băng bullet.tarred = [stat]tarred @@ -763,9 +781,10 @@ unit.timesspeed = x tốc độ unit.percent = % unit.shieldhealth = độ bền khiên unit.items = vật phẩm -unit.thousands = nghìn -unit.millions = triệu -unit.billions = tỷ +unit.thousands = k +unit.millions = mil +unit.billions = b +unit.pershot = /shot category.purpose = Mô tả category.general = Chung category.power = Năng lượng @@ -782,14 +801,15 @@ setting.hints.name = Gợi ý setting.flow.name = Hiện thị tốc độ chuyền tài nguyên setting.backgroundpause.name = Tạm dừng trong nền setting.buildautopause.name = Tự động dừng xây dựng +setting.modcrashdisable.name = Tắt các mod khi gặp sự cố trong khởi động setting.animatedwater.name = Hiệu ứng nước setting.animatedshields.name = Hiệu ứng khiên setting.antialias.name = Khử răng cưa[lightgray] (yêu cầu khởi động lại)[] setting.playerindicators.name = Hướng người chơi setting.indicators.name = Hướng kẻ địch setting.autotarget.name = Tự động nhắm mục tiêu -setting.keyboard.name = Điều khiển bằng chuột+bàn phím -setting.touchscreen.name = Điều khiển bằng màng hình cảm ứng +setting.keyboard.name = Điều khiển bằng chuột + bàn phím +setting.touchscreen.name = Điều khiển bằng màn hình cảm ứng setting.fpscap.name = FPS tối đa setting.fpscap.none = Không giới hạn setting.fpscap.text = {0} FPS @@ -810,13 +830,13 @@ setting.sensitivity.name = Độ nhạy điều khiển setting.saveinterval.name = Khoảng thời gian lưu setting.seconds = {0} giây setting.milliseconds = {0} mili giây -setting.fullscreen.name = Toàn màng hình +setting.fullscreen.name = Toàn màn hình setting.borderlesswindow.name = Không viền[lightgray] (yêu cầu khởi động lại) setting.fps.name = Hiển thị FPS & Ping setting.smoothcamera.name = Chế độ mượt mà setting.vsync.name = VSync setting.pixelate.name = Đồ họa pixel -setting.minimap.name = Hiển thị bảng đồ mini +setting.minimap.name = Hiển thị bản đồ mini setting.coreitems.name = Hiển thị vật phẩm trong căn cứ setting.position.name = Hiển thị vị trí người chơi setting.musicvol.name = Âm lượng nhạc @@ -833,7 +853,9 @@ setting.chatopacity.name = Độ mờ trò chuyện setting.lasersopacity.name = Độ mờ kết nối năng lượng setting.bridgeopacity.name = Độ mờ cầu setting.playerchat.name = Hiển thị bong bóng trò chuyện của người chơi +setting.showweather.name = Hiển thị đồ họa thời tiết public.confirm = Bạn có muốn công khai trò chơi của mình không?\n[accent]Bất kỳ ai cũng có thể tham gia trò chơi của bạn.\n[lightgray]Điều này có thể được thay đổi sau trong Cài đặt-> Trò chơi-> Hiển thị trò chơi công khai. +public.confirm.really = Nếu bạn muốn chơi với bạn bè, sử dụng [green]Invite Friend[] thay vì [scarlet]Public server[]!\nBạn có chắc chắn muốn làm trò chơi của mình [scarlet]công khai[]? public.beta = Lưu ý rằng phiên bản beta của trò chơi không thể tạo sảnh công khai. uiscale.reset = Kích thước UI đã được thay đổi.\nNhấn "OK" để xác nhận.\n[scarlet]Hoàn lại và thoát trong[accent] {0}[] giây... uiscale.cancel = Hủy & Thoát @@ -855,17 +877,17 @@ keybind.clear_building.name = Xóa công trình keybind.press = Nhấn một phím... keybind.press.axis = Nhấn một tổ hợp phím hoặc một phím... keybind.screenshot.name = Chụp ảnh bản đồ -keybind.toggle_power_lines.name = Toggle Power Lasers -keybind.toggle_block_status.name = Toggle Block Statuses +keybind.toggle_power_lines.name = Ẩn/Hiện đường truyền năng lượng +keybind.toggle_block_status.name = Ẩn/Hiện trạng thái khối keybind.move_x.name = Di chuyển X keybind.move_y.name = Di chuyển Y keybind.mouse_move.name = Theo chuột -keybind.pan.name = Xem Pan +keybind.pan.name = Di chuyển góc nhìn keybind.boost.name = Tăng tốc keybind.schematic_select.name = Chọn khu vực -keybind.schematic_menu.name = Menu Schematic -keybind.schematic_flip_x.name = Lật Schematic X -keybind.schematic_flip_y.name = Lật Schematic Y +keybind.schematic_menu.name = Menu bản thiết kế +keybind.schematic_flip_x.name = Lật bản thiết kế X +keybind.schematic_flip_y.name = Lật bản thiết kế Y keybind.category_prev.name = Danh mục trước keybind.category_next.name = Danh mục tiếp theo keybind.block_select_left.name = Chọn khối trái @@ -903,11 +925,12 @@ keybind.chat.name = Trò chuyện keybind.player_list.name = Danh sách người chơi keybind.console.name = Bảng điều khiển keybind.rotate.name = Xoay -keybind.rotateplaced.name = Xoay hiện có (Giữ) -keybind.toggle_menus.name = Chuyển đổi Menus +keybind.rotateplaced.name = Xoay khối (Giữ) +keybind.toggle_menus.name = Ẩn/Hiện Menus keybind.chat_history_prev.name = Lịch sử trò chuyện trước keybind.chat_history_next.name = Lịch sử trò chuyện sau keybind.chat_scroll.name = Cuộn trò chuyện +keybind.chat_mode.name = Thay đổi chế độ trò chuyện keybind.drop_unit.name = Thả quân keybind.zoom_minimap.name = Thu phóng bản đồ mini mode.help.title = Mô tả chế độ @@ -924,7 +947,8 @@ mode.custom = Tùy chỉnh luật rules.infiniteresources = Tài nguyên vô hạn rules.reactorexplosions = Nổ lò phản ứng -rules.schematic = Cho phép dùng schematic +rules.coreincinerates = Hủy vật phẩm khi căn cứ đầy +rules.schematic = Cho phép dùng bản thiết kế rules.wavetimer = Đếm ngược đợt rules.waves = Đợt rules.attack = Chế độ tấn công @@ -935,6 +959,8 @@ rules.blockdamagemultiplier = Hệ số sát thương của khối rules.unitbuildspeedmultiplier = Hệ số tốc độ sản xuất lính rules.unithealthmultiplier = Hệ số máu của quân lính rules.unitdamagemultiplier = Hệ số sát thương của quân lính +rules.unitcapvariable = Căn cứ tăng giới hạn quân lính +rules.unitcap = Giới hạn quân lính rules.enemycorebuildradius = Bán kính không xây dựng trong căn cứ của kẻ địch:[lightgray] (ô) rules.wavespacing = Thời gian giữa các đợt:[lightgray] (giây) rules.buildcostmultiplier = Hệ số chi phí xây dựng @@ -956,6 +982,7 @@ rules.explosions = Sát thương nổ của Khối/Quân lính rules.ambientlight = Ánh sáng môi trường rules.weather = Thời tiết rules.weather.frequency = Tần suất: +rules.weather.always = Luôn luôn rules.weather.duration = Thời gian: content.item.name = Vật phẩm @@ -971,19 +998,19 @@ item.graphite.name = Than chì item.titanium.name = Titan item.thorium.name = Thorium item.silicon.name = Silicon -item.plastanium.name = Plastanium +item.plastanium.name = Nhựa item.phase-fabric.name = Phase Fabric -item.surge-alloy.name = Surge Alloy +item.surge-alloy.name = Hợp kim item.spore-pod.name = Vỏ bào tử item.sand.name = Cát item.blast-compound.name = Chất nổ -item.pyratite.name = Pyratite -item.metaglass.name = Metaglass +item.pyratite.name = Nhiệt thạch +item.metaglass.name = Thuỷ tinh item.scrap.name = Phế liệu liquid.water.name = Nước liquid.slag.name = Xỉ nóng chảy liquid.oil.name = Dầu -liquid.cryofluid.name = Cryofluid +liquid.cryofluid.name = Chất làm lạnh #Why we should translate this ??? unit.dagger.name = Dagger @@ -1044,14 +1071,14 @@ block.moss.name = Rêu block.shrubs.name = Bụi cây block.spore-moss.name = Rêu bào tử block.shale-wall.name = Tường đá phiến sét -block.scrap-wall.name = Tường sắt vụn +block.scrap-wall.name = Tường phế liệu block.scrap-wall-large.name = Tường phế liệu lớn block.scrap-wall-huge.name = Tường phế liệu khổng lồ block.scrap-wall-gigantic.name = Tường phế liệu siêu khổng lồ block.thruster.name = Thruster block.kiln.name = Lò nung -block.graphite-press.name = Máy nén thang chì -block.multi-press.name = Máy nén thang chì lớn +block.graphite-press.name = Máy nén than chì +block.multi-press.name = Máy nén than chì lớn block.constructing = {0} [lightgray](Đang xây dựng) block.spawn.name = Khu vực tạo ra kẻ địch block.core-shard.name = Căn cứ: Cơ sở @@ -1105,8 +1132,8 @@ block.copper-wall.name = Tường đồng block.copper-wall-large.name = Tường đồng lớn block.titanium-wall.name = Tường titan block.titanium-wall-large.name = Tường titan lớn -block.plastanium-wall.name = Tường Plastanium -block.plastanium-wall-large.name = Tường Plastanium lớn +block.plastanium-wall.name = Tường Nhựa +block.plastanium-wall-large.name = Tường Nhựa lớn block.phase-wall.name = Tường Phase block.phase-wall-large.name = Tường Phase lớn block.thorium-wall.name = Tường Thorium @@ -1120,29 +1147,29 @@ block.hail.name = Hail block.lancer.name = Lancer block.conveyor.name = Băng chuyền block.titanium-conveyor.name = Băng chuyền titan -block.plastanium-conveyor.name = Băng chuyền Plastanium -block.armored-conveyor.name = Băng chuyền bọc thép -block.junction.name = Junction -block.router.name = Router -block.distributor.name = Distributor -block.sorter.name = Sorter -block.inverted-sorter.name = Sorter ngược +block.plastanium-conveyor.name = Băng chuyền nhựa +block.armored-conveyor.name = Băng chuyền bọc giáp +block.junction.name = Giao điểm +block.router.name = Bộ phân phát +block.distributor.name = Bộ phân phát lớn +block.sorter.name = Bộ lọc +block.inverted-sorter.name = Bộ lọc ngược block.message.name = Thông điệp block.illuminator.name = Đèn -block.overflow-gate.name = Overflow Gate -block.underflow-gate.name = Underflow Gate +block.overflow-gate.name = Cổng tràn +block.underflow-gate.name = Cổng tràn ngược block.silicon-smelter.name = Máy nấu silicon block.phase-weaver.name = Máy tạo Phase block.pulverizer.name = Máy nghiền -block.cryofluid-mixer.name = Máy trộn Cryofluid -block.melter.name = Máy nung chảy +block.cryofluid-mixer.name = Máy sản xuất chất làm lạnh +block.melter.name = Lò nung chảy block.incinerator.name = Máy phân hủy block.spore-press.name = Máy nén bào tử block.separator.name = Máy phân tách block.coal-centrifuge.name = Máy tạo than block.power-node.name = Chốt điện block.power-node-large.name = Chốt điện lớn -block.surge-tower.name = Tháp Surge +block.surge-tower.name = Tháp điện block.diode.name = Diode pin block.battery.name = Pin block.battery-large.name = Pin lớn @@ -1151,7 +1178,7 @@ block.steam-generator.name = Máy phát điện hơi nước block.differential-generator.name = Máy phát điện vi sai block.impact-reactor.name = Lò phản ứng nhiệt hạch block.mechanical-drill.name = Máy khoan cơ khí -block.pneumatic-drill.name = Khoan khí nén +block.pneumatic-drill.name = Máy khoan khí nén block.laser-drill.name = Máy khoan laser block.water-extractor.name = Máy khoan nước block.cultivator.name = Máy nuôi cấy bào tử @@ -1162,41 +1189,41 @@ block.item-void.name = Hủy vật phẩm block.liquid-source.name = Nguồn chất lỏng block.liquid-void.name = Hủy chất lỏng block.power-void.name = Hủy năng lượng -block.power-source.name = Vô hạn năng lượng -block.unloader.name = Unloader -block.vault.name = Vault +block.power-source.name = Nguồn năng lượng +block.unloader.name = Điểm dỡ hàng +block.vault.name = Nhà kho block.wave.name = Wave block.tsunami.name = Tsunami block.swarmer.name = Swarmer block.salvo.name = Salvo block.ripple.name = Ripple block.phase-conveyor.name = Phase Conveyor -block.bridge-conveyor.name = Bridge Conveyor -block.plastanium-compressor.name = Máy nén Plastanium -block.pyratite-mixer.name = Máy trộn Pyratite +block.bridge-conveyor.name = Cầu dẫn +block.plastanium-compressor.name = Máy sản xuất nhựa +block.pyratite-mixer.name = Máy trộn nhiệt thạch block.blast-mixer.name = Máy trộn chất nổ block.solar-panel.name = Pin mặt trời block.solar-panel-large.name = Pin mặt trời lớn block.oil-extractor.name = Máy khoan dầu block.repair-point.name = Điểm sửa chữa block.pulse-conduit.name = Ống dẫn titan -block.plated-conduit.name = Ống dẫn bọc thép +block.plated-conduit.name = Ống dẫn bọc giáp block.phase-conduit.name = Ống dẫn Phase -block.liquid-router.name = Liquid Router +block.liquid-router.name = Bộ phân phát chất lỏng block.liquid-tank.name = Thùng chất lỏng -block.liquid-junction.name = Liquid Junction -block.bridge-conduit.name = Bridge Conduit +block.liquid-junction.name = Giao điểm chất lỏng +block.bridge-conduit.name = Cầu dẫn chất lỏng block.rotary-pump.name = Bơm điện block.thorium-reactor.name = Lò phản ứng Thorium -block.mass-driver.name = Mass Driver -block.blast-drill.name = Máy khoang thủy lực +block.mass-driver.name = Máy phóng điện từ +block.blast-drill.name = Máy khoan thủy lực block.thermal-pump.name = Bơm nhiệt block.thermal-generator.name = Máy phát nhiệt điện block.alloy-smelter.name = Lò luyện hợp kim block.mender.name = Máy sửa chữa block.mend-projector.name = Máy sửa lớn -block.surge-wall.name = Tường Surge -block.surge-wall-large.name = Tường Surge lớn +block.surge-wall.name = Tường hợp kim +block.surge-wall-large.name = Tường hợp kim lớn block.cyclone.name = Cyclone block.fuse.name = Fuse block.shock-mine.name = Mìn gây sốc @@ -1220,22 +1247,22 @@ block.multiplicative-reconstructor.name = Máy nâng cấp quân đội cấp 3 block.exponential-reconstructor.name = Máy nâng cấp quân đội cấp 4 block.tetrative-reconstructor.name = Máy nâng cấp quân đội cấp 5 block.payload-conveyor.name = Băng chuyền khối hàng -block.payload-router.name = Payload Router +block.payload-router.name = Bộ định tuyến khối hàng block.disassembler.name = Máy phân tách lớn block.silicon-crucible.name = Máy nấu Silicon lớn block.overdrive-dome.name = Máy tăng tốc lớn #experimental, may be removed block.block-forge.name = Block Forge block.block-loader.name = Block Loader -block.block-unloader.name = Block Unloader +block.block-unloader.name = Điểm dỡ hàng block.interplanetary-accelerator.name = Máy gia tốc liên hành tinh block.switch.name = Công tắc -block.micro-processor.name = Bộ xử lí mini +block.micro-processor.name = Bộ xử lí nhỏ block.logic-processor.name = Bộ xử lý block.hyper-processor.name = Bộ xử lý lớn -block.logic-display.name = Màng hình -block.large-logic-display.name = Màng hình lớn +block.logic-display.name = Màn hình +block.large-logic-display.name = Màn hình lớn block.memory-cell.name = Bộ nhớ block.memory-bank.name = Bộ nhớ lớn @@ -1282,6 +1309,9 @@ hint.payloadDrop.mobile = [accent]Nhấn và giữ[] tại một khu vực trố hint.waveFire = [accent]Wave[] súng có nước làm đạn dược sẽ tự động dập tắt các đám cháy gần đó. hint.generator = \uf879 [accent]Máy phát điện đốt cháy[] đốt than và truyền năng lượng cho các khối liền kề.\n\nPhạm vi truyền tải năng lượng có thể được mở rộng với \uf87f [accent]Chốt điện[]. hint.guardian = [accent]Boss[] được bọc giáp. Sử dụng loại đạn yếu chẳng hạn như [accent]Đồng[] và [accent]Chì[] là [scarlet]không hiệu quả[].\n\nSử dụng súng tiên tiến hơn hoặc sử dụng \uf835 [accent]Than chì làm đạn [] \uf861Duo/\uf859Salvo đạn dược để hạ gục Boss. +hint.coreUpgrade = Các căn cứ có thể được nâng cấp bằng cách [accent]đặt căn cứ cấp cao hơn trên chúng[].\n\nĐặt một căn cứ  [accent]Trụ sở[] trên căn cứ  [accent]Cơ sở[]. Đảm bảo không có vật cản gần đó. +hint.presetLaunch = Khác khu vực đáp [accent] xám[], như [accent]Frozen Forest[], có thể được phóng đến từ bất cứ đâu. Nó không yêu cầu chiếm các khu vực lân cận.\n\n[accent]Các khu vực được đánh số[], chẳng hạn như cái này, là [accent]không bắt buộc[]. +hint.coopCampaign = Khi chơi chiến dịch[accent]co-op[], các vật phẩm được sản xuất trong bản đồ hiện tại cũng sẽ được gửi [accent]đến các khu vực của bạn[].\n\nBất kỳ nghiên cứu mới nào được thực hiện đều được lưu lại. item.copper.description = Dùng trong tất cả các khu xây dựng và các loại đạn dược. item.copper.details = Đồng, là kim loại phổ biến trên Serpulo. Có cấu trúc yếu trừ khi được tôi luyện. @@ -1307,41 +1337,41 @@ item.pyratite.description = Dùng trong vũ khí gây cháy và máy phát đi liquid.water.description = Dùng để làm mát máy móc và xử lý chất thải. liquid.slag.description = Dùng để tách các kim loại, hoặc phun vào kẻ thù như một loại vũ khí. -liquid.oil.description = Dùng trong sản xuất vật liệu tiên tiến và làm đạn gây cháycháy. +liquid.oil.description = Dùng trong sản xuất vật liệu tiên tiến và làm đạn gây cháy. liquid.cryofluid.description = Dùng làm chất làm mát trong lò phản ứng, súng và nhà máy. block.resupply-point.description = Cung cấp đạn đồng cho các quân lính ở gần. Không tương thích với quân lính sử dụng điện. -block.armored-conveyor.description = Vận chuyển vật phẩm về phía . Không nhận đầu vào từ phía bên. +block.armored-conveyor.description = Vận chuyển vật phẩm về phía. Không nhận đầu vào từ phía bên. block.illuminator.description = Phát sáng. block.message.description = Lưu trữ tin nhắn giao tiếp giữa đồng đội. block.graphite-press.description = Nén than thành than chì. -block.multi-press.description = Nén than thành than chì. Cần nước làm chất làm mát. +block.multi-press.description = Nén than thành than chì. Cần nước làm mát. block.silicon-smelter.description = Tinh chế silicon từ cát và than. -block.kiln.description = Nấu chảy cát và chì thành metaglass. -block.plastanium-compressor.description = Sản xuất plastanium từ dầu và titan. +block.kiln.description = Nấu chảy cát và chì thành thuỷ tinh. +block.plastanium-compressor.description = Sản xuất nhựa từ dầu và titan. block.phase-weaver.description = Tổng hợp phase fabric từ thorium và cát. -block.alloy-smelter.description = Trộn titan, chì, silicon và đồng thành hợp kim surge. -block.cryofluid-mixer.description = Trộn nước và bột titan để sản xuất cryofluid. -block.blast-mixer.description = Tạo ra hợp chất nổ từ pyratite và vỏ bào tử. -block.pyratite-mixer.description = Trộn than, chì và cát thành pyratite. +block.alloy-smelter.description = Trộn titan, chì, silicon và đồng thành hợp kim. +block.cryofluid-mixer.description = Trộn nước và bột titan để sản xuất chất làm mát. +block.blast-mixer.description = Tạo ra hợp chất nổ từ nhiệt thạch và vỏ bào tử. +block.pyratite-mixer.description = Trộn than, chì và cát thành nhiệt thạch. block.melter.description = Nung phế liệu thành xỉ. block.separator.description = Tách xỉ thành các thành phần khoáng của nó. block.spore-press.description = Nén vỏ bào tử thành dầu. block.pulverizer.description = Nghiền phế liệu thành cát. block.coal-centrifuge.description = Biến dầu thành than. block.incinerator.description = Tiêu hủy bất kỳ vật phẩm hoặc chất lỏng nào mà nó nhận được. -block.power-void.description = Hủy tất cả năng lượng nhận được. Chỉ có trong chế độ Sandbox. -block.power-source.description = Tạo ra năng lượng mãi mãi. Chỉ có trong chế độ Sandbox. -block.item-source.description = Tạo ra vật phẩm mãi mãi. Chỉ có trong chế độ Sandbox. -block.item-void.description = Hủy mọi vật phẩm. Chỉ có trong chế độ Sandbox. -block.liquid-source.description = Tạo ra chất lỏng mãi mãi. Chỉ có trong chế độ Sandbox. -block.liquid-void.description = Loại bỏ mọi chất lỏng. Chỉ có trong chế độ Sandbox. +block.power-void.description = Hủy tất cả năng lượng nhận được. Chỉ có trong chế độ tự do. +block.power-source.description = Tạo ra năng lượng mãi mãi. Chỉ có trong chế độ tự do. +block.item-source.description = Tạo ra vật phẩm mãi mãi. Chỉ có trong chế độ tự do. +block.item-void.description = Hủy mọi vật phẩm. Chỉ có trong chế độ tự do. +block.liquid-source.description = Tạo ra chất lỏng mãi mãi. Chỉ có trong chế độ tự do. +block.liquid-void.description = Loại bỏ mọi chất lỏng. Chỉ có trong chế độ tự do. block.copper-wall.description = Bảo vệ các công trình khỏi đạn của kẻ thù. block.copper-wall-large.description = Bảo vệ nhiều công trình khỏi đạn của kẻ thù. block.titanium-wall.description = Bảo vệ các công trình khỏi đạn của kẻ thù. block.titanium-wall-large.description = Bảo vệ nhiều công trình khỏi đạn của kẻ thù. -block.plastanium-wall.description = Bảo vệ công trình khỏi đạn của kẻ thù. Hấp thụ tia laser và tia điện. Chặn kết nối nguồn tự động. -block.plastanium-wall-large.description = Bảo vệ nhiều công trình khỏi đạn của kẻ thù. Hấp thụ tia laser và tia điện. Chặn kết nối nguồn tự động. +block.plastanium-wall.description = Bảo vệ công trình khỏi đạn của kẻ thù. Hấp thụ tia laser và tia điện. Chặn kết nối điện tự động. +block.plastanium-wall-large.description = Bảo vệ nhiều công trình khỏi đạn của kẻ thù. Hấp thụ tia laser và tia điện. Chặn kết nối điện tự động. block.thorium-wall.description = Bảo vệ công trình khỏi đạn của kẻ thù. block.thorium-wall-large.description = Bảo vệ nhiều công trình khỏi đạn của kẻ thù. block.phase-wall.description = Bảo vệ công trình khỏi đạn của kẻ thù, phản hầu hết đạn khi va chạm. @@ -1350,10 +1380,10 @@ block.surge-wall.description = Bảo vệ công trình khỏi đạn của kẻ block.surge-wall-large.description = Bảo vệ nhiều công trình khỏi đạn của kẻ thù, đôi khi tạo ra tia điện khi bị bắn. block.door.description = Một bức tường có thể đóng mở. block.door-large.description = Một bức tường có thể đóng mở. -block.mender.description = Sửa chữa định kỳ các khối trong vùng lân cận.\nSử dụng silicon để tăng phạm vi và hiệu quả. -block.mend-projector.description = Sửa chữa các khối lân cận.\nSử dụng silicon để tăng phạm vi và hiệu quả. +block.mender.description = Sửa chữa định kỳ các khối trong vùng lân cận.\nSử dụng Phase Fabric để tăng phạm vi và hiệu quả. +block.mend-projector.description = Sửa chữa các khối lân cận.\nSử dụng Phase Fabric để tăng phạm vi và hiệu quả. block.overdrive-projector.description = Tăng tốc độ làm việc của các công trình lân cận.\nSử dụng phase fabric để tăng phạm vi và hiệu quả. -block.force-projector.description = Tạo ra một trường lực lục giác xung quanh nó, bảo vệ các tòa nhà và quân lính bên trong khỏi bị hư hại.\nQuá nóng nếu chịu quá nhiều sát thương. Sử dụng chất làm mát để giảm nhiệt độ. Sử dụng Phase fabric để tăng kích thước lá chắn. +block.force-projector.description = Tạo ra một trường lực lục giác xung quanh nó, bảo vệ các công trình và quân lính bên trong khỏi bị hư hại.\nQuá nóng nếu chịu quá nhiều sát thương. Sử dụng chất làm mát để giảm nhiệt độ. Sử dụng Phase fabric để tăng kích thước lá chắn. block.shock-mine.description = Giải phóng tia điện khi tiếp xúc với quân lính đối phương. block.conveyor.description = Vận chuyển vật phẩm về phía trước. block.titanium-conveyor.description = Vận chuyển vật phẩm về phía trước. Nhanh hơn băng chuyền tiêu chuẩn. @@ -1366,9 +1396,9 @@ block.inverted-sorter.description = Giống như máy phân loại, nhưng vật block.router.description = Phân phối các vật phẩm đầu vào thành 3 hướng đầu ra như nhau. block.router.details = Không khuyên dùng cạnh đầu vào dây chuyền vì sẽ bị kẹt bởi đầu ra. block.distributor.description = Phân phối các vật phẩm đầu vào thành 7 hướng đầu ra như nhau. -block.overflow-gate.description = Chỉ đưa vật phẩm ra 2 phía nếu phía trước bị chặn, không thể đặt cạnh nhau. -block.underflow-gate.description = Ngược với cổng tràn, chỉ đưa vật phẩm đến trước khi hai bên bị chặn, không thể đặt cạnh nhau. -block.mass-driver.description = Cấu trúc vận chuyển vật phẩm tầm xa. Thu thập các lô vật phẩm và bắn chúng cho các mass driver khác. +block.overflow-gate.description = Chỉ đưa vật phẩm ra 2 phía nếu phía trước bị chặn. +block.underflow-gate.description = Ngược với cổng tràn, chỉ đưa vật phẩm đến trước khi hai bên bị chặn. +block.mass-driver.description = Cấu trúc vận chuyển vật phẩm tầm xa. Thu thập các lô vật phẩm và bắn chúng cho các máy phóng điện từ khác. block.mechanical-pump.description = Bơm chất lỏng, không yêu cầu năng lượng. block.rotary-pump.description = Bơm chất lỏng, yêu cầu năng lượng. block.thermal-pump.description = Bơm chất lỏng. @@ -1389,7 +1419,7 @@ block.battery-large.description = Tích trữ năng lượng khi dư thừa. Xu block.combustion-generator.description = Tạo ra năng lượng bằng cách đốt các vật liệu dễ cháy như than. block.thermal-generator.description = Tạo ra năng lượng khi đặt ở những nơi nóng. block.steam-generator.description = Tạo ra năng lượng bằng cách đốt cháy các vật liệu dễ cháy và chuyển nước thành hơi nước. -block.differential-generator.description = Tạo ra một lượng lớn năng lượng. Sử dụng sự chênh lệch nhiệt độ giữa cryofluid và pyratite đang cháy. +block.differential-generator.description = Tạo ra một lượng lớn năng lượng. Sử dụng sự chênh lệch nhiệt độ giữa chất làm lạnh và nhiệt thạch đang cháy. block.rtg-generator.description = Sử dụng nhiệt của các hợp chất phóng xạ đang phân hủy để tạo ra năng lượng với tốc độ chậm. block.solar-panel.description = Cung cấp một lượng nhỏ năng lượng từ mặt trời. block.solar-panel-large.description = Cung cấp một lượng nhỏ năng lượng từ mặt trời. Hiệu quả hơn pin mặt trời tiêu chuẩn. @@ -1405,34 +1435,34 @@ block.cultivator.details = Công nghệ được phục hồi. Được sử d block.oil-extractor.description = Sử dụng lượng năng lượng năng lớn, sử dụng cát và nước để khoan dầu. block.core-shard.description = Trung tâm của căn cứ. Sau khi bị phá hủy, khu vực này sẽ bị mất. block.core-shard.details = Lần thử đầu tiên. Gọn nhẹ. Tự thay thế. Được trang bị tên lửa đẩy dùng một lần. Không được thiết kế để di chuyển giữa các hành tinh. -block.core-foundation.description = Core of the base. Well armored. Stores more resources than a Shard. -block.core-foundation.details = The second iteration. +block.core-foundation.description = Trung tâm của căn cứ. Được bọc giáp. Chứa được nhiều tài nguyên hơn Căn cứ: Cơ sỏ. +block.core-foundation.details = Căn cứ cấp 2. block.core-nucleus.description = Lõi của căn cứ. Bọc giáp chắc chắn. Lưu trữ lượng lớn tài nguyên. -block.core-nucleus.details = Lần thử thứ ba và lần thử cuối. -block.vault.description = Lưu trữ lượng lớn vật phẩm mỗi loại. Nội dung có thể được lấy ra với Unloader. -block.container.description = Lưu trữ lượng lớn vật phẩm mỗi loại. Nội dung có thể được lấy ra với Unloader. +block.core-nucleus.details = Căn cứ cấp 3 và cũng là cấp cao nhất. +block.vault.description = Lưu trữ lượng lớn vật phẩm mỗi loại. Nội dung có thể được lấy ra với điểm dỡ hàng. +block.container.description = Lưu trữ lượng lớn vật phẩm mỗi loại. Nội dung có thể được lấy ra với điểm dỡ hàng. block.unloader.description = Lấy các vật phẩm được chọn từ các ô gần đó. block.launch-pad.description = Phóng lô vật phẩm vào phân vùng. block.duo.description = Bắn xen kẽ đạn vào kẻ địch. -block.scatter.description = Bắn chì, phế liệu hoặc metaglass vào máy bay địch. +block.scatter.description = Bắn chì, phế liệu hoặc thuỷ tinh vào kẻ địch trên không. block.scorch.description = Đốt mọi kẻ địch trên mặt đất. Hiệu quả cao ở tầm gần. block.hail.description = Phóng đạn nhỏ vào kẻ địch trên mặt đất ở tầm xa. block.wave.description = Phóng một tia chất lỏng vào kẻ địch. Tự chữa cháy nếu được cung cấp nước. block.lancer.description = Tích tụ và phóng tia năng lượng mạnh vào kẻ địch trên mặt đất. block.arc.description = Phóng tia điện vào kẻ địch trên mặt đất. -block.swarmer.description = Bắn tên lửa homing vào kẻ địch. -block.salvo.description = Bắn đạn salvo vào kẻ địch. +block.swarmer.description = Bắn tên lửa truy đuổi vào kẻ địch. +block.salvo.description = Bắn loạt đạn vào kẻ địch. block.fuse.description = Bắn ba đạn xuyên giáp tầm gần vào kẻ địch. block.ripple.description = Bắn cụm đạn vào kẻ địch trên mặt đất ở tầm xa. block.cyclone.description = Bắn đạn nổ vào kẻ địch ở gần. block.spectre.description = Bắn đạn xuyên giáp lớn ở kẻ địch trên không và trên mặt đất. block.meltdown.description = Nạp và bắn một tia laser liên tục vào kẻ địch ở gần. Cần có chất làm mát để hoạt động. block.foreshadow.description = Bắn viên một viên đạn tỉa lớn ở tầm xa. -block.repair-point.description = Liên tục sửa chữa robot ở gần trong phạm vi hoạt động. +block.repair-point.description = Liên tục sửa chữa robot ở trong phạm vi hoạt động. block.segment.description = Gây hư hại và phá hủy đạn đến. Ngoại trừ tia laser. block.parallax.description = Bắn một tia kéo máy bay địch và làm hư hỏng nó trong quá trình kéo. -block.tsunami.description = Phóng một tia chất lỏng mạnh vào kẻ địch. Tự chữa cháy nếu được cung cấp nước. -block.silicon-crucible.description = Tinh chế silicon từ cát và than, sử dụng pyratite làm nguồn nhiệt phụ. Có hiệu quả cao hơn khi ở nơi nóng. +block.tsunami.description = Phóng một tia chất lỏng mạnh vào kẻ địch. Tự chữa cháy nếu được cung cấp nước hoặc chất làm mát. +block.silicon-crucible.description = Tinh chế silicon từ cát và than, sử dụng tiền chất nổ làm nguồn nhiệt phụ. Có hiệu quả cao hơn khi ở nơi nóng. block.disassembler.description = Tách xỉ thành các kim loại khác nhau với hiệu suất thấp. Có thể sản xuất thorium. block.overdrive-dome.description = Tăng tốc độ làm việc của các công trình lân cận. Sử dụng phase fabric and silicon để hoạt động. block.payload-conveyor.description = Di chuyển những khối hàng lớn, chẳng hạn như các quân lính từ nhà máy. @@ -1447,12 +1477,12 @@ block.exponential-reconstructor.description = Nâng cấp quân của bạn lên block.tetrative-reconstructor.description = Nâng cấp quân của bạn nên cấp năm (cuối cùng). block.switch.description = Công tắc, trạng thái có thể được đọc và điều khiển với vi xử lí logic. block.micro-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. -block.logic-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn vi xử lí micro. -block.hyper-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn vi xử lí logic. -block.memory-cell.description = Lưu trữ thông tin cho bộ xử lí logic. -block.memory-bank.description = Lưu trữ thông tin cho bộ xử lí logic. Dung lượng cao. -block.logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lí logic. -block.large-logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lí logic. +block.logic-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn bộ xử lí nhỏ. +block.hyper-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn bộ xử lí. +block.memory-cell.description = Lưu trữ thông tin cho bộ xử lí. +block.memory-bank.description = Lưu trữ thông tin cho bộ xử lí. Dung lượng cao. +block.logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lí. +block.large-logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lí. block.interplanetary-accelerator.description = Tòa súng từ trường cỡ lớn. Tăng tốc vật phóng đến vận tốc thoát để di chuyển giữa các hành tinh. unit.dagger.description = Bắn đạn tiêu chuẩn vào tất cả kẻ địch xung quanh. @@ -1466,7 +1496,7 @@ unit.quasar.description = Bắn tia laser xuyên giáp làm tổn hại kẻ đ unit.vela.description = Bắn tia laser liên tục xuyên giáp làm tổn hại kẻ địch, gây cháy và sửa chữa các tòa nhà. Có khả năng bay. unit.corvus.description = Bắn đia laser đánh bật kẻ địch và sửa chữa các tòa nhà. Có thể đi qua đa số địa hình. unit.crawler.description = Chạy đến kẻ địch và nổ. -unit.atrax.description = Bắn cục xỉ vào kẻ địch trên mặt đất. Có thể đi qua đa số địa hình. +unit.atrax.description = Phun xỉ nóng chảy vào kẻ địch trên mặt đất. Có thể đi qua đa số địa hình. unit.spiroct.description = Bắn tia laser vào kẻ địch trên mặt đất và tự sửa chữa nó. Có thể đi qua đa số địa hình. unit.arkyid.description = Bắn tia laser lớn vào kẻ địch trên mặt đất và tự sửa chữa chính nó. Có thể đi qua đa số địa hình. unit.toxopid.description = Bắn chùm đạn điện và tia laser xuyên giáp vào kẻ địch trên mặt đất và tự sửa chữa chính nó. Có thể đi qua đa số địa hình. @@ -1479,12 +1509,148 @@ unit.mono.description = Tự động khai thác đồng và chì, và vận chuy unit.poly.description = Tự động xây dựng lại các công trình bị hỏng và hỗ trợ các quân lính khác thi công. unit.mega.description = Tự động sửa chữa các công trình bị hỏng. Có khả năng mang bộ binh nhỏ. unit.quad.description = Thả bom to lên kẻ địch, sửa chữa các tòa nhà và tổn hại kẻ địch. Có khả năng mang bộ binh vừa. -unit.oct.description = Bảo vệ đồng minh với giáp. Có kả năng mang đa số bộ binh. +unit.oct.description = Bảo vệ đồng minh với giáp. Có khả năng mang đa số bộ binh. unit.risso.description = Bắn chùm tên lửa và đạn lên kẻ địch tầm gần. unit.minke.description = Bắn đạn và đạn thường lên kẻ địch tầm gần trên mặt đất. unit.bryde.description = Bắn đạn tầm xa và tên lửa vào kẻ địch. unit.sei.description = Bắn chùm tên lửa và đạn xuyên giáp vào kẻ địch. -unit.omura.description = Bắn đạn từ trường xuyên giáp tầm xa vào kẻ địch. Tạo nên robot báo hiệu. +unit.omura.description = Bắn đạn từ trường xuyên giáp tầm xa vào kẻ địch. Tạo nên Flare. unit.alpha.description = Bảo vệ căn cứ cơ sở khỏi kẻ thù. Có thể xây dựng. unit.beta.description = Bảo vệ căn cứ trụ sở khỏi kẻ thù. Có thể xây dựng. unit.gamma.description = Bảo vệ căn cứ trung tâm khỏi kẻ thù. Có thể xây dựng. + +lst.read = Đọc một số từ bộ nhớ được liên kết. +lst.write = Ghi một số vào bộ nhớ được liên kết. +lst.print = Thêm văn bản vào bộ nhớ in.\nKhông hiển thị gì cho đến khi sử dụng [accent]Print Flush[]. +lst.draw = Thêm một thao tác vào bộ nhớ vẽ.\nKhông hiển thị gì cho đến khi sử dụng [accent]Draw Flush[]. +lst.drawflush = Chuyển các thao tác [accent]Draw[] đến màng hình. +lst.printflush = Chuyển các thao tác [accent]Print[] đến khối tin nhắn. +lst.getlink = Nhận liên kết bộ xử lý theo thứ tự. Bắt đầu từ 0. +lst.control = Điều khiển một khối. +lst.radar = Định vị các quân lính trong phạm vi xung quanh một khối. +lst.sensor = Lấy dữ liệu từ một khối hoặc quân lính. +lst.set = Đặt một biến. +lst.operation = Thực hiện thao tác trên 1-2 biến. +lst.end = Chuyển đến lệnh đầu tiên. +lst.jump = Chuyển qua lệnh khác nếu điều kiện đúng. +lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[]. +lst.unitcontrol = Control the currently bound unit. +lst.unitradar = Locate units around the currently bound unit. +lst.unitlocate = Locate a specific type of position/building anywhere on the map.\nRequires a bound unit. + +lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. +lenum.shoot = Bắn vào vị trí xác định. +lenum.shootp = Shoot at a unit/building with velocity prediction. +lenum.configure = Building configuration, e.g. sorter item. +lenum.enabled = Bất cứ khi nào khối hoạt động. + +laccess.color = Màu đèn chiếu sáng. + +graphicstype.clear = Tô màu cho màn hình. +graphicstype.color = Đặt màu cho thao tác vẽ tiếp theo. +graphicstype.stroke = Đặt chiều rộng đoạn thẳng. +graphicstype.line = Vẽ đoạn thẳng. +graphicstype.rect = Tô một hình chữ nhật. +graphicstype.linerect = Vẽ đường viền hình chữ nhật. +graphicstype.poly = Tô vào đa giác đều. +graphicstype.linepoly = Vẽ đường viền đa giác đều. +graphicstype.triangle = Tô một hình tam giác. +graphicstype.image = Vẽ hình ảnh một số nội dung.\nVd: [accent]@router[] hoặc [accent]@dagger[]. + +lenum.always = Luôn đúng. +lenum.idiv = Chia lấy phần nguyên. +lenum.div = Phép chia.\nTrả về [accent]null[] khi chia cho 0. +lenum.mod = Chia lấy phần dư. +lenum.equal = Equal. Coerces types.\nNon-null objects compared with numbers become 1, otherwise 0. +lenum.notequal = Not equal. Coerces types. +lenum.strictequal = Strict equality. Does not coerce types.\nCan be used to check for [accent]null[]. +lenum.shl = Bit-shift left. +lenum.shr = Bit-shift right. +lenum.or = Bitwise OR. +lenum.land = Logical AND. +lenum.and = Bitwise AND. +lenum.not = Bitwise flip. +lenum.xor = Bitwise XOR. + +lenum.min = Số nhỏ nhất giữa hai số. +lenum.max = Số lớn nhất giữa hai số. +lenum.angle = Góc của vectơ tính bằng độ. +lenum.len = Chiều dài của vectơ. +lenum.sin = Sin, tính bằng độ. +lenum.cos = Cos, tính bằng độ. +lenum.tan = Tan, tính bằng độ. +#not a typo, look up 'range notation' +lenum.rand = Số ngẫu nhiên trong phạm vi [0, giá trị). +lenum.log = Lôgarit tự nhiên (ln). +lenum.log10 = Lôgarit cơ số 10. +lenum.noise = 2D simplex noise. +lenum.abs = Giá trị tuyệt đối. +lenum.sqrt = Căn bậc hai. + +lenum.any = Bất kì quân lính. +lenum.ally = Quân lính cùng đội. +lenum.attacker = Quân lính với vũ khí. +lenum.enemy = Quân lính địch. +lenum.boss = Boss. +lenum.flying = Không quân. +lenum.ground = Bộ binh. +lenum.player = Quân lính do người chơi điều khiển. + +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 = Bất kì căn cứ. +lenum.storage = Khối lưu trữ, Ví dụ Nhà kho. +lenum.generator = Khối có thể tạo ra năng lượng. +lenum.factory = Khối có thể biến đổi vật phẩm. +lenum.repair = Điểm sửa chữa. +lenum.rally = Trung tâm chỉ huy. +lenum.battery = Bất kì pin. +lenum.resupply = Điểm tiếp tế.\nChỉ phù hợp khi [accent]"Quân lính cần đạn"[] được bật. +lenum.reactor = Lò phản ứng Thorium\Nhiệt hạch. +lenum.turret = Bất kì súng. + +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. + +lenum.stop = Dừng di chuyển/Đào/Xây dựng. +lenum.move = Di chuyển đến vị trí xác định. +lenum.approach = Approach a position with a radius. +lenum.pathfind = Tìm đường đến nơi tạo ra kẻ địch. +lenum.target = Bắn vào vị trí xác định. +lenum.targetp = Shoot a target with velocity prediction. +lenum.itemdrop = Thả vật phẩm. +lenum.itemtake = Lấy vật phẩm từ khối. +lenum.paydrop = Thả khối hàng hiện tại. +lenum.paytake = Nhất khối hàng tại vị trí hiện tại. +lenum.flag = Numeric unit flag. +lenum.mine = Đào tại vị trí. +lenum.build = Xây công trình. +lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[]. +lenum.within = Kiểm tra xem quân lính có gần vị trí không. +lenum.boost = Start/stop boosting. \ No newline at end of file diff --git a/core/assets/bundles/bundle_zh_CN.properties b/core/assets/bundles/bundle_zh_CN.properties index 4e5074ae4c..d27750e645 100644 --- a/core/assets/bundles/bundle_zh_CN.properties +++ b/core/assets/bundles/bundle_zh_CN.properties @@ -13,6 +13,7 @@ link.google-play.description = Google Play 页面 link.f-droid.description = F-Droid 页面 link.wiki.description = Mindustry 官方 Wiki link.suggestions.description = 提出新特性的建议 +link.bug.description = 发现了 Bug ?在这里报告 linkfail = 打开链接失败!\n网址已复制到您的剪贴板。 screenshot = 屏幕截图已保存到 {0} screenshot.invalid = 地图太大,可能没有足够的内存用于截图。 @@ -22,7 +23,6 @@ gameover.pvp = [accent] {0}[]队获胜! gameover.waiting = [accent]正在更换下一张地图... highscore = [accent]新纪录! copied = 已复制 -indev.popup = [accent]6.0[]仍在[accent]测试版[].\n[lightgray]这意味着:[]\n[scarlet]- 战役玩法完全没有完成[]\n- 很多内容还没有做完\n- 大多[scarlet]单位AI[]无法正确地运行\n- 单位系统完全没有完成\n- 一切您所看到的内容都可能会移除或调整。\n\n在[accent]Github[]提交错误报告。 indev.notready = 这部分玩法还未开发完成。 indev.campaign = [accent]恭喜!您已经到达战役模式的结尾![]\n\n这是目前内容的全部。 未来的更新中将添加行星际旅行。 @@ -41,6 +41,11 @@ be.ignore = 忽略 be.noupdates = 未发现更新。 be.check = 检测更新 +mod.featured.dialog.title = 模组浏览器 (尚未完成) +mods.browser.selected = 已选模组 +mods.browser.add=安装 +mods.github.open=查看 + schematic = 蓝图 schematic.add = 保存蓝图… schematics = 蓝图 @@ -84,6 +89,7 @@ joingame = 加入游戏 customgame = 自定义游戏 newgame = 新游戏 none = <无> +none.found = [lightgray]<未找到> minimap = 小地图 position = 位置 close = 关闭 @@ -147,8 +153,12 @@ planetmap = 行星地图 launchcore = 发射核心 filename = 文件名: unlocked = 解锁了新内容! +available = 可研究新科技! completed = [accent]己研究 techtree = 科技树 +research.legacy = 发现了 [accent]5.0[] 的研究数据。\n您想要[accent]加载数据[],还是[accent]丢弃数据[]并在新战役中重新研究(建议)? +research.load = 加载 +research.discard = 丢弃 research.list = [lightgray]研究: research = 研究 researched = [lightgray]{0}己研究。 @@ -193,6 +203,7 @@ servers.local = 本地服务器 servers.remote = 远程服务器 servers.global = 全球服务器 +servers.disclaimer=社区服务器[accent]不是[]由开发者拥有或管理。\n\n服务器中可能有其他玩家制作的不适当的内容。 servers.showhidden = 显示隐藏的服务器 server.shown = 显示 server.hidden = 隐藏 @@ -230,6 +241,7 @@ disconnect.timeout = 连接超时。 disconnect.data = 读取服务器数据失败! cantconnect = 无法加入([accent]{0}[])。 connecting = [accent]连接中… +reconnecting = [accent]重新连接中… connecting.data = [accent]加载中… server.port = 端口: server.addressinuse = 地址已在使用! @@ -593,6 +605,11 @@ sector.tarFields.description = 产油区边缘,位于山脉和沙漠之间。 sector.desolateRift.description = 非常危险的区域。这儿的资源丰富但空间很小。敌人十分危险。尽快离开,不要被敌人的攻击间隔太长所愚弄。 sector.nuclearComplex.description = 以前生产和加工钍的设施已变成废墟。\n[lightgray]研究钍及其多种用途。\n\n敌人在这里大量存在,不断消灭入侵者。 sector.fungalPass.description = 介于高山和低矮孢子丛生的土地之间的过渡地带。这里有一个小型的敌方侦察基地。\n侦察它。\n使用尖刀和爬行者单位来摧毁两个核心。 +sector.biomassFacility.description = 孢子的发源地。这里有最初研究和生产孢子的设施。\n研究这里的科技,培养孢子来制造燃料和聚合物。\n\n[lightgray]设施损毁后,孢子散播了出去,原生生态系统无法抵挡这种外来物种。 +sector.windsweptIslands.description = 海岸线之外坐落着这一串群岛。据记载这里曾有生产[accent]塑钢[]的建筑。\n\n抵御敌人的海军,在岛上建立基地,研究这些工厂。 +sector.extractionOutpost.description = 一座遥远的前哨,敌人为了向其他区域发射资源而建立。\n\n跨区域运输技术是征服这个星球不可或缺的技术。摧毁敌人基地,研究发射台。 +sector.impact0078.description = 这里有最初进入这个星系的星际运输船的遗迹。\n\n回收可以利用的资源,研究科技。 +sector.planetaryTerminal.description = 最终目标。\n\n这座滨海基地有一个可以将核心发射到其他行星的建筑,防卫森严。\n\n制造海军单位,尽快消灭敌人,研究发射建筑。 settings.language = 语言 settings.data = 游戏数据 @@ -688,6 +705,7 @@ stat.commandlimit = 指挥上限 stat.abilities = 能力 stat.canboost = 可助推 stat.flying = 可飞行 +stat.ammouse = 弹药消耗 ability.forcefield = 力墙场 ability.repairfield = 修复场 @@ -710,7 +728,6 @@ bar.powerlines = 链接: {0}/{1} bar.items = 物品:{0} bar.capacity = 容量:{0} bar.unitcap = {0} {1}/{2} -bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[已达单位上限] bar.liquid = 液体 bar.heat = 热量 bar.power = 电力 @@ -727,6 +744,7 @@ bullet.sapping = [stat] 削弱 bullet.homing = [stat] 追踪 bullet.shock = [stat] 电击 bullet.frag = [stat] 分裂 +bullet.buildingdamage = [stat]{0}%[lightgray] 对建筑伤害 bullet.knockback = [stat]{0}[lightgray] 击退 bullet.pierce = [stat]{0}[lightgray]x 穿透 bullet.infinitepierce = [stat] 穿透 @@ -755,6 +773,7 @@ unit.items = 物品 unit.thousands = K unit.millions = M unit.billions = B +unit.pershot = /发 category.purpose = 介绍 category.general = 普通 category.power = 能量 @@ -822,7 +841,9 @@ setting.chatopacity.name = 聊天界面不透明度 setting.lasersopacity.name = 能量激光不透明度 setting.bridgeopacity.name = 桥梁不透明度 setting.playerchat.name = 显示玩家聊天气泡 +setting.showweather.name = 显示天气效果 public.confirm = 确定使您的游戏公开可见?\n[accent]其他人将可以加入到您的游戏。\n[lightgray]您之后可以在 设置->游戏->游戏公开可见 更改。 +public.confirm.really = 如果您想与朋友游玩,可以使用[green]邀请朋友[]而不是[scarlet]公开游戏[]!\n您确定要使游戏[scarlet]公开可见[]吗? public.beta = 请注意,测试版的游戏不能公开可见。 uiscale.reset = UI 缩放比例已更改。\n按下“确定”来执行缩放比例的更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。 uiscale.cancel = 取消并退出 @@ -897,6 +918,7 @@ keybind.toggle_menus.name = 显隐选项 keybind.chat_history_prev.name = 聊天记录向前 keybind.chat_history_next.name = 聊天记录向后 keybind.chat_scroll.name = 聊天记录滚动 +keybind.chat_mode.name = 切换聊天模式 keybind.drop_unit.name = 松开单位 keybind.zoom_minimap.name = 小地图缩放 mode.help.title = 模式说明 @@ -945,6 +967,7 @@ rules.explosions = 建筑/单位爆炸伤害 rules.ambientlight = 环境光 rules.weather = 气候 rules.weather.frequency = 频率: +rules.weather.always = 持续 rules.weather.duration = 时长: content.item.name = 物品 @@ -969,7 +992,6 @@ item.blast-compound.name = 爆炸混合物 item.pyratite.name = 硫 item.metaglass.name = 钢化玻璃 item.scrap.name = 废料 - liquid.water.name = 水 liquid.slag.name = 矿渣 liquid.oil.name = 石油 @@ -1271,11 +1293,15 @@ hint.payloadDrop.mobile = [accent]点住[]一个空的位置将有效载荷丢 hint.waveFire = [accent]波浪[]炮塔加水弹药会自动扑灭附近的火. hint.generator = \uf879 [accent]燃烧发电机[]燃烧煤炭并将电力传输到相邻方块.\n\n用\uf87f [accent]能量节点[]可以扩展电力传输范围. hint.guardian = [accent]Boss[]单位装甲厚重.[accent]铜[]和[accent]铅[]这类较弱的子弹对其[scarlet]作用不佳[].\n\n使用高级别炮塔或使用\uf835 [accent]石墨[]作为\uf861 双管炮及\uf859 齐射炮的弹药来消灭Boss. +hint.coreUpgrade = 核心可以通过[accent]在上面覆盖高等级核心[]进行升级。\n\n在[accent]初代核心[]上放置一个[accent]次代核心[]。确保周围没有障碍物。 +hint.presetLaunch = 灰色的[accent]降落地区[],如[accent]冰冻森林[],可以从任何区域发射,不需要占领附近的区块。\n\n[accent]数字编号的区域[],如这个,是[accent]可选的[]。 +hint.coreIncinerate = 核心存满一种物品后,再进入的同种物品会被[accent]摧毁[]。 +hint.coopCampaign = 游玩[accent]合作战役[]时,当前地图生产的资源也会被送入[accent]你本地的区域[]。\n\n新科技也会同步解锁。 item.copper.description = 用于所有类型的建筑和弹药。 item.copper.details = 铜。在塞普罗上的异常丰富的金属。不经加固,结构会较脆弱。 item.lead.description = 用于液体输送和电气结构。 -item.lead.details = 致密且呈惰性。广泛用于电池中。\n注意:可能对生物生命体有毒。虽说这里还有很多。 +item.lead.details = 致密且呈惰性。广泛用于电池中。\n注意:可能对生物生命体有毒。虽说这里已经没有多少生物了。 item.metaglass.description = 用于液体传输/储存结构。 item.graphite.description = 用于电子元件和炮塔弹药。 item.sand.description = 用于生产其他精炼材料。 @@ -1342,9 +1368,8 @@ block.door-large.description = 可以开关的墙。 block.mender.description = 定期修复附近的区块。\n可使用硅来提高范围和效率。 block.mend-projector.description = 修复其附近的区块。\n可使用相位物来提高射程和效率。 block.overdrive-projector.description = 提高附近建筑物的速度。\n可使用相位物来提高射程和效率。 -block.force-projector.description = 在自身周围创建一个六角形力场,使里面的建筑物和单位免受伤害。\n持续承受高伤害会导致过热,可以使用冷却液降温。相织物可用于增加护盾大小。 +block.force-projector.description = 在自身周围创建一个六角形力场,使里面的建筑物和单位免受伤害。\n持续承受高伤害会导致过热,可以使用冷却液降温。相位物可用于增加护盾大小。 block.shock-mine.description = 对踩到它的敌人释放电弧进行攻击。 -block.thermal-pump.description = 终级液泵。 block.conveyor.description = 将物品向前输送。 block.titanium-conveyor.description = 将物品向前输送。快于初级传送带。 block.plastanium-conveyor.description = 打包物品进行运输。\n在后方输入物品,在前方三个方向输出物品。需要多个装载和卸载点才能达到峰值载量。 diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties index 77a37663b1..83c78dafbe 100644 --- a/core/assets/bundles/bundle_zh_TW.properties +++ b/core/assets/bundles/bundle_zh_TW.properties @@ -41,10 +41,13 @@ be.ignore = 忽略 be.noupdates = 沒有新的更新。 be.check = 檢查是否有新的更新 -mod.featured.dialog.title = 模組瀏覽器 (尚未完成) +mods.browser = 模組瀏覽器 mods.browser.selected = 已選模組 mods.browser.add = 安裝 -mods.github.open = 查看 +mods.github.reinstall = 重新安裝 +mods.github.open = 查看Github +mods.browser.sortdate = 以最近篩選 +mods.browser.sortstars = 以星數篩選 schematic = 藍圖 schematic.add = 儲存藍圖…… @@ -89,6 +92,7 @@ joingame = 多人連線 customgame = 自訂遊戲 newgame = 新遊戲 none = 〈沒有〉 +none.found = [lightgray]〈查無結果〉 minimap = 小地圖 position = 位置 close = 關閉 @@ -115,9 +119,11 @@ mods.none = [lightgray]找不到模組! mods.guide = 模組指南 mods.report = 回報錯誤 mods.openfolder = 開啟模組資料夾 +mods.viewcontent = 查看內容 mods.reload = 重新載入 mods.reloadexit = 遊戲將會結束以重新載入模組。 mod.display = [gray]模組:[orange]{0} +mod.installed = [[已安裝] mod.enabled = [lightgray]已啟用 mod.disabled = [scarlet]已禁用 mod.disable = 禁用 @@ -286,6 +292,7 @@ cancel = 取消 openlink = 開啟連結 copylink = 複製連結 back = 返回 +max = 最大量 crash.export = 匯出當機報告。 crash.none = 無當機報告。 crash.exported = 已匯出當機報告。 @@ -296,7 +303,7 @@ data.exported = 資料已匯出。 data.invalid = 這不是有效的遊戲資料。 data.import.confirm = 導入外部資料將會覆寫您目前[scarlet]所有的[]遊戲資料,\n[accent]此動作無法復原![]\n\n匯入資料後,您的遊戲將立刻結束。 quit.confirm = 您確定要結束嗎? -quit.confirm.tutorial = 您確定您知道自己在做什麼嗎?\n可以在[accent] 設定->遊戲[] 選項中重設教學。 +quit.confirm.tutorial = 您確定您知道自己在做什麼嗎?\n可以在[accent] 設定-遊戲[] 選項中重設教學。 loading = [accent]載入中…… reloading = [accent]模組重新載入中…… saving = [accent]儲存中…… @@ -305,6 +312,7 @@ cancelbuilding = [accent][[{0}][]清除計畫 selectschematic = [accent][[{0}][]選擇並複製 pausebuilding = [accent][[{0}][]暫停建造 resumebuilding = [scarlet][[{0}][]繼續建造 +enablebuilding = [scarlet][[{0}][]啟用建造 showui = 已隱藏介面。\n按[accent][[{0}][]顯示介面。 wave = [accent]第{0}波 wave.cap = [accent]Wave {0}/{1} @@ -360,7 +368,6 @@ editor.center = 中心 workshop = 工作坊 waves.title = 波次 waves.remove = 移除 -waves.never = 〈永不〉 waves.every = 每 waves.waves = 波次 waves.perspawn = 每次生成 @@ -389,7 +396,7 @@ editor.removeunit = 移除單位 editor.teams = 隊伍 editor.errorload = 載入檔案時發生問題。 editor.errorsave = 儲存檔案時發生問題。 -editor.errorimage = 這是圖片檔,而非地圖。不要試圖修改副檔名讓它可以使用。\n\n如果要匯入地形圖片檔,請使用編輯器中的「匯入地形圖片檔」按鈕。 +editor.errorimage = 這是圖片檔,而非地圖。 editor.errorlegacy = 此地圖太舊,並使用不支援的舊地圖格式。 editor.errornot = 這不是地圖檔。 editor.errorheader = 此地圖檔無效或已損毀。 @@ -419,7 +426,7 @@ editor.exportimage = 匯出地形圖片檔 editor.exportimage.description = 匯出地形圖片檔 editor.loadimage = 載入圖片 editor.saveimage = 儲存圖片 -editor.unsaved = [scarlet]尚未儲存變更![]\n您確定要退出嗎? +editor.unsaved = 您確定要退出嗎?\n[scarlet](將遺失未儲存的變更)[] editor.resizemap = 調整地圖大小 editor.mapname = 地圖名稱: editor.overwrite = [accent]警告!這將會覆蓋現有的地圖。 @@ -621,7 +628,7 @@ settings.sound = 音效 settings.graphics = 圖形 settings.cleardata = 清除遊戲資料…… settings.clear.confirm = 您確定要清除資料嗎?\n此動作無法復原! -settings.clearall.confirm = [scarlet]警告![]\n這會清除所有資料,包括存檔、地圖、解鎖項目和快捷鍵綁定。\n按「是」後,遊戲將刪除所有資料並自動結束。 +settings.clearall.confirm = [scarlet]警告![]\n這會清除所有資料,包括存檔、地圖、解鎖項目和快捷鍵綁定。\n按「確定」後,遊戲將刪除所有資料並自動結束。 settings.clearsaves.confirm = 您確定您想要清除所有存檔嗎? settings.clearsaves = 清除存檔 settings.clearresearch = 清除研究 @@ -677,6 +684,7 @@ stat.drillspeed = 基本鑽取速度 stat.boosteffect = 加速效果 stat.maxunits = 最大活躍單位 stat.health = 耐久度 +stat.armor = 裝甲 stat.buildtime = 建設時間 stat.maxconsecutive = 最大連續 stat.buildcost = 建造成本 @@ -692,6 +700,7 @@ stat.lightningchance = 燃燒機率 stat.lightningdamage = 燃燒傷害 stat.flammability = 易燃性 stat.radioactivity = 輻射性 +stat.charge = 蓄電力 stat.heatcapacity = 熱容量 stat.viscosity = 黏度 stat.temperature = 溫度 @@ -719,6 +728,7 @@ bar.corereq = 需由核心升級 bar.drillspeed = 鑽頭速度:{0}/秒 bar.pumpspeed = 液體泵送速度:{0}/秒 bar.efficiency = 效率:{0}% +bar.boost = 速度加成:{0}% bar.powerbalance = 能量變化:{0} bar.powerstored = 能量存量:{0}/{1} bar.poweramount = 能量:{0} @@ -741,7 +751,7 @@ bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格 bullet.incendiary = [stat]燃燒 bullet.sapping = [stat]吸血 bullet.homing = [stat]追蹤 -bullet.shock = [stat]震懾 +bullet.shock = [stat]電擊 bullet.frag = [stat]破片彈 bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害 bullet.knockback = [stat]{0}[lightgray]擊退 @@ -786,6 +796,7 @@ setting.shadows.name = 陰影 setting.blockreplace.name = 方塊建造建議 setting.linear.name = 線性過濾 setting.hints.name = 提示 +setting.logichints.name = 邏輯提示 setting.flow.name = 顯示資源輸送速度 setting.backgroundpause.name = 背景執行時暫停 setting.buildautopause.name = 自動暫停建築 @@ -934,6 +945,7 @@ mode.custom = 自訂規則 rules.infiniteresources = 無限資源 rules.reactorexplosions = 反應爐爆炸 +rules.coreincinerates = 核心銷毀物品 rules.schematic = 允許使用藍圖 rules.wavetimer = 波次時間 rules.waves = 波次 @@ -945,6 +957,8 @@ rules.blockdamagemultiplier = 建築物傷害倍數 rules.unitbuildspeedmultiplier = 單位建設速度倍數 rules.unithealthmultiplier = 單位生命值倍數 rules.unitdamagemultiplier = 單位傷害倍數 +rules.unitcapvariable = 核心限制單位上限 +rules.unitcap = 基礎單位上限 rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格) rules.wavespacing = 波次間距︰[lightgray](秒) rules.buildcostmultiplier = 建設成本倍數 @@ -1502,3 +1516,139 @@ unit.omura.description = 對敵人發射遠程穿透型砲彈。建造曳光戰 unit.alpha.description = 抵禦敵軍對核心:碎片的攻擊。建造建築物。 unit.beta.description = 抵禦敵軍對核心:基地的攻擊。建造建築物。 unit.gamma.description = 抵禦敵軍對核心:核子的攻擊。建造建築物。 + +lst.read = [accent]讀取[]記憶體中的一項數值 +lst.write = [accent]寫入[]一項數值到記憶體中 +lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[]使用 +lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用 +lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上 +lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上 +lst.getlink = 由連接順序回傳連接的建築,第一個從"0"開始 +lst.control = 控制一個建築 +lst.radar = 偵測建築範圍內的單位 +lst.sensor = 獲取該建築或單位的數據 +lst.set = 設一個變數 +lst.operation = 加減乘除和計算機概論 +lst.end = 跳到第一個重頭開始執行 +lst.jump = 條件式跳到其他指令執行 +lst.unitbind = 綁定下一同種單位,存入[accent]@unit[]中. +lst.unitcontrol = 控制現在綁定的單位 +lst.unitradar = 偵測綁定單位附近的單位 +lst.unitlocate = 尋找整個地圖上特定的位置/建築\n需要綁定的單位 + +lenum.type = 建築/單位種類。\n例:操控單位建造光矛砲應使用[accent]@lancer[],而非字串 +lenum.shoot = 對該位置開火 +lenum.shootp = 對指定單位/建築開火,具自瞄功能 +lenum.configure = 建築設定,如分類器、兵器工廠 +lenum.enabled = 確認該建築是否啟用 + +laacess.color = 設定照明燈的顏色 + +graphicstype.clear = 重製版面為指定顏色 +graphicstype.color = 為接下來的圖畫指令設定顏色 +graphicstype.stroke = 為接下來的圖畫指令設定直線寬度 +graphicstype.line = 畫一直線 +graphicstype.rect = 畫實心長方形 +graphicstype.linerect = 畫空心長方形 +graphicstype.poly = 畫實心正多邊形 +graphicstype.linepoly = 畫空心正多邊形 +graphicstype.triangle = 畫實心三角形 +graphicstype.image = 繪製內建圖畫\n如: [accent]@router[]或[accent]@dagger[]. + +lenum.always = 永遠 true (直接跳). +lenum.idiv = 整數除法,無條件捨去. +lenum.div = 除法.\n除以零時回傳 [accent]null[] +lenum.mod = Modulo,求餘數 +lenum.equal = 是否相等,不管資料型態。\n非null 物件和數值相比時回傳1 +lenum.notequal = 不相等,不管資料型態. +lenum.strictequal = 嚴格檢查是否相等,會看資料型態。\n可用來檢查[accent]null[] +lenum.shl = Bit-shift left. +lenum.shr = Bit-shift right. +lenum.or = Bitwise OR. +lenum.land = Logical AND. +lenum.and = Bitwise AND. +lenum.not = Bitwise flip. +lenum.xor = Bitwise XOR. + +lenum.min = 兩數取小 +lenum.max = 兩數取大 +lenum.angle = 向量與x軸夾角 +lenum.len = 向量長度 +lenum.sin = 度數Sin值 +lenum.cos = 度數Cos值 +lenum.tan = 度數Tan值 +#not a typo, look up 'range notation' +lenum.rand = 產生隨機數值: [0, 值). +lenum.log = 自然對數(ln、log_e). +lenum.log10 = 高中數學. +lenum.noise = 2D simplex noise. +lenum.abs = 取絕對值 +lenum.sqrt = 開根號 + +lenum.any = 任何單位 +lenum.ally = 友方單位 +lenum.attacker = 具武器的單位 +lenum.enemy = 敵方單位 +lenum.boss = 頭目單位 +lenum.flying = 飛行單位 +lenum.ground = 陸上單位 +lenum.player = 玩家單位 + +lenum.ore = 尋找礦物 +lenum.damaged = 尋找受損友方建築 +lenum.spawn = 敵方重生點\n可以是核心或一個位置 +lenum.building = 尋找特定建築 + +lenum.core = 任何核心 +lenum.storage = 儲藏建築 +lenum.generator = 會發電的建築 +lenum.factory = 生產加工資源的建築,如煉矽場 +lenum.repair = 維修點 +lenum.rally = 指揮中心 +lenum.battery = 電池 +lenum.resupply = 補給點\n只有在[accent]"單位需要彈藥"[]被啟用時才有效果 +lenum.reactor = 衝擊/釷反應爐 +lenum.turret = 任何砲塔 + +sensor.in = 想查閱的建築/單位 + +radar.from = 作為雷達的建築\n偵測範圍同該建築的範圍 +radar.target = 搜索條件 +radar.and = 額外條件 +radar.order = 輸出順序,1:距離最近、血量最大 +radar.sort = 篩選方式 +radar.output = 回傳該單位為變數 + +unitradar.target = 搜索條件 +unitradar.and = 額外條件 +unitradar.order = 輸出順序,1:距離最近、血量最大 +unitradar.sort = 篩選方式 +unitradar.output = 存該單位的變數 + +control.of = 要控制的建築 +control.unit = 指定的建築/單位 +control.shoot = 是否開火 + +unitlocate.enemy = 搜索敵方或友方建築 +unitlocate.found = 回傳是否找到建築 +unitlocate.building = 回傳找到的建築為變數 +unitlocate.outx = 回傳 X 座標 +unitlocate.outy = 回傳 Y 座標 +unitlocate.group = 搜索建築種類 + +lenum.stop = 停止移動/挖礦/建造 +lenum.move = 移動到指定位置 +lenum.approach = 移動到距離指定位置一段距離的地方 +lenum.pathfind = 由內建AI前往敵方重生點 +lenum.target = 射擊指定區域 +lenum.targetp = 帶自瞄射擊指定的目標 +lenum.itemdrop = 放下物品 +lenum.itemtake = 從建築拿取物品 +lenum.paydrop = 放下拾取的負載 +lenum.paytake = 拾取船身下方的單位/建築 +lenum.flag = 單位編號(可異) +lenum.mine = 挖指定位置的礦物 +lenum.build = 建造一個建築 +lenum.getblock = 獲取指定位置的建築種類和該建築\n必須在單位的範圍內\n實體障礙物,如高山會回傳[accent]@solid[] +lenum.within = 單位是否在指定範圍內 +lenum.boost = 使用推進器 diff --git a/core/assets/contributors b/core/assets/contributors index 59f40b3ef2..2b55988f2c 100644 --- a/core/assets/contributors +++ b/core/assets/contributors @@ -113,3 +113,4 @@ younggam simba-fs RedRadiation Marko Zajc +CPX MC diff --git a/core/assets/icons/icons.properties b/core/assets/icons/icons.properties index 008fb1289a..e2dcae538f 100755 --- a/core/assets/icons/icons.properties +++ b/core/assets/icons/icons.properties @@ -14,7 +14,6 @@ 63730=magmarock|block-magmarock-medium 63729=sand|block-sand-medium 63728=darksand|block-darksand-medium -63727=holostone|block-holostone-medium 63726=grass|block-grass-medium 63725=salt|block-salt-medium 63724=snow|block-snow-medium @@ -285,7 +284,6 @@ 63451=scepter|unit-scepter-medium 63450=reign|unit-reign-medium 63449=dirt|block-dirt-medium -63448=dirtwall|block-dirtwall-medium 63447=stone-wall|block-stone-wall-medium 63446=spore-wall|block-spore-wall-medium 63445=ice-wall|block-ice-wall-medium @@ -295,7 +293,6 @@ 63441=salt-wall|block-salt-wall-medium 63440=shale-wall|block-shale-wall-medium 63439=dirt-wall|block-dirt-wall-medium -63438=holostone-wall|block-holostone-wall-medium 63437=basalt|block-basalt-medium 63436=dacite|block-dacite-medium 63435=boulder|block-boulder-medium diff --git a/core/assets/maps/labyrinth.msav b/core/assets/maps/labyrinth.msav index d63ca28bf9..9087a6da89 100644 Binary files a/core/assets/maps/labyrinth.msav and b/core/assets/maps/labyrinth.msav differ diff --git a/core/assets/maps/mudFlats.msav b/core/assets/maps/mudFlats.msav index 1ba2e25ceb..adca422b83 100644 Binary files a/core/assets/maps/mudFlats.msav and b/core/assets/maps/mudFlats.msav differ diff --git a/core/assets/maps/stainedMountains.msav b/core/assets/maps/stainedMountains.msav index b5ec28c9d4..6e00f916b1 100644 Binary files a/core/assets/maps/stainedMountains.msav and b/core/assets/maps/stainedMountains.msav differ diff --git a/core/assets/maps/tarFields.msav b/core/assets/maps/tarFields.msav index 04055ac8b7..c2967456f3 100644 Binary files a/core/assets/maps/tarFields.msav and b/core/assets/maps/tarFields.msav differ diff --git a/core/assets/scripts/base.js b/core/assets/scripts/base.js index 368ebff42d..d97e6aa8f2 100755 --- a/core/assets/scripts/base.js +++ b/core/assets/scripts/base.js @@ -1,9 +1,10 @@ "use strict"; -function log(context, obj){ - Vars.mods.scripts.log(context, String(obj)) -} +let scriptName = "base.js" +let modName = "none" +const log = (context, obj) => Vars.mods.scripts.log(context, String(obj)) +const print = text => log(modName + "/" + scriptName, text) const readString = path => Vars.mods.scripts.readString(path) const readBytes = path => Vars.mods.scripts.readBytes(path) const loadMusic = path => Vars.mods.scripts.loadMusic(path) @@ -13,11 +14,20 @@ const readFile = (purpose, ext, cons) => Vars.mods.scripts.readFile(purpose, ext const readBinFile = (purpose, ext, cons) => Vars.mods.scripts.readBinFile(purpose, ext, cons); const writeFile = (purpose, ext, str) => Vars.mods.scripts.writeFile(purpose, ext, str); const writeBinFile = (purpose, ext, bytes) => Vars.mods.scripts.writeBinFile(purpose, ext, bytes); +const newFloats = cap => Vars.mods.getScripts().newFloats(cap); -let scriptName = "base.js" -let modName = "none" +//these are not strictly necessary, but are kept for edge cases +const run = method => new java.lang.Runnable(){run: method} +const boolf = method => new Boolf(){get: method} +const boolp = method => new Boolp(){get: method} +const floatf = method => new Floatf(){get: method} +const floatp = method => new Floatp(){get: method} +const cons = method => new Cons(){get: method} +const prov = method => new Prov(){get: method} +const func = method => new Func(){get: method} -const print = text => log(modName + "/" + scriptName, text); +const newEffect = (lifetime, renderer) => new Effect.Effect(lifetime, new Effect.EffectRenderer({render: renderer})) +Call = Packages.mindustry.gen.Call //js 'extend(Base, ..., {})' = java 'new Base(...) {}' function extend(/*Base, ..., def*/){ @@ -39,16 +49,3 @@ function extend(/*Base, ..., def*/){ //For backwards compatibility, use extend instead const extendContent = extend; - -//these are not strictly necessary, but are kept for edge cases -const run = method => new java.lang.Runnable(){run: method} -const boolf = method => new Boolf(){get: method} -const boolp = method => new Boolp(){get: method} -const floatf = method => new Floatf(){get: method} -const floatp = method => new Floatp(){get: method} -const cons = method => new Cons(){get: method} -const prov = method => new Prov(){get: method} -const func = method => new Func(){get: method} - -const newEffect = (lifetime, renderer) => new Effect.Effect(lifetime, new Effect.EffectRenderer({render: renderer})) -Call = Packages.mindustry.gen.Call diff --git a/core/assets/scripts/global.js b/core/assets/scripts/global.js index 92a7fd5562..ac1a812efd 100755 --- a/core/assets/scripts/global.js +++ b/core/assets/scripts/global.js @@ -2,10 +2,11 @@ "use strict"; -function log(context, obj){ - Vars.mods.scripts.log(context, String(obj)) -} +let scriptName = "base.js" +let modName = "none" +const log = (context, obj) => Vars.mods.scripts.log(context, String(obj)) +const print = text => log(modName + "/" + scriptName, text) const readString = path => Vars.mods.scripts.readString(path) const readBytes = path => Vars.mods.scripts.readBytes(path) const loadMusic = path => Vars.mods.scripts.loadMusic(path) @@ -15,11 +16,20 @@ const readFile = (purpose, ext, cons) => Vars.mods.scripts.readFile(purpose, ext const readBinFile = (purpose, ext, cons) => Vars.mods.scripts.readBinFile(purpose, ext, cons); const writeFile = (purpose, ext, str) => Vars.mods.scripts.writeFile(purpose, ext, str); const writeBinFile = (purpose, ext, bytes) => Vars.mods.scripts.writeBinFile(purpose, ext, bytes); +const newFloats = cap => Vars.mods.getScripts().newFloats(cap); -let scriptName = "base.js" -let modName = "none" +//these are not strictly necessary, but are kept for edge cases +const run = method => new java.lang.Runnable(){run: method} +const boolf = method => new Boolf(){get: method} +const boolp = method => new Boolp(){get: method} +const floatf = method => new Floatf(){get: method} +const floatp = method => new Floatp(){get: method} +const cons = method => new Cons(){get: method} +const prov = method => new Prov(){get: method} +const func = method => new Func(){get: method} -const print = text => log(modName + "/" + scriptName, text); +const newEffect = (lifetime, renderer) => new Effect.Effect(lifetime, new Effect.EffectRenderer({render: renderer})) +Call = Packages.mindustry.gen.Call //js 'extend(Base, ..., {})' = java 'new Base(...) {}' function extend(/*Base, ..., def*/){ @@ -42,19 +52,6 @@ function extend(/*Base, ..., def*/){ //For backwards compatibility, use extend instead const extendContent = extend; -//these are not strictly necessary, but are kept for edge cases -const run = method => new java.lang.Runnable(){run: method} -const boolf = method => new Boolf(){get: method} -const boolp = method => new Boolp(){get: method} -const floatf = method => new Floatf(){get: method} -const floatp = method => new Floatp(){get: method} -const cons = method => new Cons(){get: method} -const prov = method => new Prov(){get: method} -const func = method => new Func(){get: method} - -const newEffect = (lifetime, renderer) => new Effect.Effect(lifetime, new Effect.EffectRenderer({render: renderer})) -Call = Packages.mindustry.gen.Call - importPackage(Packages.arc) importPackage(Packages.arc.func) importPackage(Packages.arc.graphics) @@ -136,6 +133,7 @@ const PlayerLeave = Packages.mindustry.game.EventType.PlayerLeave const PlayerConnect = Packages.mindustry.game.EventType.PlayerConnect const PlayerJoin = Packages.mindustry.game.EventType.PlayerJoin const UnitChangeEvent = Packages.mindustry.game.EventType.UnitChangeEvent +const UnitUnloadEvent = Packages.mindustry.game.EventType.UnitUnloadEvent const UnitCreateEvent = Packages.mindustry.game.EventType.UnitCreateEvent const UnitDrownEvent = Packages.mindustry.game.EventType.UnitDrownEvent const UnitDestroyEvent = Packages.mindustry.game.EventType.UnitDestroyEvent @@ -164,6 +162,7 @@ const LaunchItemEvent = Packages.mindustry.game.EventType.LaunchItemEvent const SectorInvasionEvent = Packages.mindustry.game.EventType.SectorInvasionEvent const SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent +const FileTreeInitEvent = Packages.mindustry.game.EventType.FileTreeInitEvent const ClientLoadEvent = Packages.mindustry.game.EventType.ClientLoadEvent const ContentInitEvent = Packages.mindustry.game.EventType.ContentInitEvent const BlockInfoEvent = Packages.mindustry.game.EventType.BlockInfoEvent diff --git a/core/assets/sounds/pew_.ogg b/core/assets/sounds/pew_.ogg deleted file mode 100644 index 0c1df7f711..0000000000 Binary files a/core/assets/sounds/pew_.ogg and /dev/null differ diff --git a/core/src/mindustry/ClientLauncher.java b/core/src/mindustry/ClientLauncher.java index 978361898a..ef9352db76 100644 --- a/core/src/mindustry/ClientLauncher.java +++ b/core/src/mindustry/ClientLauncher.java @@ -34,6 +34,12 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform @Override public void setup(){ + String dataDir = OS.env("MINDUSTRY_DATA_DIR"); + if(dataDir != null){ + Core.settings.setDataDirectory(files.absolute(dataDir)); + } + + checkLaunch(); loadLogger(); loader = new LoadRenderer(); @@ -145,7 +151,12 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform finished = true; Events.fire(new ClientLoadEvent()); super.resize(graphics.getWidth(), graphics.getHeight()); - app.post(() -> app.post(() -> app.post(() -> app.post(() -> super.resize(graphics.getWidth(), graphics.getHeight()))))); + app.post(() -> app.post(() -> app.post(() -> app.post(() -> { + super.resize(graphics.getWidth(), graphics.getHeight()); + + //mark initialization as complete + finishLaunch(); + })))); } }else{ asyncCore.begin(); @@ -168,6 +179,12 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform lastTime = Time.nanos(); } + @Override + public void exit(){ + //on graceful exit, finish the launch normally. + Vars.finishLaunch(); + } + @Override public void init(){ setup(); @@ -182,6 +199,11 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform @Override public void pause(){ + //when the user tabs out on mobile, the exit() event doesn't fire reliably - in that case, just assume they're about to kill the app + //this isn't 100% reliable but it should work for most cases + if(mobile){ + Vars.finishLaunch(); + } if(finished){ super.pause(); } diff --git a/core/src/mindustry/Vars.java b/core/src/mindustry/Vars.java index d8928a434e..45e3606c8e 100644 --- a/core/src/mindustry/Vars.java +++ b/core/src/mindustry/Vars.java @@ -32,12 +32,16 @@ import java.util.*; import static arc.Core.*; public class Vars implements Loadable{ + /** Whether the game failed to launch last time. */ + public static boolean failedToLaunch = false; /** Whether to load locales.*/ public static boolean loadLocales = true; /** Whether the logger is loaded. */ public static boolean loadedLogger = false, loadedFileLogger = false; /** Whether to enable various experimental features (e.g. cliffs) */ public static boolean experimental = false; + /** Name of current Steam player. */ + public static String steamPlayerName = ""; /** Maximum extra padding around deployment schematics. */ public static final int maxLoadoutSchematicPad = 5; /** Maximum schematic size.*/ @@ -50,20 +54,18 @@ public class Vars implements Loadable{ public static final Charset charset = Charset.forName("UTF-8"); /** main application name, capitalized */ public static final String appName = "Mindustry"; - /** URL for itch.io donations. */ - public static final String donationURL = "https://anuke.itch.io/mindustry/purchase"; + /** Github API URL. */ + public static final String ghApi = "https://api.github.com"; /** URL for discord invite. */ public static final String discordURL = "https://discord.gg/mindustry"; - /** URL for sending crash reports to */ + /** URL for sending crash reports to. Currently offline. */ public static final String crashReportURL = "http://192.99.169.18/report"; /** URL the links to the wiki's modding guide.*/ public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/1-modding/"; - /** URL to the JSON file containing all the global, public servers. Not queried in BE. */ - public static final String serverJsonURL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers.json"; /** URL to the JSON file containing all the BE servers. Only queried in BE. */ public static final String serverJsonBeURL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers_be.json"; - /** URL to the JSON file containing all the BE servers. Only queried in the V6 alpha (will be removed once it's out). */ - public static final String serverJsonV6URL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers_v6.json"; + /** URL to the JSON file containing all the stable servers. */ + public static final String serverJsonURL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers_v6.json"; /** URL of the github issue report template.*/ public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?labels=bug&template=bug_report.md"; /** list of built-in servers.*/ @@ -92,8 +94,8 @@ public class Vars implements Loadable{ public static final float turnDuration = 2 * Time.toMinutes; /** chance of an invasion per turn, 1 = 100% */ public static final float baseInvasionChance = 1f / 100f; - /** how many turns have to pass before invasions start */ - public static final int invasionGracePeriod = 20; + /** how many minutes have to pass before invasions in a *captured* sector start */ + public static final float invasionGracePeriod = 20; /** min armor fraction damage; e.g. 0.05 = at least 5% damage */ public static final float minArmorDamage = 0.1f; /** launch animation duration */ @@ -172,6 +174,8 @@ public class Vars implements Loadable{ public static Fi schematicDirectory; /** data subdirectory used for bleeding edge build versions */ public static Fi bebuildDirectory; + /** file used to store launch ID */ + public static Fi launchIDFile; /** empty map, indicates no current map */ public static Map emptyMap; /** map file extension */ @@ -284,6 +288,27 @@ public class Vars implements Loadable{ maps.load(); } + /** Checks if a launch failure occurred. + * If this is the case, failedToLaunch is set to true. */ + public static void checkLaunch(){ + settings.setAppName(appName); + launchIDFile = settings.getDataDirectory().child("launchid.dat"); + + if(launchIDFile.exists()){ + failedToLaunch = true; + }else{ + failedToLaunch = false; + launchIDFile.writeString("go away"); + } + } + + /** Cleans up after a successful launch. */ + public static void finishLaunch(){ + if(launchIDFile != null){ + launchIDFile.delete(); + } + } + public static void loadLogger(){ if(loadedLogger) return; @@ -345,7 +370,7 @@ public class Vars implements Loadable{ } public static void loadSettings(){ - settings.setJson(JsonIO.json()); + settings.setJson(JsonIO.json); settings.setAppName(appName); if(steam || (Version.modifier != null && Version.modifier.contains("steam"))){ diff --git a/core/src/mindustry/ai/BaseAI.java b/core/src/mindustry/ai/BaseAI.java index 85e6656d28..6fa84883e8 100644 --- a/core/src/mindustry/ai/BaseAI.java +++ b/core/src/mindustry/ai/BaseAI.java @@ -209,6 +209,16 @@ public class BaseAI{ } Tile wtile = world.tile(realX, realY); + if(tile.block instanceof PayloadConveyor || tile.block instanceof PayloadAcceptor){ + //near a building + for(Point2 point : Edges.getEdges(tile.block.size)){ + var t = world.build(tile.x + point.x, tile.y + point.y); + if(t != null){ + return false; + } + } + } + //may intersect AI path tmpTiles.clear(); if(tile.block.solid && wtile != null && wtile.getLinkedTilesAs(tile.block, tmpTiles).contains(t -> path.contains(t.pos()))){ @@ -265,6 +275,7 @@ public class BaseAI{ if(spawn == null) return; for(int wx = lastX; wx <= lastX + lastW; wx++){ + outer: for(int wy = lastY; wy <= lastY + lastH; wy++){ Tile tile = world.tile(wx, wy); @@ -279,12 +290,11 @@ public class BaseAI{ Tile o = world.tile(tile.x + p.x, tile.y + p.y); if(o != null && (o.block() instanceof PayloadAcceptor || o.block() instanceof PayloadConveyor)){ - break; + continue outer; } if(o != null && o.team() == data.team && !(o.block() instanceof Wall)){ any = true; - break; } } diff --git a/core/src/mindustry/ai/BlockIndexer.java b/core/src/mindustry/ai/BlockIndexer.java index 683d04cc78..ca945b67a9 100644 --- a/core/src/mindustry/ai/BlockIndexer.java +++ b/core/src/mindustry/ai/BlockIndexer.java @@ -269,7 +269,6 @@ public class BlockIndexer{ public Building findTile(Team team, float x, float y, float range, Boolf pred, boolean usePriority){ Building closest = null; float dst = 0; - float range2 = range * range; for(int rx = Math.max((int)((x - range) / tilesize / quadrantSize), 0); rx <= (int)((x + range) / tilesize / quadrantSize) && rx < quadWidth(); rx++){ for(int ry = Math.max((int)((y - range) / tilesize / quadrantSize), 0); ry <= (int)((y + range) / tilesize / quadrantSize) && ry < quadHeight(); ry++){ @@ -282,13 +281,13 @@ public class BlockIndexer{ if(e == null || e.team != team || !pred.get(e) || !e.block.targetable || e.team == Team.derelict) continue; - float ndst = e.dst2(x, y); - if(ndst < range2 && (closest == null || + float bdst = e.dst(x, y) - e.hitSize() / 2f; + if(bdst < range && (closest == null || //this one is closer, and it is at least of equal priority - (ndst < dst && (!usePriority || closest.block.priority.ordinal() <= e.block.priority.ordinal())) || + (bdst < dst && (!usePriority || closest.block.priority.ordinal() <= e.block.priority.ordinal())) || //priority is used, and new block has higher priority regardless of range (usePriority && closest.block.priority.ordinal() < e.block.priority.ordinal()))){ - dst = ndst; + dst = bdst; closest = e; } } diff --git a/core/src/mindustry/ai/Pathfinder.java b/core/src/mindustry/ai/Pathfinder.java index 8c9a9cda6d..e435364d68 100644 --- a/core/src/mindustry/ai/Pathfinder.java +++ b/core/src/mindustry/ai/Pathfinder.java @@ -23,7 +23,6 @@ public class Pathfinder implements Runnable{ private static final int updateFPS = 60; private static final int updateInterval = 1000 / updateFPS; private static final int impassable = -1; - private static final int fieldTimeout = 1000 * 60 * 2; public static final int fieldCore = 0, @@ -192,31 +191,6 @@ public class Pathfinder implements Runnable{ //total update time no longer than maxUpdate for(Flowfield data : threadList){ updateFrontier(data, maxUpdate / threadList.size); - - //TODO implement timeouts... or don't - /* - //remove flowfields that have 'timed out' so they can be garbage collected and no longer waste space - if(data.refreshRate > 0 && Time.timeSinceMillis(data.lastUpdateTime) > fieldTimeout){ - //make sure it doesn't get removed twice - data.lastUpdateTime = Time.millis(); - - Team team = data.team; - - Core.app.post(() -> { - //remove its used state - if(fieldMap[team.id] != null){ - fieldMap[team.id].remove(data.target); - fieldMapUsed[team.id].remove(data.target); - } - //remove from main thread list - mainList.remove(data); - }); - - queue.post(() -> { - //remove from this thread list with a delay - threadList.remove(data); - }); - }*/ } } @@ -292,7 +266,7 @@ public class Pathfinder implements Runnable{ } } - if(current == null || tl == impassable) return tile; + if(current == null || tl == impassable || (path.cost == costTypes.items[costGround] && current.dangerous() && !tile.dangerous())) return tile; return current; } diff --git a/core/src/mindustry/ai/WaveSpawner.java b/core/src/mindustry/ai/WaveSpawner.java index afc8ab30db..f5930ef7f2 100644 --- a/core/src/mindustry/ai/WaveSpawner.java +++ b/core/src/mindustry/ai/WaveSpawner.java @@ -73,7 +73,7 @@ public class WaveSpawner{ for(int i = 0; i < spawned; i++){ Unit unit = group.createUnit(state.rules.waveTeam, state.wave - 1); unit.set(spawnX + Mathf.range(spread), spawnY + Mathf.range(spread)); - unit.add(); + spawnEffect(unit); } }); }else{ @@ -92,7 +92,7 @@ public class WaveSpawner{ } } - Time.runTask(121f, () -> spawning = false); + Time.run(121f, () -> spawning = false); } public void doShockwave(float x, float y){ @@ -148,8 +148,7 @@ public class WaveSpawner{ private void eachFlyerSpawn(Floatc2 cons){ for(Tile tile : spawns){ - float angle = Angles.angle(world.width() / 2, world.height() / 2, tile.x, tile.y); - + float angle = Angles.angle(world.width() / 2f, world.height() / 2f, tile.x, tile.y); float trns = Math.max(world.width(), world.height()) * Mathf.sqrt2 * tilesize; float spawnX = Mathf.clamp(world.width() * tilesize / 2f + Angles.trnsx(angle, trns), -margin, world.width() * tilesize + margin); float spawnY = Mathf.clamp(world.height() * tilesize / 2f + Angles.trnsy(angle, trns), -margin, world.height() * tilesize + margin); @@ -168,6 +167,7 @@ public class WaveSpawner{ } private void reset(){ + spawning = false; spawns.clear(); for(Tile tile : world.tiles){ @@ -178,8 +178,11 @@ public class WaveSpawner{ } private void spawnEffect(Unit unit){ - Call.spawnEffect(unit.x, unit.y, unit.type); - Time.run(30f, unit::add); + unit.rotation = unit.angleTo(world.width()/2f * tilesize, world.height()/2f * tilesize); + unit.apply(StatusEffects.unmoving, 30f); + unit.add(); + + Call.spawnEffect(unit.x, unit.y, unit.rotation, unit.type); } private interface SpawnConsumer{ @@ -187,8 +190,8 @@ public class WaveSpawner{ } @Remote(called = Loc.server, unreliable = true) - public static void spawnEffect(float x, float y, UnitType type){ - Fx.unitSpawn.at(x, y, 0f, type); + public static void spawnEffect(float x, float y, float rotation, UnitType u){ + Fx.unitSpawn.at(x, y, rotation, u); Time.run(30f, () -> Fx.spawn.at(x, y)); } diff --git a/core/src/mindustry/ai/types/BuilderAI.java b/core/src/mindustry/ai/types/BuilderAI.java index ce8b5ae92d..40a008c6c7 100644 --- a/core/src/mindustry/ai/types/BuilderAI.java +++ b/core/src/mindustry/ai/types/BuilderAI.java @@ -13,9 +13,12 @@ import mindustry.world.blocks.ConstructBlock.*; import static mindustry.Vars.*; public class BuilderAI extends AIController{ - float buildRadius = 1500; + public static float buildRadius = 1500, retreatDst = 110f, fleeRange = 370f, retreatDelay = Time.toSeconds * 2f; + boolean found = false; @Nullable Unit following; + @Nullable Teamc enemy; + float retreatTimer; @Override public void updateMovement(){ @@ -27,6 +30,7 @@ public class BuilderAI extends AIController{ unit.updateBuilding = true; if(following != null){ + retreatTimer = 0f; //try to follow and mimic someone //validate follower @@ -39,9 +43,25 @@ public class BuilderAI extends AIController{ //set to follower's first build plan, whatever that is unit.plans.clear(); unit.plans.addFirst(following.buildPlan()); + }else if(unit.buildPlan() == null){ + //not following anyone or building + if(timer.get(timerTarget4, 40)){ + enemy = target(unit.x, unit.y, fleeRange, true, true); + } + + //fly away from enemy when not doing anything, but only after a delay + if((retreatTimer += Time.delta) >= retreatDelay){ + if(enemy != null){ + var core = unit.closestCore(); + if(core != null && !unit.within(core, retreatDst)){ + moveTo(core, retreatDst); + } + } + } } if(unit.buildPlan() != null){ + retreatTimer = 0f; //approach request if building BuildPlan req = unit.buildPlan(); diff --git a/core/src/mindustry/ai/types/DefenderAI.java b/core/src/mindustry/ai/types/DefenderAI.java new file mode 100644 index 0000000000..f59b476add --- /dev/null +++ b/core/src/mindustry/ai/types/DefenderAI.java @@ -0,0 +1,40 @@ +package mindustry.ai.types; + +import arc.math.*; +import mindustry.entities.*; +import mindustry.entities.comp.*; +import mindustry.entities.units.*; +import mindustry.gen.*; +import mindustry.world.meta.*; + +public class DefenderAI extends AIController{ + + @Override + public void updateMovement(){ + if(target != null){ + moveTo(target, (target instanceof Sized s ? s.hitSize()/2f * 1.1f : 0f) + unit.hitSize/2f + 15f, 50f); + unit.lookAt(target); + } + } + + @Override + protected void updateTargeting(){ + if(retarget()) target = findTarget(unit.x, unit.y, unit.range(), true, true); + } + + @Override + protected Teamc findTarget(float x, float y, float range, boolean air, boolean ground){ + //find unit to follow if not in rally mode + if(command() != UnitCommand.rally){ + //Sort by max health and closer target. + var result = Units.closest(unit.team, x, y, Math.max(range, 400f), u -> !u.dead() && u.type != unit.type, (u, tx, ty) -> -u.maxHealth + Mathf.dst2(u.x, u.y, tx, ty) / 800f); + if(result != null) return result; + } + + //find rally point + var block = targetFlag(unit.x, unit.y, BlockFlag.rally, false); + if(block != null) return block; + //return core if found + return unit.closestCore(); + } +} diff --git a/core/src/mindustry/ai/types/FlyingAI.java b/core/src/mindustry/ai/types/FlyingAI.java index 239e48682a..72d7eda4ff 100644 --- a/core/src/mindustry/ai/types/FlyingAI.java +++ b/core/src/mindustry/ai/types/FlyingAI.java @@ -13,7 +13,7 @@ public class FlyingAI extends AIController{ public void updateMovement(){ if(target != null && unit.hasWeapons() && command() == UnitCommand.attack){ if(!unit.type.circleTarget){ - moveTo(target, unit.range() * 0.8f); + moveTo(target, unit.type.range * 0.8f); unit.lookAt(target); }else{ attack(120f); @@ -49,10 +49,10 @@ public class FlyingAI extends AIController{ float ang = unit.angleTo(target); float diff = Angles.angleDist(ang, unit.rotation()); - if(diff > 100f && vec.len() < circleLength){ + if(diff > 70f && vec.len() < circleLength){ vec.setAngle(unit.vel().angle()); }else{ - vec.setAngle(Mathf.slerpDelta(unit.vel().angle(), vec.angle(), 0.6f)); + vec.setAngle(Angles.moveToward(unit.vel().angle(), vec.angle(), 6f)); } vec.setLength(unit.speed()); diff --git a/core/src/mindustry/ai/types/FormationAI.java b/core/src/mindustry/ai/types/FormationAI.java index 8a4f351b4e..7a465bf3cf 100644 --- a/core/src/mindustry/ai/types/FormationAI.java +++ b/core/src/mindustry/ai/types/FormationAI.java @@ -46,9 +46,9 @@ public class FormationAI extends AIController implements FormationMember{ unit.lookAt(unit.vel.angle()); } - Vec2 realtarget = vec.set(target).add(leader.vel.x, leader.vel.y); + Vec2 realtarget = vec.set(target).add(leader.vel); - float speed = unit.realSpeed() * unit.floorSpeedMultiplier() * Time.delta; + float speed = unit.realSpeed() * Time.delta; unit.approach(Mathf.arrive(unit.x, unit.y, realtarget.x, realtarget.y, unit.vel, speed, 0f, speed, 1f).scl(1f / Time.delta)); if(unit.canMine() && leader.canMine()){ diff --git a/core/src/mindustry/ai/types/LogicAI.java b/core/src/mindustry/ai/types/LogicAI.java index a0eb6d1fa9..abd76201e6 100644 --- a/core/src/mindustry/ai/types/LogicAI.java +++ b/core/src/mindustry/ai/types/LogicAI.java @@ -19,7 +19,7 @@ public class LogicAI extends AIController{ /** Time after which the unit resets its controlled and reverts to a normal unit. */ public static final float logicControlTimeout = 10f * 60f; - public LUnitControl control = LUnitControl.stop; + public LUnitControl control = LUnitControl.idle; public float moveX, moveY, moveRad; public float itemTimer, payTimer, controlTimer = logicControlTimeout, targetTimer; @Nullable @@ -128,9 +128,17 @@ public class LogicAI extends AIController{ vec.setZero(); } + //do not move when infinite vectors are used. + if(vec.isNaN() || vec.isInfinite()) return; + unit.approach(vec); } + @Override + protected boolean checkTarget(Teamc target, float x, float y, float range){ + return false; + } + //always retarget @Override protected boolean retarget(){ diff --git a/core/src/mindustry/ai/types/RepairAI.java b/core/src/mindustry/ai/types/RepairAI.java index db20cc7d60..23feb2a0eb 100644 --- a/core/src/mindustry/ai/types/RepairAI.java +++ b/core/src/mindustry/ai/types/RepairAI.java @@ -1,11 +1,16 @@ package mindustry.ai.types; +import arc.util.*; import mindustry.entities.*; import mindustry.entities.units.*; import mindustry.gen.*; import mindustry.world.blocks.ConstructBlock.*; public class RepairAI extends AIController{ + public static float retreatDst = 160f, fleeRange = 310f, retreatDelay = Time.toSeconds * 3f; + + @Nullable Teamc avoid; + float retreatTimer; @Override protected void updateMovement(){ @@ -29,6 +34,25 @@ public class RepairAI extends AIController{ unit.lookAt(target); } + + //not repairing + if(!(target instanceof Building)){ + if(timer.get(timerTarget4, 40)){ + avoid = target(unit.x, unit.y, fleeRange, true, true); + } + + if((retreatTimer += Time.delta) >= retreatDelay){ + //fly away from enemy when not doing anything + if(avoid != null){ + var core = unit.closestCore(); + if(core != null && !unit.within(core, retreatDst)){ + moveTo(core, retreatDst); + } + } + } + }else{ + retreatTimer = 0f; + } } @Override diff --git a/core/src/mindustry/ai/types/SuicideAI.java b/core/src/mindustry/ai/types/SuicideAI.java index 1143f31675..e4c1461227 100644 --- a/core/src/mindustry/ai/types/SuicideAI.java +++ b/core/src/mindustry/ai/types/SuicideAI.java @@ -1,5 +1,6 @@ package mindustry.ai.types; +import arc.math.geom.*; import mindustry.*; import mindustry.ai.*; import mindustry.entities.*; @@ -47,14 +48,17 @@ public class SuicideAI extends GroundAI{ //raycast for target boolean blocked = Vars.world.raycast(unit.tileX(), unit.tileY(), target.tileX(), target.tileY(), (x, y) -> { - Tile tile = Vars.world.tile(x, y); - if(tile != null && tile.build == target) return false; - if(tile != null && tile.build != null && tile.build.team != unit.team()){ - blockedByBlock = true; - return true; - }else{ - return tile == null || tile.solid(); + for(Point2 p : Geometry.d4c){ + Tile tile = Vars.world.tile(x + p.x, y + p.y); + if(tile != null && tile.build == target) return false; + if(tile != null && tile.build != null && tile.build.team != unit.team()){ + blockedByBlock = true; + return true; + }else{ + return tile == null || tile.solid(); + } } + return false; }); //shoot when there's an enemy block in the way diff --git a/core/src/mindustry/async/PhysicsProcess.java b/core/src/mindustry/async/PhysicsProcess.java index a60dab7f68..9ad2064a7a 100644 --- a/core/src/mindustry/async/PhysicsProcess.java +++ b/core/src/mindustry/async/PhysicsProcess.java @@ -37,8 +37,9 @@ public class PhysicsProcess implements AsyncProcess{ //find Unit without bodies and assign them for(Unit entity : group){ + if(entity.type == null) continue; - if(entity.physref() == null){ + if(entity.physref == null){ PhysicsBody body = new PhysicsBody(); body.x = entity.x(); body.y = entity.y(); @@ -48,13 +49,13 @@ public class PhysicsProcess implements AsyncProcess{ PhysicRef ref = new PhysicRef(entity, body); refs.add(ref); - entity.physref(ref); + entity.physref = ref; physics.add(body); } //save last position - PhysicRef ref = entity.physref(); + PhysicRef ref = entity.physref; ref.body.layer = entity.type.allowLegStep ? layerLegs : diff --git a/core/src/mindustry/audio/SoundControl.java b/core/src/mindustry/audio/SoundControl.java index bed176f972..c7d61df9b9 100644 --- a/core/src/mindustry/audio/SoundControl.java +++ b/core/src/mindustry/audio/SoundControl.java @@ -130,7 +130,7 @@ public class SoundControl{ Core.audio.soundBus.play(); setupFilters(); }else{ - Core.audio.soundBus.stop(); + Core.audio.soundBus.replay(); } } diff --git a/core/src/mindustry/content/Blocks.java b/core/src/mindustry/content/Blocks.java index d071e7dab9..ce383efbbd 100644 --- a/core/src/mindustry/content/Blocks.java +++ b/core/src/mindustry/content/Blocks.java @@ -1,8 +1,6 @@ package mindustry.content; -import arc.*; import arc.graphics.*; -import arc.graphics.g2d.*; import arc.struct.*; import mindustry.*; import mindustry.ctype.*; @@ -97,36 +95,9 @@ public class Blocks implements ContentList{ public void load(){ //region environment - air = new Floor("air"){ - { - alwaysReplace = true; - hasShadow = false; - useColor = false; - wall = this; - } + air = new AirBlock("air"); - @Override public void drawBase(Tile tile){} - @Override public void load(){} - @Override public void init(){} - @Override public boolean isHidden(){ return true; } - - @Override - public TextureRegion[] variantRegions(){ - if(variantRegions == null){ - variantRegions = new TextureRegion[]{Core.atlas.find("clear")}; - } - return variantRegions; - } - }; - - spawn = new OverlayFloor("spawn"){ - { - variants = 0; - needsSurface = false; - } - @Override - public void drawBase(Tile tile){} - }; + spawn = new SpawnBlock("spawn"); cliff = new Cliff("cliff"){{ inEditor = false; @@ -676,10 +647,10 @@ public class Blocks implements ContentList{ separator = new Separator("separator"){{ requirements(Category.crafting, with(Items.copper, 30, Items.titanium, 25)); results = with( - Items.copper, 5, - Items.lead, 3, - Items.graphite, 2, - Items.titanium, 2 + Items.copper, 5, + Items.lead, 3, + Items.graphite, 2, + Items.titanium, 2 ); hasPower = true; craftTime = 35f; @@ -692,10 +663,10 @@ public class Blocks implements ContentList{ disassembler = new Separator("disassembler"){{ requirements(Category.crafting, with(Items.graphite, 140, Items.titanium, 100, Items.silicon, 150, Items.surgeAlloy, 70)); results = with( - Items.sand, 4, - Items.graphite, 2, - Items.titanium, 2, - Items.thorium, 1 + Items.sand, 4, + Items.graphite, 2, + Items.titanium, 2, + Items.thorium, 1 ); hasPower = true; craftTime = 15f; @@ -788,6 +759,7 @@ public class Blocks implements ContentList{ health = 130 * wallHealthMultiplier; insulated = true; absorbLasers = true; + schematicPriority = 10; }}; plastaniumWallLarge = new Wall("plastanium-wall-large"){{ @@ -796,6 +768,7 @@ public class Blocks implements ContentList{ size = 2; insulated = true; absorbLasers = true; + schematicPriority = 10; }}; thoriumWall = new Wall("thorium-wall"){{ @@ -1312,7 +1285,7 @@ public class Blocks implements ContentList{ }}; waterExtractor = new SolidPump("water-extractor"){{ - requirements(Category.production, with(Items.copper, 25, Items.graphite, 25, Items.lead, 20)); + requirements(Category.production, with(Items.metaglass, 30, Items.graphite, 30, Items.lead, 30)); result = Liquids.water; pumpAmount = 0.11f; size = 2; @@ -1397,14 +1370,12 @@ public class Blocks implements ContentList{ requirements(Category.effect, with(Items.titanium, 250, Items.thorium, 125)); size = 3; itemCapacity = 1000; - flags = EnumSet.of(BlockFlag.storage); }}; container = new StorageBlock("container"){{ requirements(Category.effect, with(Items.titanium, 100)); size = 2; itemCapacity = 300; - flags = EnumSet.of(BlockFlag.storage); }}; unloader = new Unloader("unloader"){{ @@ -1419,10 +1390,10 @@ public class Blocks implements ContentList{ duo = new ItemTurret("duo"){{ requirements(Category.turret, with(Items.copper, 35), true); ammo( - Items.copper, Bullets.standardCopper, - Items.graphite, Bullets.standardDense, - Items.pyratite, Bullets.standardIncendiary, - Items.silicon, Bullets.standardHoming + Items.copper, Bullets.standardCopper, + Items.graphite, Bullets.standardDense, + Items.pyratite, Bullets.standardIncendiary, + Items.silicon, Bullets.standardHoming ); spread = 4f; @@ -1441,9 +1412,9 @@ public class Blocks implements ContentList{ scatter = new ItemTurret("scatter"){{ requirements(Category.turret, with(Items.copper, 85, Items.lead, 45)); ammo( - Items.scrap, Bullets.flakScrap, - Items.lead, Bullets.flakLead, - Items.metaglass, Bullets.flakGlass + Items.scrap, Bullets.flakScrap, + Items.lead, Bullets.flakLead, + Items.metaglass, Bullets.flakGlass ); reloadTime = 18f; range = 160f; @@ -1464,8 +1435,8 @@ public class Blocks implements ContentList{ scorch = new ItemTurret("scorch"){{ requirements(Category.turret, with(Items.copper, 25, Items.graphite, 22)); ammo( - Items.coal, Bullets.basicFlame, - Items.pyratite, Bullets.pyraFlame + Items.coal, Bullets.basicFlame, + Items.pyratite, Bullets.pyraFlame ); recoilAmount = 0f; reloadTime = 6f; @@ -1481,9 +1452,9 @@ public class Blocks implements ContentList{ hail = new ItemTurret("hail"){{ requirements(Category.turret, with(Items.copper, 40, Items.graphite, 17)); ammo( - Items.graphite, Bullets.artilleryDense, - Items.silicon, Bullets.artilleryHoming, - Items.pyratite, Bullets.artilleryIncendiary + Items.graphite, Bullets.artilleryDense, + Items.silicon, Bullets.artilleryHoming, + Items.pyratite, Bullets.artilleryIncendiary ); targetAir = false; reloadTime = 60f; @@ -1498,10 +1469,10 @@ public class Blocks implements ContentList{ wave = new LiquidTurret("wave"){{ requirements(Category.turret, with(Items.metaglass, 45, Items.lead, 75)); ammo( - Liquids.water, Bullets.waterShot, - Liquids.slag, Bullets.slagShot, - Liquids.cryofluid, Bullets.cryoShot, - Liquids.oil, Bullets.oilShot + Liquids.water, Bullets.waterShot, + Liquids.slag, Bullets.slagShot, + Liquids.cryofluid, Bullets.cryoShot, + Liquids.oil, Bullets.oilShot ); size = 2; recoilAmount = 0f; @@ -1537,7 +1508,7 @@ public class Blocks implements ContentList{ shootSound = Sounds.laser; shootType = new LaserBulletType(140){{ - colors = new Color[]{Pal.lancerLaser.cpy().mul(1f, 1f, 1f, 0.4f), Pal.lancerLaser, Color.white}; + colors = new Color[]{Pal.lancerLaser.cpy().a(0.4f), Pal.lancerLaser, Color.white}; hitEffect = Fx.hitLancer; despawnEffect = Fx.none; hitSize = 4; @@ -1587,15 +1558,15 @@ public class Blocks implements ContentList{ swarmer = new ItemTurret("swarmer"){{ requirements(Category.turret, with(Items.graphite, 35, Items.titanium, 35, Items.plastanium, 45, Items.silicon, 30)); ammo( - Items.blastCompound, Bullets.missileExplosive, - Items.pyratite, Bullets.missileIncendiary, - Items.surgeAlloy, Bullets.missileSurge + Items.blastCompound, Bullets.missileExplosive, + Items.pyratite, Bullets.missileIncendiary, + Items.surgeAlloy, Bullets.missileSurge ); reloadTime = 30f; shots = 4; burstSpacing = 5; inaccuracy = 10f; - range = 190f; + range = 200f; xRand = 6f; size = 2; health = 300 * size * size; @@ -1605,11 +1576,11 @@ public class Blocks implements ContentList{ salvo = new ItemTurret("salvo"){{ requirements(Category.turret, with(Items.copper, 100, Items.graphite, 90, Items.titanium, 60)); ammo( - Items.copper, Bullets.standardCopper, - Items.graphite, Bullets.standardDense, - Items.pyratite, Bullets.standardIncendiary, - Items.silicon, Bullets.standardHoming, - Items.thorium, Bullets.standardThorium + Items.copper, Bullets.standardCopper, + Items.graphite, Bullets.standardDense, + Items.pyratite, Bullets.standardIncendiary, + Items.silicon, Bullets.standardHoming, + Items.thorium, Bullets.standardThorium ); size = 2; @@ -1631,12 +1602,12 @@ public class Blocks implements ContentList{ requirements(Category.turret, with(Items.silicon, 130, Items.thorium, 80, Items.phaseFabric, 40)); health = 250 * size * size; - range = 160f; + range = 180f; hasPower = true; consumes.powerCond(8f, (PointDefenseBuild b) -> b.target != null); size = 2; shootLength = 5f; - bulletDamage = 25f; + bulletDamage = 30f; reloadTime = 9f; }}; @@ -1649,7 +1620,6 @@ public class Blocks implements ContentList{ Liquids.oil, Bullets.heavyOilShot ); size = 3; - recoilAmount = 0f; reloadTime = 2f; shots = 2; velocityInaccuracy = 0.1f; @@ -1661,6 +1631,7 @@ public class Blocks implements ContentList{ shootEffect = Fx.shootLiquid; range = 190f; health = 250 * size * size; + flags = EnumSet.of(BlockFlag.turret, BlockFlag.extinguisher); }}; fuse = new ItemTurret("fuse"){{ @@ -1682,31 +1653,31 @@ public class Blocks implements ContentList{ float brange = range + 10f; ammo( - Items.titanium, new ShrapnelBulletType(){{ - length = brange; - damage = 66f; - ammoMultiplier = 4f; - width = 17f; - reloadMultiplier = 1.3f; - }}, - Items.thorium, new ShrapnelBulletType(){{ - length = brange; - damage = 105f; - ammoMultiplier = 5f; - toColor = Pal.thoriumPink; - shootEffect = smokeEffect = Fx.thoriumShoot; - }} + Items.titanium, new ShrapnelBulletType(){{ + length = brange; + damage = 66f; + ammoMultiplier = 4f; + width = 17f; + reloadMultiplier = 1.3f; + }}, + Items.thorium, new ShrapnelBulletType(){{ + length = brange; + damage = 105f; + ammoMultiplier = 5f; + toColor = Pal.thoriumPink; + shootEffect = smokeEffect = Fx.thoriumShoot; + }} ); }}; ripple = new ItemTurret("ripple"){{ requirements(Category.turret, with(Items.copper, 150, Items.graphite, 135, Items.titanium, 60)); ammo( - Items.graphite, Bullets.artilleryDense, - Items.silicon, Bullets.artilleryHoming, - Items.pyratite, Bullets.artilleryIncendiary, - Items.blastCompound, Bullets.artilleryExplosive, - Items.plastanium, Bullets.artilleryPlastic + Items.graphite, Bullets.artilleryDense, + Items.silicon, Bullets.artilleryHoming, + Items.pyratite, Bullets.artilleryIncendiary, + Items.blastCompound, Bullets.artilleryExplosive, + Items.plastanium, Bullets.artilleryPlastic ); targetAir = false; @@ -1732,10 +1703,10 @@ public class Blocks implements ContentList{ cyclone = new ItemTurret("cyclone"){{ requirements(Category.turret, with(Items.copper, 200, Items.titanium, 125, Items.plastanium, 80)); ammo( - Items.metaglass, Bullets.fragGlass, - Items.blastCompound, Bullets.fragExplosive, - Items.plastanium, Bullets.fragPlastic, - Items.surgeAlloy, Bullets.fragSurge + Items.metaglass, Bullets.fragGlass, + Items.blastCompound, Bullets.fragExplosive, + Items.plastanium, Bullets.fragPlastic, + Items.surgeAlloy, Bullets.fragSurge ); xRand = 4f; reloadTime = 8f; @@ -1755,19 +1726,19 @@ public class Blocks implements ContentList{ requirements(Category.turret, with(Items.copper, 1000, Items.metaglass, 600, Items.surgeAlloy, 300, Items.plastanium, 200, Items.silicon, 600)); ammo( - Items.surgeAlloy, new PointBulletType(){{ - shootEffect = Fx.instShoot; - hitEffect = Fx.instHit; - smokeEffect = Fx.smokeCloud; - trailEffect = Fx.instTrail; - despawnEffect = Fx.instBomb; - trailSpacing = 20f; - damage = 1350; - buildingDamageMultiplier = 0.3f; - speed = brange; - hitShake = 6f; - ammoMultiplier = 1f; - }} + Items.surgeAlloy, new PointBulletType(){{ + shootEffect = Fx.instShoot; + hitEffect = Fx.instHit; + smokeEffect = Fx.smokeCloud; + trailEffect = Fx.instTrail; + despawnEffect = Fx.instBomb; + trailSpacing = 20f; + damage = 1350; + buildingDamageMultiplier = 0.3f; + speed = brange; + hitShake = 6f; + ammoMultiplier = 1f; + }} ); maxAmmo = 40; @@ -1796,9 +1767,9 @@ public class Blocks implements ContentList{ spectre = new ItemTurret("spectre"){{ requirements(Category.turret, with(Items.copper, 900, Items.graphite, 300, Items.surgeAlloy, 250, Items.plastanium, 175, Items.thorium, 250)); ammo( - Items.graphite, Bullets.standardDenseBig, - Items.pyratite, Bullets.standardIncendiaryBig, - Items.thorium, Bullets.standardThoriumBig + Items.graphite, Bullets.standardDenseBig, + Items.pyratite, Bullets.standardIncendiaryBig, + Items.thorium, Bullets.standardThoriumBig ); reloadTime = 6f; coolantMultiplier = 0.5f; @@ -1838,6 +1809,7 @@ public class Blocks implements ContentList{ shootType = new ContinuousLaserBulletType(70){{ length = 200f; hitEffect = Fx.hitMeltdown; + hitColor = Pal.meltdownHit; drawSize = 420f; incendChance = 0.4f; @@ -1992,7 +1964,7 @@ public class Blocks implements ContentList{ powerSource = new PowerSource("power-source"){{ requirements(Category.power, BuildVisibility.sandboxOnly, with()); - powerProduction = 100000f / 60f; + powerProduction = 1000000f / 60f; alwaysUnlocked = true; }}; @@ -2070,6 +2042,7 @@ public class Blocks implements ContentList{ hasPower = true; consumes.power(10f); buildCostMultiplier = 0.5f; + health = size * size * 80; }}; //endregion campaign diff --git a/core/src/mindustry/content/Bullets.java b/core/src/mindustry/content/Bullets.java index dbed9cc7ac..6cc2a15757 100644 --- a/core/src/mindustry/content/Bullets.java +++ b/core/src/mindustry/content/Bullets.java @@ -63,7 +63,7 @@ public class Bullets implements ContentList{ lifetime = 80f; width = height = 11f; collidesTiles = false; - splashDamageRadius = 25f; + splashDamageRadius = 25f * 0.75f; splashDamage = 33f; }}; @@ -84,7 +84,7 @@ public class Bullets implements ContentList{ lifetime = 80f; width = height = 13f; collidesTiles = false; - splashDamageRadius = 35f; + splashDamageRadius = 35f * 0.75f; splashDamage = 45f; fragBullet = artilleryPlasticFrag; fragBullets = 10; @@ -98,7 +98,7 @@ public class Bullets implements ContentList{ lifetime = 80f; width = height = 11f; collidesTiles = false; - splashDamageRadius = 25f; + splashDamageRadius = 25f * 0.75f; splashDamage = 33f; reloadMultiplier = 1.2f; ammoMultiplier = 3f; @@ -112,7 +112,7 @@ public class Bullets implements ContentList{ lifetime = 80f; width = height = 13f; collidesTiles = false; - splashDamageRadius = 25f; + splashDamageRadius = 25f * 0.75f; splashDamage = 35f; status = StatusEffects.burning; frontColor = Pal.lightishOrange; @@ -128,7 +128,7 @@ public class Bullets implements ContentList{ width = height = 14f; collidesTiles = false; ammoMultiplier = 4f; - splashDamageRadius = 45f; + splashDamageRadius = 45f * 0.75f; splashDamage = 50f; backColor = Pal.missileYellowBack; frontColor = Pal.missileYellow; @@ -155,7 +155,7 @@ public class Bullets implements ContentList{ width = 6f; height = 8f; hitEffect = Fx.flakExplosion; - splashDamage = 27f; + splashDamage = 27f * 1.5f; splashDamageRadius = 15f; }}; @@ -167,7 +167,7 @@ public class Bullets implements ContentList{ width = 6f; height = 8f; hitEffect = Fx.flakExplosion; - splashDamage = 22f; + splashDamage = 22f * 1.5f; splashDamageRadius = 24f; }}; @@ -179,10 +179,10 @@ public class Bullets implements ContentList{ width = 6f; height = 8f; hitEffect = Fx.flakExplosion; - splashDamage = 22f; + splashDamage = 22f * 1.5f; splashDamageRadius = 20f; fragBullet = flakGlassFrag; - fragBullets = 5; + fragBullets = 6; }}; fragGlassFrag = new BasicBulletType(3f, 5, "bullet"){{ @@ -212,19 +212,19 @@ public class Bullets implements ContentList{ width = 6f; height = 8f; hitEffect = Fx.flakExplosion; - splashDamage = 18f; + splashDamage = 18f * 1.5f; splashDamageRadius = 16f; fragBullet = fragGlassFrag; - fragBullets = 3; + fragBullets = 4; explodeRange = 20f; collidesGround = true; }}; fragPlastic = new FlakBulletType(4f, 6){{ splashDamageRadius = 40f; - splashDamage = 25f; + splashDamage = 25f * 1.5f; fragBullet = fragPlasticFrag; - fragBullets = 5; + fragBullets = 6; hitEffect = Fx.plasticExplosion; frontColor = Pal.plastaniumFront; backColor = Pal.plastaniumBack; @@ -235,9 +235,9 @@ public class Bullets implements ContentList{ fragExplosive = new FlakBulletType(4f, 5){{ shootEffect = Fx.shootBig; - ammoMultiplier = 4f; - splashDamage = 18f; - splashDamageRadius = 55f; + ammoMultiplier = 5f; + splashDamage = 26f * 1.5f; + splashDamageRadius = 60f; collidesGround = true; status = StatusEffects.blasted; @@ -245,9 +245,9 @@ public class Bullets implements ContentList{ }}; fragSurge = new FlakBulletType(4.5f, 13){{ - ammoMultiplier = 4f; - splashDamage = 50f; - splashDamageRadius = 40f; + ammoMultiplier = 5f; + splashDamage = 50f * 1.5f; + splashDamageRadius = 38f; lightning = 2; lightningLength = 7; shootEffect = Fx.shootBig; @@ -261,7 +261,7 @@ public class Bullets implements ContentList{ shrinkY = 0f; drag = -0.01f; splashDamageRadius = 30f; - splashDamage = 30f; + splashDamage = 30f * 1.5f; ammoMultiplier = 4f; hitEffect = Fx.blastExplosion; despawnEffect = Fx.blastExplosion; @@ -279,7 +279,7 @@ public class Bullets implements ContentList{ drag = -0.01f; homingPower = 0.08f; splashDamageRadius = 20f; - splashDamage = 20f; + splashDamage = 20f * 1.5f; makeFire = true; hitEffect = Fx.blastExplosion; status = StatusEffects.burning; @@ -291,7 +291,7 @@ public class Bullets implements ContentList{ shrinkY = 0f; drag = -0.01f; splashDamageRadius = 25f; - splashDamage = 25f; + splashDamage = 25f * 1.5f; hitEffect = Fx.blastExplosion; despawnEffect = Fx.blastExplosion; lightningDamage = 10; diff --git a/core/src/mindustry/content/Fx.java b/core/src/mindustry/content/Fx.java index 7688108ebe..2b5fd4220b 100644 --- a/core/src/mindustry/content/Fx.java +++ b/core/src/mindustry/content/Fx.java @@ -26,17 +26,23 @@ public class Fx{ none = new Effect(0, 0f, e -> {}), unitSpawn = new Effect(30f, e -> { - if(!(e.data instanceof UnitType)) return; - - alpha(e.fin()); + if(!(e.data instanceof UnitType unit)) return; float scl = 1f + e.fout() * 2f; - UnitType unit = e.data(); TextureRegion region = unit.icon(Cicon.full); + alpha(e.fout()); + mixcol(Color.white, e.fin()); + + rect(region, e.x, e.y, 180f); + + reset(); + + alpha(e.fin()); + rect(region, e.x, e.y, - region.width * Draw.scl * scl, region.height * Draw.scl * scl, 180f); + region.width * Draw.scl * scl, region.height * Draw.scl * scl, e.rotation - 90); }), @@ -418,6 +424,16 @@ public class Fx{ Fill.circle(e.x + x, e.y + y, e.fout() * 2f); }); }), + + hitLaserBlast = new Effect(12, e -> { + color(e.color); + stroke(e.fout() * 1.5f); + + randLenVectors(e.id, 8, e.finpow() * 17f, e.rotation, 360f, (x, y) -> { + float ang = Mathf.angle(x, y); + lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1f); + }); + }), hitLancer = new Effect(12, e -> { color(Color.white); @@ -429,6 +445,16 @@ public class Fx{ }); }), + hitBeam = new Effect(12, e -> { + color(e.color); + stroke(e.fout() * 2f); + + randLenVectors(e.id, 6, e.finpow() * 18f, e.rotation, 360f, (x, y) -> { + float ang = Mathf.angle(x, y); + lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1f); + }); + }), + hitMeltdown = new Effect(12, e -> { color(Pal.meltdownHit); stroke(e.fout() * 2f); @@ -697,6 +723,19 @@ public class Fx{ stroke(2f * e.fout()); Lines.circle(e.x, e.y, 5f * e.fout()); }), + + forceShrink = new Effect(20, e -> { + color(e.color, e.fout()); + if(renderer.animateShields){ + Fill.poly(e.x, e.y, 6, e.rotation * e.fout()); + }else{ + stroke(1.5f); + Draw.alpha(0.09f); + Fill.poly(e.x, e.y, 6, e.rotation * e.fout()); + Draw.alpha(1f); + Lines.poly(e.x, e.y, 6, e.rotation * e.fout()); + } + }).layer(Layer.shields), flakExplosionBig = new Effect(30, e -> { color(Pal.bulletYellowBack); @@ -896,7 +935,7 @@ public class Fx{ }); }), - dynamicExplosion = new Effect(30, e -> { + dynamicExplosion = new Effect(30, 100f, e -> { float intensity = e.rotation; e.scaled(5 + intensity * 2, i -> { @@ -1564,6 +1603,18 @@ public class Fx{ Fill.square(e.x, e.y, e.rotation * tilesize / 2f); }), + rotateBlock = new Effect(30, e -> { + color(Pal.accent); + alpha(e.fout() * 1); + Fill.square(e.x, e.y, e.rotation * tilesize / 2f); + }), + + lightBlock = new Effect(60, e -> { + color(e.color); + alpha(e.fout() * 1); + Fill.square(e.x, e.y, e.rotation * tilesize / 2f); + }), + overdriveBlockFull = new Effect(60, e -> { color(e.color); alpha(e.fslope() * 0.4f); diff --git a/core/src/mindustry/content/Items.java b/core/src/mindustry/content/Items.java index 65c464a249..bd883c3ce9 100644 --- a/core/src/mindustry/content/Items.java +++ b/core/src/mindustry/content/Items.java @@ -74,6 +74,7 @@ public class Items implements ContentList{ surgeAlloy = new Item("surge-alloy", Color.valueOf("f3e979")){{ cost = 1.2f; + charge = 0.75f; }}; sporePod = new Item("spore-pod", Color.valueOf("7457ce")){{ diff --git a/core/src/mindustry/content/StatusEffects.java b/core/src/mindustry/content/StatusEffects.java index b20463a65f..e0de7ede42 100644 --- a/core/src/mindustry/content/StatusEffects.java +++ b/core/src/mindustry/content/StatusEffects.java @@ -12,7 +12,7 @@ import mindustry.graphics.*; import static mindustry.Vars.*; public class StatusEffects implements ContentList{ - public static StatusEffect none, burning, freezing, unmoving, slow, wet, muddy, melting, sapped, tarred, overdrive, overclock, shielded, shocked, blasted, corroded, boss, sporeSlowed; + public static StatusEffect none, burning, freezing, unmoving, slow, wet, muddy, melting, sapped, tarred, overdrive, overclock, shielded, shocked, blasted, corroded, boss, sporeSlowed, disarmed; @Override public void load(){ @@ -21,7 +21,7 @@ public class StatusEffects implements ContentList{ burning = new StatusEffect("burning"){{ color = Pal.lightFlame; - damage = 0.12f; //over 8 seconds, this would be 60 damage + damage = 0.12f; //over 8 seconds, this would be ~60 damage effect = Fx.burning; init(() -> { @@ -29,7 +29,7 @@ public class StatusEffects implements ContentList{ trans(tarred, ((unit, time, newTime, result) -> { unit.damagePierce(8f); Fx.burning.at(unit.x + Mathf.range(unit.bounds() / 2f), unit.y + Mathf.range(unit.bounds() / 2f)); - result.set(this, Math.min(time + newTime, 300f)); + result.set(burning, Math.min(time + newTime, 300f)); })); }); }}; @@ -45,7 +45,7 @@ public class StatusEffects implements ContentList{ trans(blasted, ((unit, time, newTime, result) -> { unit.damagePierce(18f); - result.set(this, time); + result.set(freezing, time); })); }); }}; @@ -72,7 +72,7 @@ public class StatusEffects implements ContentList{ if(unit.team == state.rules.waveTeam){ Events.fire(Trigger.shock); } - result.set(this, time); + result.set(wet, time); })); opposite(burning); }); @@ -97,7 +97,7 @@ public class StatusEffects implements ContentList{ trans(tarred, ((unit, time, newTime, result) -> { unit.damagePierce(8f); Fx.burning.at(unit.x + Mathf.range(unit.bounds() / 2f), unit.y + Mathf.range(unit.bounds() / 2f)); - result.set(this, Math.min(time + newTime, 200f)); + result.set(melting, Math.min(time + newTime, 200f)); })); }); }}; @@ -161,15 +161,22 @@ public class StatusEffects implements ContentList{ shocked = new StatusEffect("shocked"){{ color = Pal.lancerLaser; + reactive = true; }}; blasted = new StatusEffect("blasted"){{ color = Color.valueOf("ff795e"); + reactive = true; }}; corroded = new StatusEffect("corroded"){{ color = Pal.plastanium; damage = 0.1f; }}; + + disarmed = new StatusEffect("disarmed"){{ + color = Color.valueOf("e9ead3"); + disarm = true; + }}; } } diff --git a/core/src/mindustry/content/UnitTypes.java b/core/src/mindustry/content/UnitTypes.java index 99895be719..87e0612dae 100644 --- a/core/src/mindustry/content/UnitTypes.java +++ b/core/src/mindustry/content/UnitTypes.java @@ -117,7 +117,7 @@ public class UnitTypes implements ContentList{ hitSize = 13f; rotateSpeed = 3f; targetAir = false; - health = 790; + health = 800; armor = 9f; mechFrontSway = 0.55f; @@ -137,8 +137,8 @@ public class UnitTypes implements ContentList{ width = height = 14f; collides = true; collidesTiles = true; - splashDamageRadius = 24f; - splashDamage = 45f; + splashDamageRadius = 28f; + splashDamage = 54f; backColor = Pal.bulletYellowBack; frontColor = Pal.bulletYellow; }}; @@ -150,7 +150,7 @@ public class UnitTypes implements ContentList{ hitSize = 20f; rotateSpeed = 2.1f; health = 9000; - armor = 11f; + armor = 10f; canDrown = false; mechFrontSway = 1f; @@ -173,7 +173,7 @@ public class UnitTypes implements ContentList{ inaccuracy = 3f; shotDelay = 4f; - bullet = new BasicBulletType(7f, 50){{ + bullet = new BasicBulletType(7f, 45){{ width = 11f; height = 20f; lifetime = 25f; @@ -182,7 +182,7 @@ public class UnitTypes implements ContentList{ lightningLength = 6; lightningColor = Pal.surge; //standard bullet damage is far too much for lightning - lightningDamage = 20; + lightningDamage = 19; }}; }}, @@ -230,7 +230,7 @@ public class UnitTypes implements ContentList{ ejectEffect = Fx.casing4; shootSound = Sounds.bang; - bullet = new BasicBulletType(13f, 60){{ + bullet = new BasicBulletType(13f, 65){{ pierce = true; pierceCap = 10; width = 14f; @@ -240,14 +240,14 @@ public class UnitTypes implements ContentList{ fragVelocityMin = 0.4f; hitEffect = Fx.blastExplosion; - splashDamage = 18f; - splashDamageRadius = 30f; + splashDamage = 16f; + splashDamageRadius = 13f; fragBullets = 2; fragLifeMin = 0f; fragCone = 30f; - fragBullet = new BasicBulletType(9f, 15){{ + fragBullet = new BasicBulletType(9f, 18){{ width = 10f; height = 10f; pierce = true; @@ -257,7 +257,7 @@ public class UnitTypes implements ContentList{ lifetime = 20f; hitEffect = Fx.flakExplosion; splashDamage = 15f; - splashDamageRadius = 15f; + splashDamageRadius = 10f; }}; }}; }} @@ -292,7 +292,7 @@ public class UnitTypes implements ContentList{ shootSound = Sounds.lasershoot; bullet = new LaserBoltBulletType(5.2f, 14){{ - lifetime = 37f; + lifetime = 32f; healPercent = 5f; collidesTeam = true; backColor = Pal.heal; @@ -322,9 +322,8 @@ public class UnitTypes implements ContentList{ x = 5f; shake = 2.2f; y = 0.5f; - shootY = 5f; - shootY = 2.5f; + reload = 38f; shots = 3; inaccuracy = 35; @@ -359,7 +358,6 @@ public class UnitTypes implements ContentList{ quasar = new UnitType("quasar"){{ mineTier = 3; - hitSize = 12f; boostMultiplier = 2f; health = 650f; buildSpeed = 1.7f; @@ -407,19 +405,20 @@ public class UnitTypes implements ContentList{ rotateSpeed = 1.6f; canDrown = false; mechFrontSway = 1f; + buildSpeed = 3f; mechStepParticles = true; mechStepShake = 0.15f; ammoType = AmmoTypes.powerHigh; - speed = 0.35f; - boostMultiplier = 2.1f; + speed = 0.39f; + boostMultiplier = 2.2f; engineOffset = 12f; engineSize = 6f; lowAltitude = true; - health = 7000f; - armor = 7f; + health = 7500f; + armor = 9f; canBoost = true; landShake = 4f; immunities = ObjectSet.with(StatusEffects.burning); @@ -435,7 +434,7 @@ public class UnitTypes implements ContentList{ firstShotDelay = Fx.greenLaserChargeSmall.lifetime - 1f; - reload = 160f; + reload = 155f; recoil = 0f; chargeSound = Sounds.lasercharge2; shootSound = Sounds.beam; @@ -443,8 +442,8 @@ public class UnitTypes implements ContentList{ cooldownTime = 200f; bullet = new ContinuousLaserBulletType(){{ - damage = 23f; - length = 160f; + damage = 30f; + length = 175f; hitEffect = Fx.hitMeltHeal; drawSize = 420f; lifetime = 160f; @@ -454,7 +453,7 @@ public class UnitTypes implements ContentList{ shootEffect = Fx.greenLaserChargeSmall; - incendChance = 0.075f; + incendChance = 0.1f; incendSpread = 5f; incendAmount = 1; @@ -471,7 +470,6 @@ public class UnitTypes implements ContentList{ }}; corvus = new UnitType("corvus"){{ - mineTier = 1; hitSize = 29f; health = 18000f; armor = 9f; @@ -565,9 +563,9 @@ public class UnitTypes implements ContentList{ hitEffect = Fx.pulverize; lifetime = 10f; speed = 1f; - splashDamageRadius = 70f; + splashDamageRadius = 58f; instantDisappear = true; - splashDamage = 80f; + splashDamage = 85f; killShooter = true; hittable = false; collidesAir = true; @@ -769,7 +767,7 @@ public class UnitTypes implements ContentList{ width = height = 19f; collidesTiles = true; ammoMultiplier = 4f; - splashDamageRadius = 95f; + splashDamageRadius = 70f; splashDamage = 65f; backColor = Pal.sapBulletBack; frontColor = lightningColor = Pal.sapBullet; @@ -867,7 +865,7 @@ public class UnitTypes implements ContentList{ width = height = 25f; collidesTiles = collides = true; ammoMultiplier = 4f; - splashDamageRadius = 90f; + splashDamageRadius = 80f; splashDamage = 75f; backColor = Pal.sapBulletBack; frontColor = lightningColor = Pal.sapBullet; @@ -888,7 +886,7 @@ public class UnitTypes implements ContentList{ lifetime = 90f; width = height = 20f; collidesTiles = false; - splashDamageRadius = 80f; + splashDamageRadius = 70f; splashDamage = 40f; backColor = Pal.sapBulletBack; frontColor = lightningColor = Pal.sapBullet; @@ -1366,13 +1364,15 @@ public class UnitTypes implements ContentList{ collides = false; healPercent = 15f; - splashDamage = 230f; - splashDamageRadius = 120f; + splashDamage = 220f; + splashDamageRadius = 80f; }}; }}); }}; oct = new UnitType("oct"){{ + defaultController = DefenderAI::new; + armor = 16f; health = 24000; speed = 0.8f; @@ -1537,7 +1537,7 @@ public class UnitTypes implements ContentList{ width = 15f; collidesTiles = false; ammoMultiplier = 4f; - splashDamageRadius = 60f; + splashDamageRadius = 40f; splashDamage = 80f; backColor = Pal.missileYellowBack; frontColor = Pal.missileYellow; @@ -1590,7 +1590,7 @@ public class UnitTypes implements ContentList{ }}; sei = new UnitType("sei"){{ - health = 10000; + health = 10500; armor = 12f; speed = 0.73f; diff --git a/core/src/mindustry/core/Control.java b/core/src/mindustry/core/Control.java index 8dd487034b..2ca30a2d51 100644 --- a/core/src/mindustry/core/Control.java +++ b/core/src/mindustry/core/Control.java @@ -59,6 +59,15 @@ public class Control implements ApplicationListener, Loadable{ saves = new Saves(); sound = new SoundControl(); + //show dialog saying that mod loading was skipped. + Events.on(ClientLoadEvent.class, e -> { + if(Vars.mods.skipModLoading() && Vars.mods.list().any()){ + Time.runTask(4f, () -> { + ui.showInfo("@mods.initfailed"); + }); + } + }); + Events.on(StateChangeEvent.class, event -> { if((event.from == State.playing && event.to == State.menu) || (event.from == State.menu && event.to != State.menu)){ Time.runTask(5f, platform::updateRPC); @@ -74,7 +83,7 @@ public class Control implements ApplicationListener, Loadable{ Events.on(WorldLoadEvent.class, event -> { if(Mathf.zero(player.x) && Mathf.zero(player.y)){ - Building core = state.teams.closestCore(0, 0, player.team()); + Building core = player.bestCore(); if(core != null){ player.set(core); camera.position.set(core); diff --git a/core/src/mindustry/core/Logic.java b/core/src/mindustry/core/Logic.java index 91a0c410c1..aa6b19e2b5 100644 --- a/core/src/mindustry/core/Logic.java +++ b/core/src/mindustry/core/Logic.java @@ -57,6 +57,8 @@ public class Logic implements ApplicationListener{ //when loading a 'damaged' sector, propagate the damage Events.on(SaveLoadEvent.class, e -> { if(state.isCampaign()){ + state.rules.coreIncinerates = true; + SectorInfo info = state.rules.sector.info; info.write(); @@ -79,13 +81,6 @@ public class Logic implements ApplicationListener{ state.wavetime = state.rules.waveSpacing; SectorDamage.applyCalculatedDamage(); - - //make sure damaged buildings are counted - for(Tile tile : world.tiles){ - if(tile.build != null && tile.build.damaged()){ - indexer.notifyTileDamaged(tile.build); - } - } } //reset values @@ -107,6 +102,7 @@ public class Logic implements ApplicationListener{ if(!(state.getSector().preset != null && !state.getSector().preset.useAI)){ state.rules.waveTeam.rules().ai = true; } + state.rules.coreIncinerates = true; state.rules.waveTeam.rules().aiTier = state.getSector().threat * 0.8f; state.rules.waveTeam.rules().infiniteResources = true; @@ -204,7 +200,7 @@ public class Logic implements ApplicationListener{ } public void skipWave(){ - state.wavetime = 0; + runWave(); } public void runWave(){ diff --git a/core/src/mindustry/core/NetClient.java b/core/src/mindustry/core/NetClient.java index 32b058997b..7cd14828f5 100644 --- a/core/src/mindustry/core/NetClient.java +++ b/core/src/mindustry/core/NetClient.java @@ -26,6 +26,7 @@ import mindustry.world.*; import mindustry.world.modules.*; import java.io.*; +import java.util.*; import java.util.zip.*; import static mindustry.Vars.*; @@ -65,6 +66,13 @@ public class NetClient implements ApplicationListener{ reset(); + //connection after reset + if(!net.client()){ + Log.info("Connection canceled."); + disconnectQuietly(); + return; + } + ui.loadfrag.hide(); ui.loadfrag.show("@connecting.data"); @@ -73,8 +81,14 @@ public class NetClient implements ApplicationListener{ disconnectQuietly(); }); - ConnectPacket c = new ConnectPacket(); + String locale = Core.settings.getString("locale"); + if(locale.equals("default")){ + locale = Locale.getDefault().toString(); + } + + var c = new ConnectPacket(); c.name = player.name; + c.locale = locale; c.mods = mods.getModStrings(); c.mobile = mobile; c.versionType = Version.type; @@ -174,6 +188,10 @@ public class NetClient implements ApplicationListener{ //called when a server receives a chat message from a player @Remote(called = Loc.server, targets = Loc.client) public static void sendChatMessage(Player player, String message){ + + //do not receive chat messages from clients that are too young or not registered + if(net.server() && player != null && player.con != null && (Time.timeSinceMillis(player.con.connectTime) < 500 || !player.con.hasConnected || !player.isAdded())) return; + if(message.length() > maxTextLength){ throw new ValidateException(player, "Player has sent a message above the text limit."); } @@ -184,14 +202,14 @@ public class NetClient implements ApplicationListener{ CommandResponse response = netServer.clientCommands.handleMessage(message, player); if(response.type == ResponseType.noCommand){ //no command to handle message = netServer.admins.filterMessage(player, message); - //supress chat message if it's filtered out + //suppress chat message if it's filtered out if(message == null){ return; } //special case; graphical server needs to see its message if(!headless){ - sendMessage(message, colorizeName(player.id(), player.name), player); + sendMessage(message, colorizeName(player.id, player.name), player); } //server console logging @@ -396,7 +414,6 @@ public class NetClient implements ApplicationListener{ netClient.byteStream.setBytes(net.decompressSnapshot(data, dataLen)); DataInputStream input = netClient.dataStream; - //go through each entity for(int j = 0; j < amount; j++){ int id = input.readInt(); byte typeID = input.readByte(); @@ -445,11 +462,16 @@ public class NetClient implements ApplicationListener{ for(int i = 0; i < amount; i++){ int pos = input.readInt(); + short block = input.readShort(); Tile tile = world.tile(pos); if(tile == null || tile.build == null){ Log.warn("Missing entity at @. Skipping block snapshot.", tile); break; } + if(tile.build.block.id != block){ + Log.warn("Block ID mismatch at @: @ != @. Skipping block snapshot.", tile, tile.build.block.id, block); + break; + } tile.build.readAll(Reads.get(input), tile.build.version()); } }catch(Exception e){ @@ -476,7 +498,7 @@ public class NetClient implements ApplicationListener{ netClient.byteStream.setBytes(net.decompressSnapshot(coreData, coreDataLen)); DataInputStream input = netClient.dataStream; - byte cores = input.readByte(); + int cores = input.readInt(); for(int i = 0; i < cores; i++){ int pos = input.readInt(); Tile tile = world.tile(pos); @@ -615,7 +637,7 @@ public class NetClient implements ApplicationListener{ lastSent++, uid, player.dead(), - unit.x, unit.y, + player.dead() ? player.x : unit.x, player.dead() ? player.y : unit.y, player.unit().aimX(), player.unit().aimY(), unit.rotation, unit instanceof Mechc m ? m.baseRotation() : 0, diff --git a/core/src/mindustry/core/NetServer.java b/core/src/mindustry/core/NetServer.java index da801cc454..92509ec2e8 100644 --- a/core/src/mindustry/core/NetServer.java +++ b/core/src/mindustry/core/NetServer.java @@ -35,8 +35,8 @@ import static mindustry.Vars.*; public class NetServer implements ApplicationListener{ /** note that snapshots are compressed, so the max snapshot size here is above the typical UDP safe limit */ - private static final int maxSnapshotSize = 800, timerBlockSync = 0; - private static final float serverSyncTime = 12, blockSyncTime = 60 * 6; + private static final int maxSnapshotSize = 800, timerBlockSync = 0, serverSyncTime = 200; + private static final float blockSyncTime = 60 * 6; private static final FloatBuffer fbuffer = FloatBuffer.allocate(20); private static final Vec2 vector = new Vec2(); private static final Rect viewport = new Rect(); @@ -81,6 +81,8 @@ public class NetServer implements ApplicationListener{ public NetServer(){ net.handleServer(Connect.class, (con, connect) -> { + Events.fire(new ConnectionEvent(con)); + if(admins.isIPBanned(connect.addressTCP) || admins.isSubnetBanned(connect.addressTCP)){ con.kick(KickReason.banned); } @@ -93,10 +95,14 @@ public class NetServer implements ApplicationListener{ }); net.handleServer(ConnectPacket.class, (con, packet) -> { + if(con.kicked) return; + if(con.address.startsWith("steam:")){ packet.uuid = con.address.substring("steam:".length()); } + con.connectTime = Time.millis(); + String uuid = packet.uuid; byte[] buuid = Base64Coder.decode(uuid); CRC32 crc = new CRC32(); @@ -155,7 +161,7 @@ public class NetServer implements ApplicationListener{ if(!extraMods.isEmpty()){ result.append("Unnecessary mods:[lightgray]\n").append("> ").append(extraMods.toString("\n> ")); } - con.kick(result.toString()); + con.kick(result.toString(), 0); } if(!admins.isWhitelisted(packet.uuid, packet.usid)){ @@ -195,6 +201,10 @@ public class NetServer implements ApplicationListener{ return; } + if(packet.locale == null){ + packet.locale = "en"; + } + String ip = con.address; admins.updatePlayerJoined(uuid, ip, packet.name); @@ -215,6 +225,7 @@ public class NetServer implements ApplicationListener{ player.con.uuid = uuid; player.con.mobile = packet.mobile; player.name = packet.name; + player.locale = packet.locale; player.color.set(packet.color).a(1f); //save admin ID but don't overwrite it @@ -244,7 +255,8 @@ public class NetServer implements ApplicationListener{ }); net.handleServer(InvokePacket.class, (con, packet) -> { - if(con.player == null) return; + if(con.player == null || con.kicked) return; + try{ RemoteReadServer.readPacket(packet.reader(), packet.type, con.player); }catch(ValidateException e){ @@ -644,9 +656,6 @@ public class NetServer implements ApplicationListener{ long elapsed = Time.timeSinceMillis(con.lastReceivedClientTime); float maxSpeed = unit.realSpeed(); - if(unit.isGrounded()){ - maxSpeed *= unit.floorSpeedMultiplier(); - } float maxMove = elapsed / 1000f * 60f * maxSpeed * 1.2f; @@ -720,6 +729,7 @@ public class NetServer implements ApplicationListener{ //no verification is done, so admins can hypothetically spam waves //not a real issue, because server owners may want to do just that logic.skipWave(); + info("&lc@ has skipped the wave.", player.name); }else if(action == AdminAction.ban){ netServer.admins.banPlayerIP(other.con.address); netServer.admins.banPlayerID(other.con.uuid); @@ -729,7 +739,8 @@ public class NetServer implements ApplicationListener{ other.kick(KickReason.kick); info("&lc@ has kicked @.", player.name, other.name); }else if(action == AdminAction.trace){ - TraceInfo info = new TraceInfo(other.con.address, other.uuid(), other.con.modclient, other.con.mobile); + PlayerInfo stats = netServer.admins.getInfo(other.uuid()); + TraceInfo info = new TraceInfo(other.con.address, other.uuid(), other.con.modclient, other.con.mobile, stats.timesJoined, stats.timesKicked); if(player.con != null){ Call.traceInfo(player.con, other, info); }else{ @@ -741,6 +752,8 @@ public class NetServer implements ApplicationListener{ @Remote(targets = Loc.client) public static void connectConfirm(Player player){ + if(player.con.kicked) return; + player.add(); if(player.con == null || player.con.hasConnected) return; @@ -824,6 +837,7 @@ public class NetServer implements ApplicationListener{ sent ++; dataStream.writeInt(entity.pos()); + dataStream.writeShort(entity.block.id); entity.writeAll(Writes.get(dataStream)); if(syncStream.size() > maxSnapshotSize){ @@ -844,13 +858,15 @@ public class NetServer implements ApplicationListener{ public void writeEntitySnapshot(Player player) throws IOException{ syncStream.reset(); - Seq cores = state.teams.cores(player.team()); + int sum = state.teams.present.sum(t -> t.cores.size); - dataStream.writeByte(cores.size); + dataStream.writeInt(sum); - for(CoreBuild entity : cores){ - dataStream.writeInt(entity.tile.pos()); - entity.items.write(Writes.get(dataStream)); + for(TeamData data : state.teams.present){ + for(CoreBuild entity : data.cores){ + dataStream.writeInt(entity.tile.pos()); + entity.items.write(Writes.get(dataStream)); + } } dataStream.close(); @@ -948,9 +964,11 @@ public class NetServer implements ApplicationListener{ return; } - NetConnection connection = player.con; + var connection = player.con; - if(!player.timer(0, serverSyncTime) || !connection.hasConnected) return; + if(Time.timeSinceMillis(connection.syncTime) < serverSyncTime || !connection.hasConnected) return; + + connection.syncTime = Time.millis(); try{ writeEntitySnapshot(player); diff --git a/core/src/mindustry/core/Platform.java b/core/src/mindustry/core/Platform.java index bddcd3d749..911583f822 100644 --- a/core/src/mindustry/core/Platform.java +++ b/core/src/mindustry/core/Platform.java @@ -20,10 +20,9 @@ import static mindustry.Vars.*; public interface Platform{ - /** Dynamically loads a jar file. */ - default Class loadJar(Fi jar, String mainClass) throws Exception{ - URLClassLoader classLoader = new URLClassLoader(new URL[]{jar.file().toURI().toURL()}, getClass().getClassLoader()); - return Class.forName(mainClass, true, classLoader); + /** Dynamically creates a class loader for a jar file. */ + default ClassLoader loadJar(Fi jar, String mainClass) throws Exception{ + return new URLClassLoader(new URL[]{jar.file().toURI().toURL()}, getClass().getClassLoader()); } /** Steam: Update lobby visibility.*/ diff --git a/core/src/mindustry/core/Renderer.java b/core/src/mindustry/core/Renderer.java index 8f5423cbc1..52f99b72d5 100644 --- a/core/src/mindustry/core/Renderer.java +++ b/core/src/mindustry/core/Renderer.java @@ -2,7 +2,6 @@ package mindustry.core; import arc.*; import arc.files.*; -import arc.fx.*; import arc.graphics.*; import arc.graphics.g2d.*; import arc.graphics.gl.*; @@ -15,6 +14,7 @@ import mindustry.gen.*; import mindustry.graphics.*; import mindustry.graphics.g3d.*; import mindustry.ui.*; +import mindustry.world.blocks.storage.CoreBlock.*; import static arc.Core.*; import static mindustry.Vars.*; @@ -32,17 +32,13 @@ public class Renderer implements ApplicationListener{ public @Nullable Bloom bloom; public FrameBuffer effectBuffer = new FrameBuffer(); - public boolean animateShields, drawWeather = true; + public boolean animateShields, drawWeather = true, drawStatus; /** minZoom = zooming out, maxZoom = zooming in */ public float minZoom = 1.5f, maxZoom = 6f; - //TODO unused - private FxProcessor fx = new FxProcessor(); + private @Nullable CoreBuild landCore; private Color clearColor = new Color(0f, 0f, 0f, 1f); - private float targetscale = Scl.scl(4); - private float camerascale = targetscale; - private float landscale = 0f, landTime, weatherAlpha; - private float minZoomScl = Scl.scl(0.01f); + private float targetscale = Scl.scl(4), camerascale = targetscale, landscale, landTime, weatherAlpha, minZoomScl = Scl.scl(0.01f); private float shakeIntensity, shaketime; public Renderer(){ @@ -62,12 +58,15 @@ public class Renderer implements ApplicationListener{ if(settings.getBool("bloom", !ios)){ setupBloom(); } + + Events.on(WorldLoadEvent.class, e -> { + landCore = player.bestCore(); + }); } @Override public void update(){ Color.white.set(1f, 1f, 1f, 1f); - Gl.clear(Gl.stencilBufferBit); float dest = Mathf.round(targetscale, 0.5f); camerascale = Mathf.lerpDelta(camerascale, dest, 0.1f); @@ -75,6 +74,7 @@ public class Renderer implements ApplicationListener{ laserOpacity = settings.getInt("lasersopacity") / 100f; bridgeOpacity = settings.getInt("bridgeopacity") / 100f; animateShields = settings.getBool("animatedshields"); + drawStatus = Core.settings.getBool("blockstatus"); if(landTime > 0){ landTime -= Time.delta; @@ -129,11 +129,6 @@ public class Renderer implements ApplicationListener{ Events.fire(new DisposeEvent()); } - @Override - public void resize(int width, int height){ - fx.resize(width, height); - } - @Override public void resume(){ if(settings.getBool("bloom") && bloom != null){ @@ -168,23 +163,6 @@ public class Renderer implements ApplicationListener{ } } - void beginFx(){ - if(!fx.hasEnabledEffects()) return; - - Draw.flush(); - fx.clear(); - fx.begin(); - } - - void endFx(){ - if(!fx.hasEnabledEffects()) return; - - Draw.flush(); - fx.end(); - fx.applyEffects(); - fx.render(0, 0, fx.getWidth(), fx.getHeight()); - } - void updateShake(float scale){ if(shaketime > 0){ float intensity = shakeIntensity * (settings.getInt("screenshake", 4) / 4f) * scale; @@ -229,7 +207,7 @@ public class Renderer implements ApplicationListener{ Draw.draw(Layer.background, this::drawBackground); Draw.draw(Layer.floor, blocks.floor::drawFloor); Draw.draw(Layer.block - 1, blocks::drawShadows); - Draw.draw(Layer.block, () -> { + Draw.draw(Layer.block - 0.09f, () -> { blocks.floor.beginDraw(); blocks.floor.drawLayer(CacheLayer.walls); blocks.floor.endDraw(); @@ -284,25 +262,25 @@ public class Renderer implements ApplicationListener{ } private void drawLanding(){ - if(landTime > 0 && player.closestCore() != null){ + CoreBuild entity = landCore == null ? player.bestCore() : landCore; + if(landTime > 0 && entity != null){ float fract = landTime / Fx.coreLand.lifetime; - Building entity = player.closestCore(); TextureRegion reg = entity.block.icon(Cicon.full); float scl = Scl.scl(4f) / camerascale; float s = reg.width * Draw.scl * scl * 4f * fract; Draw.color(Pal.lightTrail); - Draw.rect("circle-shadow", entity.getX(), entity.getY(), s, s); + Draw.rect("circle-shadow", entity.x, entity.y, s, s); Angles.randLenVectors(1, (1f- fract), 100, 1000f * scl * (1f-fract), (x, y, fin, fout) -> { Lines.stroke(scl * fin); - Lines.lineAngle(entity.getX() + x, entity.getY() + y, Mathf.angle(x, y), (fin * 20 + 1f) * scl); + Lines.lineAngle(entity.x + x, entity.y + y, Mathf.angle(x, y), (fin * 20 + 1f) * scl); }); Draw.color(); Draw.mixcol(Color.white, fract); - Draw.rect(reg, entity.getX(), entity.getY(), reg.width * Draw.scl * scl, reg.height * Draw.scl * scl, fract * 135f); + Draw.rect(reg, entity.x, entity.y, reg.width * Draw.scl * scl, reg.height * Draw.scl * scl, fract * 135f); Draw.reset(); } diff --git a/core/src/mindustry/core/UI.java b/core/src/mindustry/core/UI.java index 1eddb7b8fc..82e7973dcd 100644 --- a/core/src/mindustry/core/UI.java +++ b/core/src/mindustry/core/UI.java @@ -108,7 +108,7 @@ public class UI implements ApplicationListener, Loadable{ Dialog.setHideAction(() -> sequence(fadeOut(0.1f))); Tooltips.getInstance().animations = false; - Tooltips.getInstance().textProvider = text -> new Tooltip(t -> t.background(Styles.black5).margin(4f).add(text)); + Tooltips.getInstance().textProvider = text -> new Tooltip(t -> t.background(Styles.black6).margin(4f).add(text)); Core.settings.setErrorHandler(e -> { Log.err(e); @@ -214,6 +214,13 @@ public class UI implements ApplicationListener, Loadable{ @Override public void resize(int width, int height){ if(Core.scene == null) return; + + int[] insets = Core.graphics.getSafeInsets(); + Core.scene.marginLeft = insets[0]; + Core.scene.marginRight = insets[1]; + Core.scene.marginTop = insets[2]; + Core.scene.marginBottom = insets[3]; + Core.scene.resize(width, height); Events.fire(new ResizeEvent()); } @@ -363,6 +370,16 @@ public class UI implements ApplicationListener, Loadable{ }}.show(); } + public void showInfoOnHidden(String info, Runnable listener){ + new Dialog(""){{ + getCell(cont).growX(); + cont.margin(15).add(info).width(400f).wrap().get().setAlignment(Align.center, Align.center); + buttons.button("@ok", this::hide).size(110, 50).pad(4); + hidden(listener); + closeOnBack(); + }}.show(); + } + public void showStartupInfo(String info){ new Dialog(""){{ getCell(cont).growX(); @@ -526,16 +543,15 @@ public class UI implements ApplicationListener, Loadable{ dialog.show(); } - //TODO move? - public static String formatAmount(int number){ - if(number >= 1_000_000_000){ + int mag = Math.abs(number); + if(mag >= 1_000_000_000){ return Strings.fixed(number / 1_000_000_000f, 1) + "[gray]" + Core.bundle.get("unit.billions") + "[]"; - }else if(number >= 1_000_000){ + }else if(mag >= 1_000_000){ return Strings.fixed(number / 1_000_000f, 1) + "[gray]" + Core.bundle.get("unit.millions") + "[]"; - }else if(number >= 10_000){ + }else if(mag >= 10_000){ return number / 1000 + "[gray]" + Core.bundle.get("unit.thousands") + "[]"; - }else if(number >= 1000){ + }else if(mag >= 1000){ return Strings.fixed(number / 1000f, 1) + "[gray]" + Core.bundle.get("unit.thousands") + "[]"; }else{ return number + ""; diff --git a/core/src/mindustry/core/World.java b/core/src/mindustry/core/World.java index 9751a3cd0d..dcb53437c3 100644 --- a/core/src/mindustry/core/World.java +++ b/core/src/mindustry/core/World.java @@ -4,6 +4,7 @@ import arc.*; import arc.func.*; import arc.math.*; import arc.math.geom.*; +import arc.math.geom.Geometry.*; import arc.struct.*; import arc.struct.ObjectIntMap.*; import arc.util.*; @@ -554,10 +555,6 @@ public class World{ return dark; } - public interface Raycaster{ - boolean accept(int x, int y); - } - private class Context implements WorldContext{ Context(){ diff --git a/core/src/mindustry/editor/MapEditor.java b/core/src/mindustry/editor/MapEditor.java index c460d7c042..9b62ae40a6 100644 --- a/core/src/mindustry/editor/MapEditor.java +++ b/core/src/mindustry/editor/MapEditor.java @@ -8,6 +8,7 @@ import arc.math.geom.*; import arc.struct.*; import mindustry.content.*; import mindustry.editor.DrawOperation.*; +import mindustry.entities.units.*; import mindustry.game.*; import mindustry.gen.*; import mindustry.io.*; @@ -259,7 +260,7 @@ public class MapEditor{ clearOp(); Tiles previous = world.tiles; - int offsetX = -(width - width()) / 2, offsetY = -(height - height()) / 2; + int offsetX = (width() - width) / 2, offsetY = (height() - height) / 2; loading = true; Tiles tiles = world.resize(width, height); @@ -275,7 +276,17 @@ public class MapEditor{ if(tile.build != null && tile.isCenter()){ tile.build.x = x * tilesize + tile.block().offset; tile.build.y = y * tilesize + tile.block().offset; + + //shift links to account for map resize + Object config = tile.build.config(); + if(config != null){ + Object out = BuildPlan.pointConfig(tile.block(), config, p -> p.sub(offsetX, offsetY)); + if(out != config){ + tile.build.configureAny(out); + } + } } + }else{ tiles.set(x, y, new EditorTile(x, y, Blocks.stone.id, (short)0, (short)0)); } diff --git a/core/src/mindustry/editor/MapEditorDialog.java b/core/src/mindustry/editor/MapEditorDialog.java index 316d29f5e6..f862256995 100644 --- a/core/src/mindustry/editor/MapEditorDialog.java +++ b/core/src/mindustry/editor/MapEditorDialog.java @@ -156,7 +156,10 @@ public class MapEditorDialog extends Dialog implements Disposable{ } platform.publish(map); - }).padTop(-3).size(swidth * 2f + 10, 60f).update(b -> b.setText(editor.tags.containsKey("steamid") ? editor.tags.get("author").equals(player.name) ? "@workshop.listing" : "@view.workshop" : "@editor.publish.workshop")); + }).padTop(-3).size(swidth * 2f + 10, 60f).update(b -> + b.setText(editor.tags.containsKey("steamid") ? + editor.tags.get("author", "").equals(steamPlayerName) ? "@workshop.listing" : "@view.workshop" : + "@editor.publish.workshop")); menu.cont.row(); } @@ -263,7 +266,9 @@ public class MapEditorDialog extends Dialog implements Disposable{ if(player.team().core() == null){ player.set(world.width() * tilesize/2f, world.height() * tilesize/2f); - player.unit(UnitTypes.alpha.spawn(player.team(), player.x, player.y)); + var unit = UnitTypes.alpha.spawn(player.team(), player.x, player.y); + unit.spawnedByCore = true; + player.unit(unit); } }); } diff --git a/core/src/mindustry/editor/MapGenerateDialog.java b/core/src/mindustry/editor/MapGenerateDialog.java index f6a87f77b1..025dbeedaf 100644 --- a/core/src/mindustry/editor/MapGenerateDialog.java +++ b/core/src/mindustry/editor/MapGenerateDialog.java @@ -285,29 +285,31 @@ public class MapGenerateDialog extends BaseDialog{ void showAdd(){ BaseDialog selection = new BaseDialog("@add"); - selection.setFillParent(false); - selection.cont.defaults().size(210f, 60f); - int i = 0; - for(Prov gen : filterTypes){ - GenerateFilter filter = gen.get(); + selection.cont.pane(p -> { + p.marginRight(14); + p.defaults().size(210f, 60f); + int i = 0; + for(Prov gen : filterTypes){ + GenerateFilter filter = gen.get(); - if((filter.isPost() && applied)) continue; + if((filter.isPost() && applied)) continue; - selection.cont.button(filter.name(), () -> { - filters.add(filter); + p.button(filter.name(), () -> { + filters.add(filter); + rebuildFilters(); + update(); + selection.hide(); + }); + if(++i % 2 == 0) p.row(); + } + + p.button("@filter.defaultores", () -> { + maps.addDefaultOres(filters); rebuildFilters(); update(); selection.hide(); }); - if(++i % 2 == 0) selection.cont.row(); - } - - selection.cont.button("@filter.defaultores", () -> { - maps.addDefaultOres(filters); - rebuildFilters(); - update(); - selection.hide(); - }); + }).get().setScrollingDisabled(true, false); selection.addCloseButton(); selection.show(); diff --git a/core/src/mindustry/editor/WaveInfoDialog.java b/core/src/mindustry/editor/WaveInfoDialog.java index a98d03a923..a71d0a2d8f 100644 --- a/core/src/mindustry/editor/WaveInfoDialog.java +++ b/core/src/mindustry/editor/WaveInfoDialog.java @@ -190,7 +190,7 @@ public class WaveInfoDialog extends BaseDialog{ group.end = never; updateWaves(); } - }).width(100f).get().setMessageText(Core.bundle.get("waves.never")); + }).width(100f).get().setMessageText("∞"); }); t.row(); t.table(p -> { diff --git a/core/src/mindustry/entities/Damage.java b/core/src/mindustry/entities/Damage.java index 9ddca6e986..e3f9be816b 100644 --- a/core/src/mindustry/entities/Damage.java +++ b/core/src/mindustry/entities/Damage.java @@ -6,7 +6,6 @@ import arc.math.*; import arc.math.geom.*; import arc.struct.*; import arc.util.*; -import mindustry.annotations.Annotations.*; import mindustry.content.*; import mindustry.core.*; import mindustry.game.EventType.*; @@ -25,11 +24,10 @@ public class Damage{ private static Rect hitrect = new Rect(); private static Vec2 tr = new Vec2(), seg1 = new Vec2(), seg2 = new Vec2(); private static Seq units = new Seq<>(); - private static GridBits bits = new GridBits(30, 30); - private static IntQueue propagation = new IntQueue(); private static IntSet collidedBlocks = new IntSet(); private static Building tmpBuilding; private static Unit tmpUnit; + private static IntFloatMap damages = new IntFloatMap(); /** Creates a dynamic explosion based on specified parameters. */ public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){ @@ -39,9 +37,9 @@ public class Damage{ /** Creates a dynamic explosion based on specified parameters. */ public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){ if(damage){ - for(int i = 0; i < Mathf.clamp(power / 20, 0, 6); i++){ - int branches = 5 + Mathf.clamp((int)(power / 30), 1, 20); - Time.run(i * 2f + Mathf.random(4f), () -> Lightning.create(Team.derelict, Pal.power, 3, x, y, Mathf.random(360f), branches + Mathf.range(2))); + for(int i = 0; i < Mathf.clamp(power / 700, 0, 8); i++){ + int length = 5 + Mathf.clamp((int)(power / 500), 1, 20); + Time.run(i * 0.8f + Mathf.random(4f), () -> Lightning.create(Team.derelict, Pal.power, 3, x, y, Mathf.random(360f), length + Mathf.range(2))); } if(fire){ @@ -116,7 +114,15 @@ public class Damage{ * Only enemies of the specified team are damaged. */ public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large){ - length = findLaserLength(hitter, length); + collideLine(hitter, team, effect, x, y, angle, length, large, true); + } + + /** + * Damages entities in a line. + * Only enemies of the specified team are damaged. + */ + public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser){ + if(laser) length = findLaserLength(hitter, length); collidedBlocks.clear(); tr.trns(angle, length); @@ -206,10 +212,10 @@ public class Damage{ */ public static Healthc linecast(Bullet hitter, float x, float y, float angle, float length){ tr.trns(angle, length); + + tmpBuilding = null; if(hitter.type.collidesGround){ - tmpBuilding = null; - world.raycastEachWorld(x, y, x + tr.x, y + tr.y, (cx, cy) -> { Building tile = world.build(cx, cy); if(tile != null && tile.team != hitter.team){ @@ -218,8 +224,6 @@ public class Damage{ } return false; }); - - if(tmpBuilding != null) return tmpBuilding; } rect.setPosition(x, y).setSize(tr.x, tr.y); @@ -263,6 +267,14 @@ public class Damage{ Units.nearbyEnemies(hitter.team, rect, cons); + if(tmpBuilding != null && tmpUnit != null){ + if(Mathf.dst2(x, y, tmpUnit.getX(), tmpUnit.getY()) <= Mathf.dst2(x, y, tmpBuilding.getX(), tmpBuilding.getY())){ + return tmpUnit; + } + }else if(tmpBuilding != null){ + return tmpBuilding; + } + return tmpUnit; } @@ -351,64 +363,84 @@ public class Damage{ if(ground){ if(!complete){ - int trad = (int)(radius / tilesize); - Tile tile = world.tileWorld(x, y); - if(tile != null){ - tileDamage(team, tile.x, tile.y, trad, damage); - } + tileDamage(team, World.toTile(x), World.toTile(y), radius / tilesize, damage); }else{ completeDamage(team, x, y, radius, damage); } } } - public static void tileDamage(Team team, int startx, int starty, int baseRadius, float baseDamage){ - //tile damage is posted, so that destroying a block that causes a chain explosion will run in the next frame - //this prevents recursive damage calls from messing up temporary variables + public static void tileDamage(Team team, int x, int y, float baseRadius, float damage){ + Core.app.post(() -> { - bits.clear(); - propagation.clear(); - int bitOffset = bits.width() / 2; + var in = world.build(x, y); + //spawned inside a multiblock. this means that damage needs to be dealt directly. + //why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion. + //this needs to be compensated + if(in != null && in.team != team && in.block.size > 1 && in.health > damage){ + //deal the damage of an entire side, to be equivalent with maximum 'standard' damage + in.damage(damage * Math.min((in.block.size), baseRadius * 0.45f)); + //no need to continue with the explosion + return; + } - propagation.addFirst(PropCell.get((byte)0, (byte)0, (short)baseDamage)); - //clamp radius to fit bits - int radius = Math.min(baseRadius, bits.width() / 2); + //cap radius to prevent lag + float radius = Math.min(baseRadius, 30), rad2 = radius * radius; + int rays = Mathf.ceil(radius * 2 * Mathf.pi); + double spacing = Math.PI * 2.0 / rays; + damages.clear(); - while(!propagation.isEmpty()){ - int prop = propagation.removeLast(); - int x = PropCell.x(prop); - int y = PropCell.y(prop); - int damage = PropCell.damage(prop); - //manhattan distance used for calculating falloff, results in a diamond pattern - int dst = Math.abs(x) + Math.abs(y); + //raycast from each angle + for(int i = 0; i <= rays; i++){ + float dealt = 0f; + int startX = x; + int startY = y; + int endX = x + (int)(Math.cos(spacing * i) * radius), endY = y + (int)(Math.sin(spacing * i) * radius); - int scaledDamage = (int)(damage * (1f - (float)dst / radius)); + int xDist = Math.abs(endX - startX); + int yDist = -Math.abs(endY - startY); + int xStep = (startX < endX ? +1 : -1); + int yStep = (startY < endY ? +1 : -1); + int error = xDist + yDist; - bits.set(bitOffset + x, bitOffset + y); - Tile tile = world.tile(startx + x, starty + y); + while(startX != endX || startY != endY){ + var build = world.build(startX, startY); + if(build != null && build.team != team){ + //damage dealt at circle edge + float edgeScale = 0.6f; + float mult = (1f-(Mathf.dst2(startX, startY, x, y) / rad2) + edgeScale) / (1f + edgeScale); + float next = damage * mult - dealt; + //register damage dealt + int p = Point2.pack(startX, startY); + damages.put(p, Math.max(damages.get(p), next)); + //register as hit + dealt += build.health; - if(scaledDamage <= 0 || tile == null) continue; - - //apply damage to entity if needed - if(tile.build != null && tile.build.team != team){ - int health = (int)(tile.build.health / (tile.block().size * tile.block().size)); - if(tile.build.health > 0){ - tile.build.damage(scaledDamage); - scaledDamage -= health; - - if(scaledDamage <= 0) continue; + if(next - dealt <= 0){ + break; + } } - } - for(Point2 p : Geometry.d4){ - if(!bits.get(bitOffset + x + p.x, bitOffset + y + p.y)){ - propagation.addFirst(PropCell.get((byte)(x + p.x), (byte)(y + p.y), (short)scaledDamage)); + if(2 * error - yDist > xDist - 2 * error){ + error += yDist; + startX += xStep; + }else{ + error += xDist; + startY += yStep; } } } - }); + //apply damage + for(var e : damages){ + int cx = Point2.x(e.key), cy = Point2.y(e.key); + var build = world.build(cx, cy); + if(build != null){ + build.damage(e.value); + } + } + }); } private static void completeDamage(Team team, float x, float y, float radius, float damage){ @@ -429,11 +461,4 @@ public class Damage{ float scaled = Mathf.lerp(1f - dist / radius, 1f, falloff); return damage * scaled; } - - @Struct - static class PropCellStruct{ - byte x; - byte y; - short damage; - } } diff --git a/core/src/mindustry/entities/EntityCollisions.java b/core/src/mindustry/entities/EntityCollisions.java index 3425314810..ce492bc95d 100644 --- a/core/src/mindustry/entities/EntityCollisions.java +++ b/core/src/mindustry/entities/EntityCollisions.java @@ -3,6 +3,7 @@ package mindustry.entities; import arc.math.*; import arc.math.geom.*; import arc.struct.*; +import mindustry.content.*; import mindustry.gen.*; import mindustry.world.*; @@ -126,7 +127,7 @@ public class EntityCollisions{ public static boolean legsSolid(int x, int y){ Tile tile = world.tile(x, y); - return tile == null || tile.staticDarkness() >= 2 || tile.floor().solid; + return tile == null || tile.staticDarkness() >= 2 || (tile.floor().solid && tile.block() == Blocks.air); } public static boolean waterSolid(int x, int y){ @@ -190,14 +191,10 @@ public class EntityCollisions{ yInvExit = y2 - (y1 + h1); } - float xEntry, yEntry; - float xExit, yExit; - - xEntry = xInvEntry / vx1; - xExit = xInvExit / vx1; - - yEntry = yInvEntry / vy1; - yExit = yInvExit / vy1; + float xEntry = xInvEntry / vx1; + float xExit = xInvExit / vx1; + float yEntry = yInvEntry / vy1; + float yExit = yInvExit / vy1; float entryTime = Math.max(xEntry, yEntry); float exitTime = Math.min(xExit, yExit); diff --git a/core/src/mindustry/entities/Units.java b/core/src/mindustry/entities/Units.java index cd602327a6..49e33ec06b 100644 --- a/core/src/mindustry/entities/Units.java +++ b/core/src/mindustry/entities/Units.java @@ -6,6 +6,7 @@ import arc.math.geom.*; import arc.struct.*; import mindustry.annotations.Annotations.*; import mindustry.content.*; +import mindustry.entities.comp.*; import mindustry.game.*; import mindustry.game.Teams.*; import mindustry.gen.*; @@ -75,7 +76,7 @@ public class Units{ if((team == state.rules.waveTeam && !state.rules.pvp) || (state.isCampaign() && team == state.rules.waveTeam)){ return Integer.MAX_VALUE; } - return state.rules.unitCap + indexer.getExtraUnits(team); + return Math.max(0, state.rules.unitCapVariable ? state.rules.unitCap + indexer.getExtraUnits(team) : state.rules.unitCap); } /** @return whether this player can interact with a specific tile. if either of these are null, returns true.*/ @@ -93,7 +94,7 @@ public class Units{ * @return whether the target is invalid */ public static boolean invalidateTarget(Posc target, Team team, float x, float y, float range){ - return target == null || (range != Float.MAX_VALUE && !target.within(x, y, range)) || (target instanceof Teamc && ((Teamc)target).team() == team) || (target instanceof Healthc && !((Healthc)target).isValid()); + return target == null || (range != Float.MAX_VALUE && !target.within(x, y, range + (target instanceof Sized hb ? hb.hitSize()/2f : 0f))) || (target instanceof Teamc t && t.team() == team) || (target instanceof Healthc h && !h.isValid()); } /** See {@link #invalidateTarget(Posc, Team, float, float, float)} */ @@ -217,7 +218,7 @@ public class Units{ cdist = 0f; nearbyEnemies(team, x - range, y - range, range*2f, range*2f, e -> { - if(e.dead() || !predicate.get(e) || !e.within(x, y, range)) return; + if(e.dead() || !predicate.get(e) || !e.within(x, y, range + e.hitSize/2f)) return; float cost = sort.cost(e, x, y); if(result == null || cost < cdist){ @@ -247,7 +248,7 @@ public class Units{ return result; } - /** Returns the closest ally of this team. Filter by predicate. */ + /** Returns the closest ally of this team in a range. Filter by predicate. */ public static Unit closest(Team team, float x, float y, float range, Boolf predicate){ result = null; cdist = 0f; @@ -265,6 +266,24 @@ public class Units{ return result; } + /** Returns the closest ally of this team in a range. Filter by predicate. */ + public static Unit closest(Team team, float x, float y, float range, Boolf predicate, Sortf sort){ + result = null; + cdist = 0f; + + nearby(team, x, y, range, e -> { + if(!predicate.get(e)) return; + + float dist = sort.cost(e, x, y); + if(result == null || dist < cdist){ + result = e; + cdist = dist; + } + }); + + return result; + } + /** Returns the closest ally of this team. Filter by predicate. * Unlike the closest() function, this only guarantees that unit hitboxes overlap the range. */ public static Unit closestOverlap(Team team, float x, float y, float range, Boolf predicate){ @@ -292,7 +311,7 @@ public class Units{ /** Iterates over all units in a circle around this position. */ public static void nearby(Team team, float x, float y, float radius, Cons cons){ nearby(team, x - radius, y - radius, radius*2f, radius*2f, unit -> { - if(unit.within(x, y, radius)){ + if(unit.within(x, y, radius + unit.hitSize/2f)){ cons.get(unit); } }); diff --git a/core/src/mindustry/entities/abilities/MoveLightningAbility.java b/core/src/mindustry/entities/abilities/MoveLightningAbility.java index 17d3eaa23a..4cc62b7172 100644 --- a/core/src/mindustry/entities/abilities/MoveLightningAbility.java +++ b/core/src/mindustry/entities/abilities/MoveLightningAbility.java @@ -1,34 +1,57 @@ package mindustry.entities.abilities; +import arc.*; +import arc.audio.*; import arc.graphics.*; +import arc.graphics.g2d.*; import arc.math.*; import arc.util.*; -import arc.audio.*; import mindustry.content.*; import mindustry.entities.*; +import mindustry.entities.bullet.*; import mindustry.gen.*; public class MoveLightningAbility extends Ability{ - //Lightning damage + /** Lightning damage */ public float damage = 35f; - //Chance of firing every tick. Set >= 1 to always fire lightning every tick at max speed. + /** Chance of firing every tick. Set >= 1 to always fire lightning every tick at max speed. */ public float chance = 0.15f; - //Length of the lightning + /** Length of the lightning. <= 0 to disable */ public int length = 12; - //Speeds for when to start lightninging and when to stop getting faster + /** Speeds for when to start lightninging and when to stop getting faster */ public float minSpeed = 0.8f, maxSpeed = 1.2f; - //Lightning color + /** Lightning color */ public Color color = Color.valueOf("a9d8ff"); + /** Shifts where the lightning spawns along the Y axis */ + public float offset = 0f; + /** Jittering heat sprite like the shield on v5 Javelin */ + public String heatRegion = "error"; + /** Bullet type that is fired. Can be null */ + public @Nullable BulletType bullet; + /** Bullet angle parameters */ + public float bulletAngle = 0f, bulletSpread = 0f; public Effect shootEffect = Fx.sparkShoot; public Sound shootSound = Sounds.spark; MoveLightningAbility(){} - public MoveLightningAbility(float damage, int length, float chance, float minSpeed, float maxSpeed, Color color){ + public MoveLightningAbility(float damage, int length, float chance, float offset, float minSpeed, float maxSpeed, Color color, String heatRegion){ this.damage = damage; this.length = length; this.chance = chance; + this.offset = offset; + this.minSpeed = minSpeed; + this.maxSpeed = maxSpeed; + this.color = color; + this.heatRegion = heatRegion; + } + + public MoveLightningAbility(float damage, int length, float chance, float offset, float minSpeed, float maxSpeed, Color color){ + this.damage = damage; + this.length = length; + this.chance = chance; + this.offset = offset; this.minSpeed = minSpeed; this.maxSpeed = maxSpeed; this.color = color; @@ -38,9 +61,31 @@ public class MoveLightningAbility extends Ability{ public void update(Unit unit){ float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed)); if(Mathf.chance(Time.delta * chance * scl)){ - shootEffect.at(unit.x, unit.y, unit.rotation, color); - Lightning.create(unit.team, color, damage, unit.x + unit.vel.x, unit.y + unit.vel.y, unit.rotation, length); + float x = unit.x + Angles.trnsx(unit.rotation, offset, 0), y = unit.y + Angles.trnsy(unit.rotation, offset, 0); + + shootEffect.at(x, y, unit.rotation, color); shootSound.at(unit); + + if(length > 0){ + Lightning.create(unit.team, color, damage, x + unit.vel.x, y + unit.vel.y, unit.rotation, length); + } + + if(bullet != null){ + bullet.create(unit, unit.team, x, y, unit.rotation + bulletAngle + Mathf.range(bulletSpread)); + } + } + } + + @Override + public void draw(Unit unit){ + float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed)); + TextureRegion region = Core.atlas.find(heatRegion); + if(Core.atlas.isFound(region) && scl > 0.00001f){ + Draw.color(color); + Draw.alpha(scl / 2f); + Draw.blend(Blending.additive); + Draw.rect(region, unit.x + Mathf.range(scl / 2f), unit.y + Mathf.range(scl / 2f), unit.rotation - 90); + Draw.blend(); } } } diff --git a/core/src/mindustry/entities/abilities/UnitSpawnAbility.java b/core/src/mindustry/entities/abilities/UnitSpawnAbility.java index 422a02bbba..ac4218946b 100644 --- a/core/src/mindustry/entities/abilities/UnitSpawnAbility.java +++ b/core/src/mindustry/entities/abilities/UnitSpawnAbility.java @@ -15,14 +15,14 @@ import mindustry.ui.*; import static mindustry.Vars.*; public class UnitSpawnAbility extends Ability{ - public UnitType type; + public UnitType unit; public float spawnTime = 60f, spawnX, spawnY; public Effect spawnEffect = Fx.spawn; protected float timer; - public UnitSpawnAbility(UnitType type, float spawnTime, float spawnX, float spawnY){ - this.type = type; + public UnitSpawnAbility(UnitType unit, float spawnTime, float spawnX, float spawnY){ + this.unit = unit; this.spawnTime = spawnTime; this.spawnX = spawnX; this.spawnY = spawnY; @@ -35,10 +35,10 @@ public class UnitSpawnAbility extends Ability{ public void update(Unit unit){ timer += Time.delta * state.rules.unitBuildSpeedMultiplier; - if(timer >= spawnTime && Units.canCreate(unit.team, type)){ + if(timer >= spawnTime && Units.canCreate(unit.team, this.unit)){ float x = unit.x + Angles.trnsx(unit.rotation, spawnY, spawnX), y = unit.y + Angles.trnsy(unit.rotation, spawnY, spawnX); spawnEffect.at(x, y); - Unit u = type.create(unit.team); + Unit u = this.unit.create(unit.team); u.set(x, y); u.rotation = unit.rotation; if(!Vars.net.client()){ @@ -51,16 +51,16 @@ public class UnitSpawnAbility extends Ability{ @Override public void draw(Unit unit){ - if(Units.canCreate(unit.team, type)){ + if(Units.canCreate(unit.team, this.unit)){ Draw.draw(Draw.z(), () -> { float x = unit.x + Angles.trnsx(unit.rotation, spawnY, spawnX), y = unit.y + Angles.trnsy(unit.rotation, spawnY, spawnX); - Drawf.construct(x, y, type.icon(Cicon.full), unit.rotation - 90, timer / spawnTime, 1f, timer); + Drawf.construct(x, y, this.unit.icon(Cicon.full), unit.rotation - 90, timer / spawnTime, 1f, timer); }); } } @Override public String localized(){ - return Core.bundle.format("ability.unitspawn", type.localizedName); + return Core.bundle.format("ability.unitspawn", unit.localizedName); } } diff --git a/core/src/mindustry/entities/bullet/BulletType.java b/core/src/mindustry/entities/bullet/BulletType.java index 73e0fb93ba..e2a8a8b7c2 100644 --- a/core/src/mindustry/entities/bullet/BulletType.java +++ b/core/src/mindustry/entities/bullet/BulletType.java @@ -34,6 +34,10 @@ public abstract class BulletType extends Content{ public Effect smokeEffect = Fx.shootSmallSmoke; /** Sound made when hitting something or getting removed.*/ public Sound hitSound = Sounds.none; + /** Pitch of the sound made when hitting something*/ + public float hitSoundPitch = 1; + /** Volume of the sound made when hitting something*/ + public float hitSoundVolume = 1; /** Extra inaccuracy when firing. */ public float inaccuracy = 0f; /** How many bullets get created per ammo item/liquid. */ @@ -185,8 +189,9 @@ public abstract class BulletType extends Content{ } public void hit(Bullet b, float x, float y){ + b.hit = true; hitEffect.at(x, y, b.rotation(), hitColor); - hitSound.at(b); + hitSound.at(x, y, hitSoundPitch, hitSoundVolume); Effect.shake(hitShake, hitShake, b); @@ -241,7 +246,7 @@ public abstract class BulletType extends Content{ Effect.shake(despawnShake, despawnShake, b); - if(fragBullet != null || splashDamageRadius > 0 || lightning > 0){ + if(!b.hit && (fragBullet != null || splashDamageRadius > 0 || lightning > 0)){ hit(b); } } @@ -268,13 +273,12 @@ public abstract class BulletType extends Content{ if(homingPower > 0.0001f && b.time >= homingDelay){ Teamc target = Units.closestTarget(b.team, b.x, b.y, homingRange, e -> (e.isGrounded() && collidesGround) || (e.isFlying() && collidesAir), t -> collidesGround); if(target != null){ - b.vel.setAngle(Mathf.slerpDelta(b.rotation(), b.angleTo(target), homingPower)); + b.vel.setAngle(Angles.moveToward(b.rotation(), b.angleTo(target), homingPower * Time.delta * 50f)); } } if(weaveMag > 0){ - float scl = Mathf.randomSeed(id, 0.9f, 1.1f); - b.vel.rotate(Mathf.sin(b.time + Mathf.PI * weaveScale/2f * scl, weaveScale * scl, weaveMag) * Time.delta); + b.vel.rotate(Mathf.sin(b.time + Mathf.PI * weaveScale/2f, weaveScale, weaveMag * (Mathf.randomSeed(b.id, 0, 1) == 1 ? -1 : 1)) * Time.delta); } if(trailChance > 0){ @@ -334,6 +338,7 @@ public abstract class BulletType extends Content{ bullet.type = this; bullet.owner = owner; bullet.team = team; + bullet.time = 0f; bullet.vel.trns(angle, speed * velocityScl); if(backMove){ bullet.set(x - bullet.vel.x * Time.delta, y - bullet.vel.y * Time.delta); diff --git a/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java b/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java index 9edcdb0a5c..43113a0a99 100644 --- a/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java +++ b/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java @@ -25,7 +25,7 @@ public class ContinuousLaserBulletType extends BulletType{ public ContinuousLaserBulletType(float damage){ super(0.001f, damage); - hitEffect = Fx.hitMeltdown; + hitEffect = Fx.hitBeam; despawnEffect = Fx.none; hitSize = 4; drawSize = 420f; diff --git a/core/src/mindustry/entities/bullet/LaserBulletType.java b/core/src/mindustry/entities/bullet/LaserBulletType.java index ab6cd9dce1..1a9a92a139 100644 --- a/core/src/mindustry/entities/bullet/LaserBulletType.java +++ b/core/src/mindustry/entities/bullet/LaserBulletType.java @@ -23,7 +23,8 @@ public class LaserBulletType extends BulletType{ public LaserBulletType(float damage){ super(0.01f, damage); - hitEffect = Fx.hitLancer; + hitEffect = Fx.hitLaserBlast; + hitColor = colors[2]; despawnEffect = Fx.none; shootEffect = Fx.hitLancer; smokeEffect = Fx.none; diff --git a/core/src/mindustry/entities/bullet/LightningBulletType.java b/core/src/mindustry/entities/bullet/LightningBulletType.java index 24dabecba3..bf16cca660 100644 --- a/core/src/mindustry/entities/bullet/LightningBulletType.java +++ b/core/src/mindustry/entities/bullet/LightningBulletType.java @@ -8,8 +8,8 @@ import mindustry.gen.*; import mindustry.graphics.*; public class LightningBulletType extends BulletType{ - protected Color lightningColor = Pal.lancerLaser; - protected int lightningLength = 25, lightningLengthRand = 0; + public Color lightningColor = Pal.lancerLaser; + public int lightningLength = 25, lightningLengthRand = 0; public LightningBulletType(){ super(0.0001f, 1f); diff --git a/core/src/mindustry/entities/bullet/MissileBulletType.java b/core/src/mindustry/entities/bullet/MissileBulletType.java index 274a806f5e..7d8cf7b8a3 100644 --- a/core/src/mindustry/entities/bullet/MissileBulletType.java +++ b/core/src/mindustry/entities/bullet/MissileBulletType.java @@ -15,7 +15,7 @@ public class MissileBulletType extends BasicBulletType{ height = 8f; hitSound = Sounds.explosion; trailChance = 0.2f; - lifetime = 49f; + lifetime = 52f; } public MissileBulletType(float speed, float damage){ diff --git a/core/src/mindustry/entities/bullet/RailBulletType.java b/core/src/mindustry/entities/bullet/RailBulletType.java index aa5136e7fc..a41d326bd8 100644 --- a/core/src/mindustry/entities/bullet/RailBulletType.java +++ b/core/src/mindustry/entities/bullet/RailBulletType.java @@ -54,7 +54,7 @@ public class RailBulletType extends BulletType{ super.init(b); b.fdata = length; - Damage.collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), length, false); + Damage.collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), length, false, false); float resultLen = b.fdata; Vec2 nor = Tmp.v1.set(b.vel).nor(); diff --git a/core/src/mindustry/entities/bullet/SapBulletType.java b/core/src/mindustry/entities/bullet/SapBulletType.java index dbd30b77a8..b86476a9d7 100644 --- a/core/src/mindustry/entities/bullet/SapBulletType.java +++ b/core/src/mindustry/entities/bullet/SapBulletType.java @@ -19,7 +19,7 @@ public class SapBulletType extends BulletType{ public SapBulletType(){ speed = 0.0001f; despawnEffect = Fx.none; - pierce = false; + pierce = true; collides = false; hitSize = 0f; hittable = false; diff --git a/core/src/mindustry/entities/bullet/ShrapnelBulletType.java b/core/src/mindustry/entities/bullet/ShrapnelBulletType.java index 236ede8887..3d89e4d272 100644 --- a/core/src/mindustry/entities/bullet/ShrapnelBulletType.java +++ b/core/src/mindustry/entities/bullet/ShrapnelBulletType.java @@ -33,6 +33,8 @@ public class ShrapnelBulletType extends BulletType{ @Override public void init(Bullet b){ + super.init(b); + Damage.collideLaser(b, length, hitLarge); } diff --git a/core/src/mindustry/entities/comp/BuilderComp.java b/core/src/mindustry/entities/comp/BuilderComp.java index a5c55485ec..c9984f8ea4 100644 --- a/core/src/mindustry/entities/comp/BuilderComp.java +++ b/core/src/mindustry/entities/comp/BuilderComp.java @@ -1,6 +1,7 @@ package mindustry.entities.comp; import arc.*; +import arc.func.*; import arc.graphics.*; import arc.graphics.g2d.*; import arc.math.*; @@ -25,10 +26,10 @@ import java.util.*; import static mindustry.Vars.*; @Component -abstract class BuilderComp implements Posc, Teamc, Rotc{ +abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{ static final Vec2[] vecs = new Vec2[]{new Vec2(), new Vec2(), new Vec2(), new Vec2()}; - @Import float x, y, rotation; + @Import float x, y, rotation, buildSpeedMultiplier; @Import UnitType type; @Import Team team; @@ -40,7 +41,7 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{ private transient float buildAlpha = 0f; public boolean canBuild(){ - return type.buildSpeed > 0; + return type.buildSpeed > 0 && buildSpeedMultiplier > 0; } @Override @@ -125,9 +126,9 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{ //otherwise, update it. if(current.breaking){ - entity.deconstruct(self(), core, 1f / entity.buildCost * Time.delta * type.buildSpeed * state.rules.buildSpeedMultiplier); + entity.deconstruct(self(), core, 1f / entity.buildCost * Time.delta * type.buildSpeed * buildSpeedMultiplier * state.rules.buildSpeedMultiplier); }else{ - entity.construct(self(), core, 1f / entity.buildCost * Time.delta * type.buildSpeed * state.rules.buildSpeedMultiplier, current.config); + entity.construct(self(), core, 1f / entity.buildCost * Time.delta * type.buildSpeed * buildSpeedMultiplier * state.rules.buildSpeedMultiplier, current.config); } current.stuck = Mathf.equal(current.progress, entity.progress); @@ -136,10 +137,17 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{ /** Draw all current build plans. Does not draw the beam effect, only the positions. */ void drawBuildPlans(){ + Boolf skip = plan -> plan.progress > 0.01f || (buildPlan() == plan && plan.initialized && (within(plan.x * tilesize, plan.y * tilesize, buildingRange) || state.isEditor())); - for(BuildPlan plan : plans){ - if(plan.progress > 0.01f || (buildPlan() == plan && plan.initialized && (within(plan.x * tilesize, plan.y * tilesize, buildingRange) || state.isEditor()))) continue; - drawPlan(plan, 1f); + for(int i = 0; i < 2; i++){ + for(BuildPlan plan : plans){ + if(skip.get(plan)) continue; + if(i == 0){ + drawPlan(plan, 1f); + }else{ + drawPlanTop(plan, 1f); + } + } } Draw.reset(); @@ -153,7 +161,11 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{ request.block.drawPlan(request, control.input.allRequests(), Build.validPlace(request.block, team, request.x, request.y, request.rotation) || control.input.requestMatches(request), alpha); + } + } + void drawPlanTop(BuildPlan request, float alpha){ + if(!request.breaking){ Draw.reset(); Draw.mixcol(Color.white, 0.24f + Mathf.absin(Time.globalTime, 6f, 0.28f)); Draw.alpha(alpha); @@ -251,6 +263,7 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{ if(core != null && active && !isLocal() && !(tile.block() instanceof ConstructBlock)){ Draw.z(Layer.plans - 1f); drawPlan(plan, 0.5f); + drawPlanTop(plan, 0.5f); Draw.z(Layer.flyingUnit); } diff --git a/core/src/mindustry/entities/comp/BuildingComp.java b/core/src/mindustry/entities/comp/BuildingComp.java index 1ac7394258..694611fed3 100644 --- a/core/src/mindustry/entities/comp/BuildingComp.java +++ b/core/src/mindustry/entities/comp/BuildingComp.java @@ -43,7 +43,7 @@ import static mindustry.Vars.*; @EntityDef(value = {Buildingc.class}, isFinal = false, genio = false, serialize = false) @Component(base = true) -abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, QuadTreeObject, Displayable, Senseable, Controllable{ +abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, QuadTreeObject, Displayable, Senseable, Controllable, Sized{ //region vars and initialization static final float timeToSleep = 60f * 1, timeToUncontrol = 60f * 6; static final ObjectSet tmpTiles = new ObjectSet<>(); @@ -147,7 +147,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, write.f(health); write.b(rotation | 0b10000000); write.b(team.id); - write.b(0); //extra padding for later use + write.b(1); //version + write.b(enabled ? 1 : 0); if(items != null) items.write(write); if(power != null) power.write(write); if(liquids != null) liquids.write(write); @@ -162,7 +163,14 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, rotation = rot & 0b01111111; boolean legacy = true; if((rot & 0b10000000) != 0){ - read.b(); //padding + byte ver = read.b(); //version of entity save + if(ver == 1){ + byte on = read.b(); + this.enabled = on == 1; + if(!this.enabled){ + enabledControlTime = timeToUncontrol; + } + } legacy = false; } @@ -528,6 +536,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, } public void dumpLiquid(Liquid liquid){ + dumpLiquid(liquid, 2f); + } + + public void dumpLiquid(Liquid liquid, float scaling){ int dump = this.cdump; if(liquids.get(liquid) <= 0.0001f) return; @@ -543,10 +555,9 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, float ofract = other.liquids.get(liquid) / other.block.liquidCapacity; float fract = liquids.get(liquid) / block.liquidCapacity; - if(ofract < fract) transferLiquid(other, (fract - ofract) * block.liquidCapacity / 2f, liquid); + if(ofract < fract) transferLiquid(other, (fract - ofract) * block.liquidCapacity / scaling, liquid); } } - } public boolean canDumpLiquid(Building to, Liquid liquid){ @@ -770,6 +781,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, } power.links.clear(); } + + public boolean conductsTo(Building other){ + return !block.insulated; + } public Seq getPowerConnections(Seq out){ out.clear(); @@ -777,15 +792,16 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, for(Building other : proximity){ if(other != null && other.power != null + && other.team == team && !(block.consumesPower && other.block.consumesPower && !block.outputsPower && !other.block.outputsPower) - && !power.links.contains(other.pos())){ + && conductsTo(other) && other.conductsTo(self()) && !power.links.contains(other.pos())){ out.add(other); } } for(int i = 0; i < power.links.size; i++){ Tile link = world.tile(power.links.get(i)); - if(link != null && link.build != null && link.build.power != null) out.add(link.build); + if(link != null && link.build != null && link.build.power != null && link.build.team == team) out.add(link.build); } return out; } @@ -810,14 +826,15 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, public void drawStatus(){ if(block.enableDrawStatus && block.consumes.any()){ - float brcx = tile.drawx() + (block.size * tilesize / 2f) - (tilesize / 2f); - float brcy = tile.drawy() - (block.size * tilesize / 2f) + (tilesize / 2f); + float multiplier = block.size > 1 ? 1 : 0.64f; + float brcx = x + (block.size * tilesize / 2f) - (tilesize * multiplier / 2f); + float brcy = y - (block.size * tilesize / 2f) + (tilesize * multiplier / 2f); Draw.z(Layer.power + 1); Draw.color(Pal.gray); - Fill.square(brcx, brcy, 2.5f, 45); + Fill.square(brcx, brcy, 2.5f * multiplier, 45); Draw.color(status().color); - Fill.square(brcx, brcy, 1.5f, 45); + Fill.square(brcx, brcy, 1.5f * multiplier, 45); Draw.color(); } } @@ -893,24 +910,12 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, public void placed(){ if(net.client()) return; - if(block.consumesPower || block.outputsPower){ - int range = 10; - tempTiles.clear(); - Geometry.circle(tileX(), tileY(), range, (x, y) -> { - Building other = world.build(x, y); - if(other != null && other.block instanceof PowerNode && ((PowerNode)other.block).linkValid(other, self()) && !PowerNode.insulated(other, self()) - && !other.proximity().contains(this.self()) && - !(block.outputsPower && proximity.contains(p -> p.power != null && p.power.graph == other.power.graph))){ - tempTiles.add(other.tile); + if((block.consumesPower || block.outputsPower) && block.hasPower){ + PowerNode.getNodeLinks(tile, block, team, other -> { + if(!other.power.links.contains(pos())){ + other.configureAny(pos()); } }); - tempTiles.sort(Structs.comparingFloat(t -> t.dst2(tile))); - if(!tempTiles.isEmpty()){ - Tile toLink = tempTiles.first(); - if(!toLink.build.power.links.contains(pos())){ - toLink.build.configureAny(pos()); - } - } } } @@ -947,6 +952,12 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, if(block.configurations.containsKey(type)){ block.configurations.get(type).get(this, value); + }else if(value instanceof Building build){ + //copy config of another building + var conf = build.config(); + if(conf != null && !(conf instanceof Building)){ + configured(builder, conf); + } } } @@ -966,12 +977,13 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, int amount = items.get(item); explosiveness += item.explosiveness * amount; flammability += item.flammability * amount; + power += item.charge * amount * 100f; } } if(block.hasLiquids){ - flammability += liquids.sum((liquid, amount) -> liquid.explosiveness * amount / 2f); - explosiveness += liquids.sum((liquid, amount) -> liquid.flammability * amount / 2f); + flammability += liquids.sum((liquid, amount) -> liquid.flammability * amount / 2f); + explosiveness += liquids.sum((liquid, amount) -> liquid.explosiveness * amount / 2f); } if(block.consumes.hasPower() && block.consumes.getPower().buffered){ @@ -1130,7 +1142,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, /** Returns whether or not a hand cursor should be shown over this block. */ public Cursor getCursor(){ - return block.configurable && team == player.team() ? SystemCursor.hand : SystemCursor.arrow; + return block.configurable && interactable(player.team()) ? SystemCursor.hand : SystemCursor.arrow; } /** @@ -1260,6 +1272,11 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, return tile.build == self() && !dead(); } + @Override + public float hitSize(){ + return tile.block().size * tilesize; + } + @Replace @Override public void kill(){ @@ -1289,10 +1306,13 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, return switch(sensor){ case x -> World.conv(x); case y -> World.conv(y); + case dead -> !isValid() ? 1 : 0; case team -> team.id; case health -> health; case maxHealth -> maxHealth; case efficiency -> efficiency(); + case timescale -> timeScale; + case range -> this instanceof Ranged r ? r.range() / tilesize : 0; case rotation -> rotation; case totalItems -> items == null ? 0 : items.total(); case totalLiquids -> liquids == null ? 0 : liquids.total(); @@ -1305,9 +1325,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, case powerNetStored -> power == null ? 0 : power.graph.getLastPowerStored(); case powerNetCapacity -> power == null ? 0 : power.graph.getLastCapacity(); case enabled -> enabled ? 1 : 0; - case controlled -> this instanceof ControlBlock c ? c.isControlled() ? 1 : 0 : 0; + case controlled -> this instanceof ControlBlock c && c.isControlled() ? GlobalConstants.ctrlPlayer : 0; case payloadCount -> getPayload() != null ? 1 : 0; - default -> 0; + case size -> block.size; + default -> Float.NaN; //gets converted to null in logic }; } @@ -1320,14 +1341,13 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, case payloadType -> getPayload() instanceof UnitPayload p1 ? p1.unit.type : getPayload() instanceof BuildPayload p2 ? p2.block() : null; default -> noSensed; }; - } @Override public double sense(Content content){ - if(content instanceof Item && items != null) return items.get((Item)content); - if(content instanceof Liquid && liquids != null) return liquids.get((Liquid)content); - return 0; + if(content instanceof Item i && items != null) return items.get(i); + if(content instanceof Liquid l && liquids != null) return liquids.get(l); + return Float.NaN; //invalid sense } @Override @@ -1376,7 +1396,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc, timeScale = 1f; } - if(block.autoResetEnabled){ + if(!enabled && block.autoResetEnabled){ + noSleep(); enabledControlTime -= Time.delta; if(enabledControlTime <= 0){ diff --git a/core/src/mindustry/entities/comp/BulletComp.java b/core/src/mindustry/entities/comp/BulletComp.java index a51a30dfd7..7f3d42d4e0 100644 --- a/core/src/mindustry/entities/comp/BulletComp.java +++ b/core/src/mindustry/entities/comp/BulletComp.java @@ -30,7 +30,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw Object data; BulletType type; float fdata; - transient boolean absorbed; + transient boolean absorbed, hit; @Override public void getCollisions(Cons consumer){ diff --git a/core/src/mindustry/entities/comp/CommanderComp.java b/core/src/mindustry/entities/comp/CommanderComp.java index 0ce8d60d10..92a86e12c2 100644 --- a/core/src/mindustry/entities/comp/CommanderComp.java +++ b/core/src/mindustry/entities/comp/CommanderComp.java @@ -4,6 +4,7 @@ import arc.func.*; import arc.math.geom.*; import arc.struct.*; import arc.util.*; +import mindustry.*; import mindustry.ai.formations.*; import mindustry.ai.types.*; import mindustry.annotations.Annotations.*; @@ -29,7 +30,7 @@ abstract class CommanderComp implements Entityc, Posc{ transient float minFormationSpeed; public void update(){ - if(controlling.isEmpty()){ + if(controlling.isEmpty() && !Vars.net.client()){ formation = null; } @@ -80,6 +81,7 @@ abstract class CommanderComp implements Entityc, Posc{ void command(Formation formation, Seq units){ clearCommand(); + units.shuffle(); float spacing = hitSize * 0.8f; minFormationSpeed = type.speed; diff --git a/core/src/mindustry/entities/comp/FireComp.java b/core/src/mindustry/entities/comp/FireComp.java index 7981e061b6..89710ebdf1 100644 --- a/core/src/mindustry/entities/comp/FireComp.java +++ b/core/src/mindustry/entities/comp/FireComp.java @@ -10,6 +10,7 @@ import mindustry.entities.*; import mindustry.game.*; import mindustry.gen.*; import mindustry.world.*; +import mindustry.world.meta.*; import static mindustry.Vars.*; @@ -38,13 +39,15 @@ abstract class FireComp implements Timedc, Posc, Firec, Syncc{ control.sound.loop(Sounds.fire, this, 0.07f); } - time = Mathf.clamp(time + Time.delta, 0, lifetime()); + //faster updates -> disappears more quickly + float speedMultiplier = 1f + Math.max(state.envAttrs.get(Attribute.water) * 10f, 0); + time = Mathf.clamp(time + Time.delta * speedMultiplier, 0, lifetime); if(Vars.net.client()){ return; } - if(time >= lifetime() || tile == null){ + if(time >= lifetime || tile == null){ remove(); return; } diff --git a/core/src/mindustry/entities/comp/HitboxComp.java b/core/src/mindustry/entities/comp/HitboxComp.java index f44270ebed..82576686fe 100644 --- a/core/src/mindustry/entities/comp/HitboxComp.java +++ b/core/src/mindustry/entities/comp/HitboxComp.java @@ -8,7 +8,7 @@ import mindustry.annotations.Annotations.*; import mindustry.gen.*; @Component -abstract class HitboxComp implements Posc, QuadTreeObject{ +abstract class HitboxComp implements Posc, Sized, QuadTreeObject{ @Import float x, y; transient float lastX, lastY, deltaX, deltaY, hitSize; @@ -28,6 +28,11 @@ abstract class HitboxComp implements Posc, QuadTreeObject{ updateLastPosition(); } + @Override + public float hitSize(){ + return hitSize; + } + void getCollisions(Cons consumer){ } diff --git a/core/src/mindustry/entities/comp/MechComp.java b/core/src/mindustry/entities/comp/MechComp.java index 6d99f368cb..e8ed72974d 100644 --- a/core/src/mindustry/entities/comp/MechComp.java +++ b/core/src/mindustry/entities/comp/MechComp.java @@ -78,16 +78,16 @@ abstract class MechComp implements Posc, Flyingc, Hitboxc, Unitc, Mechc, Elevati @Override public void moveAt(Vec2 vector, float acceleration){ + //mark walking state when moving in a controlled manner if(!vector.isZero()){ - //mark walking state when moving in a controlled manner walked = true; } } @Override public void approach(Vec2 vector){ - if(!vector.isZero(0.09f)){ - //mark walking state when moving in a controlled manner + //mark walking state when moving in a controlled manner + if(!vector.isZero(0.001f)){ walked = true; } } diff --git a/core/src/mindustry/entities/comp/PayloadComp.java b/core/src/mindustry/entities/comp/PayloadComp.java index 8db8656d88..9afd26bb9a 100644 --- a/core/src/mindustry/entities/comp/PayloadComp.java +++ b/core/src/mindustry/entities/comp/PayloadComp.java @@ -158,7 +158,7 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{ pad = (width - (itemSize) * items) / items; } - for (Payload p : payloads){ + for(Payload p : payloads){ table.image(p.icon(Cicon.small)).size(itemSize).padRight(pad); } } diff --git a/core/src/mindustry/entities/comp/PlayerComp.java b/core/src/mindustry/entities/comp/PlayerComp.java index 5e6c214cc6..a44c8d0ff4 100644 --- a/core/src/mindustry/entities/comp/PlayerComp.java +++ b/core/src/mindustry/entities/comp/PlayerComp.java @@ -43,6 +43,8 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra String name = "noname"; Color color = new Color(); + //locale should not be synced. + transient String locale = "en"; transient float deathTimer; transient String lastText = ""; transient float textFadeTime; @@ -59,6 +61,12 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra return team.core(); } + /** @return largest/closest core, with largest cores getting priority */ + @Nullable + public CoreBuild bestCore(){ + return team.cores().min(Structs.comps(Structs.comparingInt(c -> -c.block.size), Structs.comparingFloat(c -> c.dst(x, y)))); + } + public TextureRegion icon(){ //display default icon for dead players if(dead()) return core() == null ? UnitTypes.alpha.icon(Cicon.full) : ((CoreBlock)core().block).unitType.icon(Cicon.full); @@ -102,8 +110,12 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra unit.aim(mouseX, mouseY); //this is only necessary when the thing being controlled isn't synced unit.controlWeapons(shooting, shooting); + //save previous formation to prevent reset + var formation = unit.formation; //extra precaution, necessary for non-synced things unit.controller(this); + //keep previous formation + unit.formation = formation; } @Override @@ -112,7 +124,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra clearUnit(); } - CoreBuild core = closestCore(); + CoreBuild core; if(!dead()){ set(unit); @@ -124,7 +136,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra Tile tile = unit.tileOn(); unit.elevation = Mathf.approachDelta(unit.elevation, (tile != null && tile.solid()) || boosting ? 1f : 0f, 0.08f); } - }else if(core != null){ + }else if((core = bestCore()) != null){ //have a small delay before death to prevent the camera from jumping around too quickly //(this is not for balance, it just looks better this way) deathTimer += Time.delta; @@ -191,6 +203,10 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra return unit.isNull() || !unit.isValid(); } + String ip(){ + return con == null ? "localhost" : con.address; + } + String uuid(){ return con == null ? "[LOCAL]" : con.uuid; } diff --git a/core/src/mindustry/entities/comp/Sized.java b/core/src/mindustry/entities/comp/Sized.java new file mode 100644 index 0000000000..5fd73efa42 --- /dev/null +++ b/core/src/mindustry/entities/comp/Sized.java @@ -0,0 +1,5 @@ +package mindustry.entities.comp; + +public interface Sized{ + float hitSize(); +} diff --git a/core/src/mindustry/entities/comp/StatusComp.java b/core/src/mindustry/entities/comp/StatusComp.java index c4ea7be07a..bce8444361 100644 --- a/core/src/mindustry/entities/comp/StatusComp.java +++ b/core/src/mindustry/entities/comp/StatusComp.java @@ -19,7 +19,8 @@ abstract class StatusComp implements Posc, Flyingc{ private Seq statuses = new Seq<>(); private transient Bits applied = new Bits(content.getBy(ContentType.status).size); - @ReadOnly transient float speedMultiplier = 1, damageMultiplier = 1, healthMultiplier = 1, reloadMultiplier = 1; + @ReadOnly transient float speedMultiplier = 1, damageMultiplier = 1, healthMultiplier = 1, reloadMultiplier = 1, buildSpeedMultiplier = 1; + @ReadOnly transient boolean disarmed = false; @Import UnitType type; @@ -55,10 +56,16 @@ abstract class StatusComp implements Posc, Flyingc{ } } - //otherwise, no opposites found, add direct effect - StatusEntry entry = Pools.obtain(StatusEntry.class, StatusEntry::new); - entry.set(effect, duration); - statuses.add(entry); + if(!effect.reactive){ + //otherwise, no opposites found, add direct effect + StatusEntry entry = Pools.obtain(StatusEntry.class, StatusEntry::new); + entry.set(effect, duration); + statuses.add(entry); + } + } + + void clearStatuses(){ + statuses.clear(); } /** Removes a status effect. */ @@ -104,7 +111,8 @@ abstract class StatusComp implements Posc, Flyingc{ } applied.clear(); - speedMultiplier = damageMultiplier = healthMultiplier = reloadMultiplier = 1f; + speedMultiplier = damageMultiplier = healthMultiplier = reloadMultiplier = buildSpeedMultiplier = 1f; + disarmed = false; if(statuses.isEmpty()) return; @@ -126,6 +134,10 @@ abstract class StatusComp implements Posc, Flyingc{ healthMultiplier *= entry.effect.healthMultiplier; damageMultiplier *= entry.effect.damageMultiplier; reloadMultiplier *= entry.effect.reloadMultiplier; + buildSpeedMultiplier *= entry.effect.buildSpeedMultiplier; + + disarmed |= entry.effect.disarm; + entry.effect.update(self(), entry.time); } } diff --git a/core/src/mindustry/entities/comp/UnitComp.java b/core/src/mindustry/entities/comp/UnitComp.java index 81a604e455..9efd20f9fc 100644 --- a/core/src/mindustry/entities/comp/UnitComp.java +++ b/core/src/mindustry/entities/comp/UnitComp.java @@ -28,11 +28,12 @@ import mindustry.world.blocks.environment.*; import mindustry.world.blocks.payloads.*; import static mindustry.Vars.*; +import static mindustry.logic.GlobalConstants.*; @Component(base = true) abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, Itemsc, Rotc, Unitc, Weaponsc, Drawc, Boundedc, Syncc, Shieldc, Commanderc, Displayable, Senseable, Ranged, Minerc, Builderc{ - @Import boolean hovering, dead; + @Import boolean hovering, dead, disarmed; @Import float x, y, rotation, elevation, maxHealth, drag, armor, hitSize, health, ammo, minFormationSpeed; @Import Team team; @Import int id; @@ -46,13 +47,14 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I transient Seq abilities = new Seq<>(0); private transient float resupplyTime = Mathf.random(10f); + private transient boolean wasPlayer; public void moveAt(Vec2 vector){ moveAt(vector, type.accel); } public void approach(Vec2 vector){ - vel.approachDelta(vector, type.accel * realSpeed() * floorSpeedMultiplier()); + vel.approachDelta(vector, type.accel * realSpeed()); } public void aimLook(Position pos){ @@ -81,7 +83,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I /** @return speed with boost multipliers factored in. */ public float realSpeed(){ - return Mathf.lerp(1f, type.canBoost ? type.boostMultiplier : 1f, elevation) * speed(); + return Mathf.lerp(1f, type.canBoost ? type.boostMultiplier : 1f, elevation) * speed() * floorSpeedMultiplier(); } /** Iterates through this unit and everything it is controlling. */ @@ -104,7 +106,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I @Override public float range(){ - return type.range; + return type.maxRange; } @Replace @@ -127,18 +129,26 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I case ammoCapacity -> type.ammoCapacity; case x -> World.conv(x); case y -> World.conv(y); + case dead -> dead || !isAdded() ? 1 : 0; case team -> team.id; case shooting -> isShooting() ? 1 : 0; + case boosting -> type.canBoost && isFlying() ? 1 : 0; + case range -> range() / tilesize; case shootX -> World.conv(aimX()); case shootY -> World.conv(aimY()); case mining -> mining() ? 1 : 0; case mineX -> mining() ? mineTile.x : -1; case mineY -> mining() ? mineTile.y : -1; case flag -> flag; - case controlled -> controller instanceof LogicAI || controller instanceof Player ? 1 : 0; - case commanded -> controller instanceof FormationAI ? 1 : 0; + case controlled -> !isValid() ? 0 : + controller instanceof LogicAI ? ctrlProcessor : + controller instanceof Player ? ctrlPlayer : + controller instanceof FormationAI ? ctrlFormation : + 0; + case commanded -> controller instanceof FormationAI && isValid() ? 1 : 0; case payloadCount -> self() instanceof Payloadc pay ? pay.payloads().size : 0; - default -> 0; + case size -> hitSize / tilesize; + default -> Float.NaN; }; } @@ -148,19 +158,19 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I case type -> type; case name -> controller instanceof Player p ? p.name : null; case firstItem -> stack().amount == 0 ? null : item(); + case controller -> !isValid() ? null : controller instanceof LogicAI log ? log.controller : controller instanceof FormationAI form ? form.leader : this; case payloadType -> self() instanceof Payloadc pay ? (pay.payloads().isEmpty() ? null : pay.payloads().peek() instanceof UnitPayload p1 ? p1.unit.type : pay.payloads().peek() instanceof BuildPayload p2 ? p2.block() : null) : null; default -> noSensed; }; - } @Override public double sense(Content content){ if(content == stack().item) return stack().amount; - return 0; + return Float.NaN; } @Override @@ -173,7 +183,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I @Replace public boolean canShoot(){ //cannot shoot while boosting - return !(type.canBoost && isFlying()); + return !disarmed && !(type.canBoost && isFlying()); } @Override @@ -272,7 +282,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I team.data().updateCount(type, 1); //check if over unit cap - if(count() > cap() && !spawnedByCore && !dead){ + if(count() > cap() && !spawnedByCore && !dead && !state.rules.editor){ Call.unitCapDeath(self()); team.data().updateCount(type, -1); } @@ -409,9 +419,10 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I float explosiveness = 2f + item().explosiveness * stack().amount * 1.53f; float flammability = item().flammability * stack().amount / 1.9f; + float power = item().charge * stack().amount * 150f; if(!spawnedByCore){ - Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team); + Damage.dynamicExplosion(x, y, flammability, explosiveness, power, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team); } float shake = hitSize / 3f; @@ -423,7 +434,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I Events.fire(new UnitDestroyEvent(self())); - if(explosiveness > 7f && isLocal()){ + if(explosiveness > 7f && (isLocal() || wasPlayer)){ Events.fire(Trigger.suicideBomb); } @@ -481,6 +492,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I @Override public void killed(){ + wasPlayer = isLocal(); health = 0; dead = true; diff --git a/core/src/mindustry/entities/comp/VelComp.java b/core/src/mindustry/entities/comp/VelComp.java index ca04d6a40c..4b0272b5f4 100644 --- a/core/src/mindustry/entities/comp/VelComp.java +++ b/core/src/mindustry/entities/comp/VelComp.java @@ -1,6 +1,5 @@ package mindustry.entities.comp; -import arc.math.*; import arc.math.geom.*; import arc.util.*; import mindustry.annotations.Annotations.*; @@ -22,7 +21,7 @@ abstract class VelComp implements Posc{ @Override public void update(){ move(vel.x * Time.delta, vel.y * Time.delta); - vel.scl(Mathf.clamp(1f - drag * Time.delta)); + vel.scl(Math.max(1f - drag * Time.delta, 0)); } /** @return function to use for check solid state. if null, no checking is done. */ diff --git a/core/src/mindustry/entities/comp/WeaponsComp.java b/core/src/mindustry/entities/comp/WeaponsComp.java index 9cc5f8487a..10f2d59b2f 100644 --- a/core/src/mindustry/entities/comp/WeaponsComp.java +++ b/core/src/mindustry/entities/comp/WeaponsComp.java @@ -16,6 +16,7 @@ import static mindustry.Vars.*; @Component abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{ @Import float x, y, rotation, reloadMultiplier; + @Import boolean disarmed; @Import Vec2 vel; @Import UnitType type; @@ -81,7 +82,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{ } boolean canShoot(){ - return true; + return !disarmed; } @Override diff --git a/core/src/mindustry/entities/effect/MultiEffect.java b/core/src/mindustry/entities/effect/MultiEffect.java index c1b0e7e6d4..a93c3bd276 100644 --- a/core/src/mindustry/entities/effect/MultiEffect.java +++ b/core/src/mindustry/entities/effect/MultiEffect.java @@ -19,13 +19,19 @@ public class MultiEffect extends Effect{ public void init(){ for(Effect f : effects){ clip = Math.max(clip, f.clip); + lifetime = Math.max(lifetime, f.lifetime); } } @Override public void render(EffectContainer e){ + int index = 0; for(Effect f : effects){ - e.scaled(f.lifetime, f::render); + int i = ++index; + e.scaled(f.lifetime, cont -> { + cont.id = e.id + i; + f.render(cont); + }); clip = Math.max(clip, f.clip); } } diff --git a/core/src/mindustry/entities/effect/ParticleEffect.java b/core/src/mindustry/entities/effect/ParticleEffect.java index f38fc00603..281410ada3 100644 --- a/core/src/mindustry/entities/effect/ParticleEffect.java +++ b/core/src/mindustry/entities/effect/ParticleEffect.java @@ -16,6 +16,7 @@ public class ParticleEffect extends Effect{ //region only public float sizeFrom = 2f, sizeTo = 0f; + public float offset = 0; public String region = "circle"; //line only @@ -48,7 +49,7 @@ public class ParticleEffect extends Effect{ }); }else{ Angles.randLenVectors(e.id, particles, length * fin + baseLength, e.rotation, cone, (x, y) -> { - Draw.rect(tex, e.x + x, e.y + y, rad, rad); + Draw.rect(tex, e.x + x, e.y + y, rad, rad, e.rotation + offset); }); } } diff --git a/core/src/mindustry/entities/units/AIController.java b/core/src/mindustry/entities/units/AIController.java index 0eb12d7a6a..745a90171b 100644 --- a/core/src/mindustry/entities/units/AIController.java +++ b/core/src/mindustry/entities/units/AIController.java @@ -15,7 +15,7 @@ import static mindustry.Vars.*; public class AIController implements UnitController{ protected static final Vec2 vec = new Vec2(); - protected static final int timerTarget = 0, timerTarget2 = 1, timerTarget3 = 2; + protected static final int timerTarget = 0, timerTarget2 = 1, timerTarget3 = 2, timerTarget4 = 3; protected Unit unit; protected Interval timer = new Interval(4); @@ -123,7 +123,7 @@ public class AIController implements UnitController{ targets[i] = findTarget(mountX, mountY, weapon.bullet.range(), weapon.bullet.collidesAir, weapon.bullet.collidesGround); } - if(Units.invalidateTarget(targets[i], unit.team, mountX, mountY, weapon.bullet.range())){ + if(checkTarget(targets[i], mountX, mountY, weapon.bullet.range())){ targets[i] = null; } } @@ -149,6 +149,10 @@ public class AIController implements UnitController{ } } + protected boolean checkTarget(Teamc target, float x, float y, float range){ + return Units.invalidateTarget(target, unit.team, x, y, range); + } + protected boolean shouldShoot(){ return true; } @@ -163,7 +167,7 @@ public class AIController implements UnitController{ } protected boolean retarget(){ - return timer.get(timerTarget, 40); + return timer.get(timerTarget, target == null ? 40 : 90); } protected Teamc findTarget(float x, float y, float range, boolean air, boolean ground){ diff --git a/core/src/mindustry/entities/units/BuildPlan.java b/core/src/mindustry/entities/units/BuildPlan.java index 04117b1661..053d12651d 100644 --- a/core/src/mindustry/entities/units/BuildPlan.java +++ b/core/src/mindustry/entities/units/BuildPlan.java @@ -62,6 +62,10 @@ public class BuildPlan implements Position{ } + public boolean placeable(Team team){ + return Build.validPlace(block, team, x, y, rotation); + } + public boolean isRotation(Team team){ if(breaking) return false; Tile tile = tile(); diff --git a/core/src/mindustry/game/EventType.java b/core/src/mindustry/game/EventType.java index 3efe48932e..46729b1baf 100644 --- a/core/src/mindustry/game/EventType.java +++ b/core/src/mindustry/game/EventType.java @@ -68,6 +68,8 @@ public class EventType{ public static class ContentInitEvent{} /** Called when the client game is first loaded. */ public static class ClientLoadEvent{} + /** Called *after* all the modded files have been added into Vars.tree */ + public static class FileTreeInitEvent{} /** Called when a game begins and the world is loaded. */ public static class WorldLoadEvent{} @@ -351,10 +353,22 @@ public class EventType{ } } + /** Called when a unit is created in a reconstructor or factory. */ public static class UnitCreateEvent{ public final Unit unit; + public final Building spawner; - public UnitCreateEvent(Unit unit){ + public UnitCreateEvent(Unit unit, Building spawner){ + this.unit = unit; + this.spawner = spawner; + } + } + + /** Called when a unit is dumped from any payload block. */ + public static class UnitUnloadEvent{ + public final Unit unit; + + public UnitUnloadEvent(Unit unit){ this.unit = unit; } } @@ -369,6 +383,15 @@ public class EventType{ } } + /** Called when a connection is established to a client. */ + public static class ConnectionEvent{ + public final NetConnection connection; + + public ConnectionEvent(NetConnection connection){ + this.connection = connection; + } + } + /** Called after connecting; when a player receives world data and is ready to play.*/ public static class PlayerJoin{ public final Player player; diff --git a/core/src/mindustry/game/Gamemode.java b/core/src/mindustry/game/Gamemode.java index f2bb95130a..e4c0d01c6c 100644 --- a/core/src/mindustry/game/Gamemode.java +++ b/core/src/mindustry/game/Gamemode.java @@ -31,7 +31,6 @@ public enum Gamemode{ rules.buildCostMultiplier = 1f; rules.buildSpeedMultiplier = 1f; rules.unitBuildSpeedMultiplier = 2f; - rules.unitHealthMultiplier = 3f; rules.attackMode = true; }, map -> map.teams.size > 1), editor(true, rules -> { diff --git a/core/src/mindustry/game/Rules.java b/core/src/mindustry/game/Rules.java index e0db8ac94a..9b95bbf7d3 100644 --- a/core/src/mindustry/game/Rules.java +++ b/core/src/mindustry/game/Rules.java @@ -44,12 +44,14 @@ public class Rules{ public boolean fire = true; /** Whether units use and require ammo. */ public boolean unitAmmo = false; + /** Whether cores add to unit limit */ + public boolean unitCapVariable = true; /** How fast unit pads build units. */ public float unitBuildSpeedMultiplier = 1f; - /** How much health units start with. */ - public float unitHealthMultiplier = 1f; /** How much damage any other units deal. */ public float unitDamageMultiplier = 1f; + /** Whether to allow units to build with logic. */ + public boolean logicUnitBuild = true; /** How much health blocks start with. */ public float blockHealthMultiplier = 1f; /** How much damage blocks (turrets) deal. */ @@ -65,7 +67,7 @@ public class Rules{ /** Radius around enemy wave drop zones.*/ public float dropZoneRadius = 300f; /** Time between waves in ticks. */ - public float waveSpacing = 60 * 60 * 2; + public float waveSpacing = 2 * Time.toMinutes; /** Wave after which the player 'wins'. Used in sectors. Use a value <= 0 to disable. */ public int winWave = 0; /** Base unit cap. Can still be increased by blocks. */ @@ -97,6 +99,8 @@ public class Rules{ public Team waveTeam = Team.crux; /** name of the custom mode that this ruleset describes, or null. */ public @Nullable String modeName; + /** Whether cores incinerate items when full, just like in the campaign. */ + public boolean coreIncinerates = false; /** special tags for additional info. */ public StringMap tags = new StringMap(); @@ -137,7 +141,7 @@ public class Rules{ } /** A simple map for storing TeamRules in an efficient way without hashing. */ - public static class TeamRules implements Serializable{ + public static class TeamRules implements JsonSerializable{ final TeamRule[] values = new TeamRule[Team.all.length]; public TeamRule get(Team team){ diff --git a/core/src/mindustry/game/Schematics.java b/core/src/mindustry/game/Schematics.java index e60a1660fd..1895857e43 100644 --- a/core/src/mindustry/game/Schematics.java +++ b/core/src/mindustry/game/Schematics.java @@ -27,6 +27,7 @@ import mindustry.input.Placement.*; import mindustry.io.*; import mindustry.world.*; import mindustry.world.blocks.*; +import mindustry.world.blocks.ConstructBlock.*; import mindustry.world.blocks.distribution.*; import mindustry.world.blocks.legacy.*; import mindustry.world.blocks.power.*; @@ -285,7 +286,7 @@ public class Schematics implements Loadable{ /** Creates an array of build requests from a schematic's data, centered on the provided x+y coordinates. */ public Seq toRequests(Schematic schem, int x, int y){ return schem.tiles.map(t -> new BuildPlan(t.x + x - schem.width/2, t.y + y - schem.height/2, t.rotation, t.block, t.config).original(t.x, t.y, schem.width, schem.height)) - .removeAll(s -> (!s.block.isVisible() && !(s.block instanceof CoreBlock)) || !s.block.unlockedNow()); + .removeAll(s -> (!s.block.isVisible() && !(s.block instanceof CoreBlock)) || !s.block.unlockedNow()).sort(Structs.comparingInt(s -> -s.block.schematicPriority)); } /** @return all the valid loadouts for a specific core type. */ @@ -357,10 +358,11 @@ public class Schematics implements Loadable{ for(int cx = x; cx <= x2; cx++){ for(int cy = y; cy <= y2; cy++){ Building linked = world.build(cx, cy); + Block realBlock = linked == null ? null : linked instanceof ConstructBuild cons ? cons.cblock : linked.block; - if(linked != null && (linked.block.isVisible() || linked.block() instanceof CoreBlock) && !(linked.block instanceof ConstructBlock)){ - int top = linked.block.size/2; - int bot = linked.block.size % 2 == 1 ? -linked.block.size/2 : -(linked.block.size - 1)/2; + if(linked != null && (realBlock.isVisible() || realBlock instanceof CoreBlock)){ + int top = realBlock.size/2; + int bot = realBlock.size % 2 == 1 ? -realBlock.size/2 : -(realBlock.size - 1)/2; minx = Math.min(linked.tileX() + bot, minx); miny = Math.min(linked.tileY() + bot, miny); maxx = Math.max(linked.tileX() + top, maxx); @@ -385,12 +387,13 @@ public class Schematics implements Loadable{ for(int cx = ox; cx <= ox2; cx++){ for(int cy = oy; cy <= oy2; cy++){ Building tile = world.build(cx, cy); + Block realBlock = tile == null ? null : tile instanceof ConstructBuild cons ? cons.cblock : tile.block; - if(tile != null && !counted.contains(tile.pos()) && !(tile.block instanceof ConstructBlock) - && (tile.block.isVisible() || tile.block instanceof CoreBlock)){ - Object config = tile.config(); + if(tile != null && !counted.contains(tile.pos()) + && (realBlock.isVisible() || realBlock instanceof CoreBlock)){ + Object config = tile instanceof ConstructBuild cons ? cons.lastConfig : tile.config(); - tiles.add(new Stile(tile.block, tile.tileX() + offsetX, tile.tileY() + offsetY, config, (byte)tile.rotation)); + tiles.add(new Stile(realBlock, tile.tileX() + offsetX, tile.tileY() + offsetY, config, (byte)tile.rotation)); counted.add(tile.pos()); } } diff --git a/core/src/mindustry/game/SectorInfo.java b/core/src/mindustry/game/SectorInfo.java index 6a15c50e96..f49225d403 100644 --- a/core/src/mindustry/game/SectorInfo.java +++ b/core/src/mindustry/game/SectorInfo.java @@ -63,6 +63,8 @@ public class SectorInfo{ public int spawnPosition; /** How long the player has been playing elsewhere. */ public float secondsPassed; + /** How many minutes this sector has been captured. */ + public float minutesCaptured; /** Display name. */ public @Nullable String name; /** Displayed icon. */ diff --git a/core/src/mindustry/game/SpawnGroup.java b/core/src/mindustry/game/SpawnGroup.java index 86ba7b6324..2b7e8625c9 100644 --- a/core/src/mindustry/game/SpawnGroup.java +++ b/core/src/mindustry/game/SpawnGroup.java @@ -18,7 +18,7 @@ import static mindustry.Vars.*; * weapon equipped, ammo used, and status effects. * Each spawn group can have multiple sub-groups spawned in different areas of the map. */ -public class SpawnGroup implements Serializable{ +public class SpawnGroup implements JsonSerializable{ public static final int never = Integer.MAX_VALUE; /** The unit type spawned */ diff --git a/core/src/mindustry/game/Universe.java b/core/src/mindustry/game/Universe.java index 6ebf66afad..2389b22f7d 100644 --- a/core/src/mindustry/game/Universe.java +++ b/core/src/mindustry/game/Universe.java @@ -123,6 +123,7 @@ public class Universe{ } /** @return the last selected loadout for this specific core type. */ + @Nullable public Schematic getLoadout(CoreBlock core){ //for tools - schem if(schematics == null) return Loadouts.basicShard; @@ -134,7 +135,7 @@ public class Universe{ Seq all = schematics.getLoadouts(core); Schematic schem = all.find(s -> s.file != null && s.file.nameWithoutExtension().equals(file)); - return schem == null ? all.first() : schem; + return schem == null ? all.any() ? all.first() : null : schem; } /** Runs possible events. Resets event counter. */ @@ -148,6 +149,13 @@ public class Universe{ for(Sector sector : planet.sectors){ if(sector.hasSave() && sector.hasBase()){ + //if it is being attacked, capture time is 0; otherwise, increment the timer + if(sector.isAttacked()){ + sector.info.minutesCaptured = 0; + }else{ + sector.info.minutesCaptured += turnDuration / 60 / 60; + } + //increment seconds passed for this sector by the time that just passed with this turn if(!sector.isBeingPlayed()){ @@ -216,9 +224,11 @@ public class Universe{ } //queue random invasions - if(!sector.isAttacked() && turn > invasionGracePeriod && sector.info.hasSpawns){ + if(!sector.isAttacked() && sector.info.minutesCaptured > invasionGracePeriod && sector.info.hasSpawns){ + int count = sector.near().count(Sector::hasEnemyBase); + //invasion chance depends on # of nearby bases - if(Mathf.chance(baseInvasionChance * Math.min(sector.near().count(Sector::hasEnemyBase), 1))){ + if(count > 0 && Mathf.chance(baseInvasionChance * (0.8f + (count - 1) * 0.3f))){ int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 4) * 5; //assign invasion-related things diff --git a/core/src/mindustry/graphics/BlockRenderer.java b/core/src/mindustry/graphics/BlockRenderer.java index 651e1d01d7..072b6e1a98 100644 --- a/core/src/mindustry/graphics/BlockRenderer.java +++ b/core/src/mindustry/graphics/BlockRenderer.java @@ -39,7 +39,6 @@ public class BlockRenderer implements Disposable{ private Seq outArray2 = new Seq<>(); private Seq shadowEvents = new Seq<>(); private IntSet procEntities = new IntSet(), procLinks = new IntSet(), procLights = new IntSet(); - private boolean displayStatus = false; public BlockRenderer(){ @@ -177,7 +176,6 @@ public class BlockRenderer implements Disposable{ /** Process all blocks to draw. */ public void processBlocks(){ - displayStatus = Core.settings.getBool("blockstatus"); int avgx = (int)(camera.position.x / tilesize); int avgy = (int)(camera.position.y / tilesize); @@ -275,7 +273,7 @@ public class BlockRenderer implements Disposable{ Draw.z(Layer.block); } - if(displayStatus && block.consumes.any()){ + if(renderer.drawStatus && block.consumes.any()){ entity.drawStatus(); } } diff --git a/core/src/mindustry/graphics/Drawf.java b/core/src/mindustry/graphics/Drawf.java index b8d1f1e522..32576bf55a 100644 --- a/core/src/mindustry/graphics/Drawf.java +++ b/core/src/mindustry/graphics/Drawf.java @@ -17,6 +17,22 @@ import static mindustry.Vars.*; public class Drawf{ + public static void target(float x, float y, float rad, Color color){ + target(x, y, rad, 1, color); + } + + public static void target(float x, float y, float rad, float alpha, Color color){ + Lines.stroke(3f); + Draw.color(Pal.gray, alpha); + Lines.poly(x, y, 4, rad, Time.time * 1.5f); + Lines.spikes(x, y, 3f/7f * rad, 6f/7f * rad, 4, Time.time * 1.5f); + Lines.stroke(1f); + Draw.color(color, alpha); + Lines.poly(x, y, 4, rad, Time.time * 1.5f); + Lines.spikes(x, y, 3f/7f * rad, 6f/7f * rad, 4, Time.time * 1.5f); + Draw.reset(); + } + public static float text(){ float z = Draw.z(); if(renderer.pixelator.enabled()){ @@ -95,6 +111,12 @@ public class Drawf{ Draw.rect(region, x, y); Draw.color(); } + + public static void shadow(TextureRegion region, float x, float y, float width, float height, float rotation){ + Draw.color(Pal.shadow); + Draw.rect(region, x, y, width, height, rotation); + Draw.color(); + } public static void liquid(TextureRegion region, float x, float y, float alpha, Color color, float rotation){ Draw.color(color, alpha); @@ -205,9 +227,13 @@ public class Drawf{ } public static void construct(float x, float y, TextureRegion region, float rotation, float progress, float speed, float time){ + construct(x, y, region, Pal.accent, rotation, progress, speed, time); + } + + public static void construct(float x, float y, TextureRegion region, Color color, float rotation, float progress, float speed, float time){ Shaders.build.region = region; Shaders.build.progress = progress; - Shaders.build.color.set(Pal.accent); + Shaders.build.color.set(color); Shaders.build.color.a = speed; Shaders.build.time = -time / 20f; @@ -219,9 +245,13 @@ public class Drawf{ } public static void construct(Building t, TextureRegion region, float rotation, float progress, float speed, float time){ + construct(t, region, Pal.accent, rotation, progress, speed, time); + } + + public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float speed, float time){ Shaders.build.region = region; Shaders.build.progress = progress; - Shaders.build.color.set(Pal.accent); + Shaders.build.color.set(color); Shaders.build.color.a = speed; Shaders.build.time = -time / 20f; diff --git a/core/src/mindustry/graphics/FloorRenderer.java b/core/src/mindustry/graphics/FloorRenderer.java index 3e8d4e1fcb..9f46b65c87 100644 --- a/core/src/mindustry/graphics/FloorRenderer.java +++ b/core/src/mindustry/graphics/FloorRenderer.java @@ -119,6 +119,7 @@ public class FloorRenderer implements Disposable{ return; } + Draw.flush(); cbatch.setProjection(Core.camera.mat); cbatch.beginDraw(); diff --git a/core/src/mindustry/graphics/LoadRenderer.java b/core/src/mindustry/graphics/LoadRenderer.java index ba3778a026..8a314b00df 100644 --- a/core/src/mindustry/graphics/LoadRenderer.java +++ b/core/src/mindustry/graphics/LoadRenderer.java @@ -54,7 +54,7 @@ public class LoadRenderer implements Disposable{ bars = new Bar[]{ new Bar("s_proc#", OS.cores / 16f, OS.cores < 4), new Bar("c_aprog", () -> assets != null, () -> assets.getProgress(), () -> false), - new Bar("g_vtype", graphics.getGLVersion().type == Type.GLES ? 0.5f : 1f, graphics.getGLVersion().type == Type.GLES), + new Bar("g_vtype", graphics.getGLVersion().type == GlType.GLES ? 0.5f : 1f, graphics.getGLVersion().type == GlType.GLES), new Bar("s_mem#", () -> true, () -> Core.app.getJavaHeap() / 1024f / 1024f / 200f, () -> Core.app.getJavaHeap() > 1024 * 1024 * 110), new Bar("v_ver#", () -> Version.build != 0, () -> Version.build == -1 ? 0.3f : (Version.build - 103f) / 10f, () -> !Version.modifier.equals("release")), new Bar("s_osv", OS.isWindows ? 0.35f : OS.isLinux ? 0.9f : OS.isMac ? 0.5f : 0.2f, OS.isMac), diff --git a/core/src/mindustry/graphics/MinimapRenderer.java b/core/src/mindustry/graphics/MinimapRenderer.java index ad61d171a5..c3831a0d6a 100644 --- a/core/src/mindustry/graphics/MinimapRenderer.java +++ b/core/src/mindustry/graphics/MinimapRenderer.java @@ -96,7 +96,8 @@ public class MinimapRenderer implements Disposable{ Draw.mixcol(unit.team().color, 1f); float scale = Scl.scl(1f) / 2f * scaling * 32f; - Draw.rect(unit.type.icon(Cicon.full), x + rx, y + ry, scale, scale, unit.rotation() - 90); + var region = unit.type.icon(Cicon.full); + Draw.rect(region, x + rx, y + ry, scale, scale * (float)region.height / region.width, unit.rotation() - 90); Draw.reset(); } diff --git a/core/src/mindustry/graphics/OverlayRenderer.java b/core/src/mindustry/graphics/OverlayRenderer.java index 2f5ea104c7..d811af6fbc 100644 --- a/core/src/mindustry/graphics/OverlayRenderer.java +++ b/core/src/mindustry/graphics/OverlayRenderer.java @@ -19,6 +19,7 @@ public class OverlayRenderer{ private static final float indicatorLength = 14f; private static final float spawnerMargin = tilesize*11f; private static final Rect rect = new Rect(); + private float buildFade, unitFade; private Unit lastSelect; @@ -88,8 +89,12 @@ public class OverlayRenderer{ Draw.rect(select.type.icon(Cicon.full), select.x(), select.y(), select.rotation() - 90); } - Lines.stroke(unitFade); - Lines.square(select.x, select.y, select.hitSize() * 1.5f, Time.time * 2f); + for(int i = 0; i < 4; i++){ + float rot = i * 90f + 45f + (-Time.time) % 360f; + float length = select.hitSize() * 1.5f + (unitFade * 2.5f); + Draw.rect("select-arrow", select.x + Angles.trnsx(rot, length), select.y + Angles.trnsy(rot, length), length / 1.9f, length / 1.9f, rot - 135f); + } + Draw.reset(); } diff --git a/core/src/mindustry/graphics/Shaders.java b/core/src/mindustry/graphics/Shaders.java index 637b09967b..8aa304065f 100644 --- a/core/src/mindustry/graphics/Shaders.java +++ b/core/src/mindustry/graphics/Shaders.java @@ -15,10 +15,10 @@ import mindustry.type.*; import static mindustry.Vars.*; public class Shaders{ - public static BlockBuild blockbuild; + public static BlockBuildShader blockbuild; public static @Nullable ShieldShader shield; public static BuildBeamShader buildBeam; - public static UnitBuild build; + public static UnitBuildShader build; public static DarknessShader darkness; public static LightShader light; public static SurfaceShader water, mud, tar, slag, space; @@ -31,7 +31,7 @@ public class Shaders{ public static void init(){ mesh = new MeshShader(); - blockbuild = new BlockBuild(); + blockbuild = new BlockBuildShader(); try{ shield = new ShieldShader(); }catch(Throwable t){ @@ -40,7 +40,7 @@ public class Shaders{ t.printStackTrace(); } buildBeam = new BuildBeamShader(); - build = new UnitBuild(); + build = new UnitBuildShader(); darkness = new DarknessShader(); light = new LightShader(); water = new SurfaceShader("water"); @@ -142,12 +142,16 @@ public class Shaders{ } } - public static class UnitBuild extends LoadShader{ + /** @deprecated transition class for mods; use UnitBuildShader instead. */ + @Deprecated + public static class UnitBuild extends UnitBuildShader{} + + public static class UnitBuildShader extends LoadShader{ public float progress, time; public Color color = new Color(); public TextureRegion region; - public UnitBuild(){ + public UnitBuildShader(){ super("unitbuild", "default"); } @@ -162,11 +166,11 @@ public class Shaders{ } } - public static class BlockBuild extends LoadShader{ + public static class BlockBuildShader extends LoadShader{ public float progress; public TextureRegion region = new TextureRegion(); - public BlockBuild(){ + public BlockBuildShader(){ super("blockbuild", "default"); } diff --git a/core/src/mindustry/input/DesktopInput.java b/core/src/mindustry/input/DesktopInput.java index 801ffdbbd8..5ec8b98fce 100644 --- a/core/src/mindustry/input/DesktopInput.java +++ b/core/src/mindustry/input/DesktopInput.java @@ -3,11 +3,11 @@ package mindustry.input; import arc.*; import arc.Graphics.*; import arc.Graphics.Cursor.*; +import arc.graphics.*; import arc.graphics.g2d.*; import arc.math.*; import arc.math.geom.*; import arc.scene.*; -import arc.scene.event.*; import arc.scene.ui.*; import arc.scene.ui.layout.*; import arc.util.*; @@ -44,35 +44,41 @@ public class DesktopInput extends InputHandler{ public boolean deleting = false, shouldShoot = false, panning = false; /** Mouse pan speed. */ public float panScale = 0.005f, panSpeed = 4.5f, panBoostSpeed = 11f; + /** Delta time between consecutive clicks. */ + public long selectMillis = 0; + /** Previously selected tile. */ + public Tile prevSelected; + + boolean showHint(){ + return ui.hudfrag.shown && Core.settings.getBool("hints") && selectRequests.isEmpty() && + (!isBuilding && !Core.settings.getBool("buildautopause") || player.unit().isBuilding() || !player.dead() && !player.unit().spawnedByCore()); + } @Override public void buildUI(Group group){ - //respawn hints + //building and respawn hints group.fill(t -> { - t.visible(() -> Core.settings.getBool("hints") && ui.hudfrag.shown && !player.dead() && !player.unit().spawnedByCore() && !(Core.settings.getBool("hints") && lastSchematic != null && !selectRequests.isEmpty())); + t.color.a = 0f; + t.visible(() -> (t.color.a = Mathf.lerpDelta(t.color.a, Mathf.num(showHint()), 0.15f)) > 0.001f); t.bottom(); t.table(Styles.black6, b -> { + StringBuilder str = new StringBuilder(); b.defaults().left(); - b.label(() -> Core.bundle.format("respawn", Core.keybinds.get(Binding.respawn).key.toString())).style(Styles.outlineLabel); - }).margin(6f); - }); - - //building hints - group.fill(t -> { - t.bottom(); - t.visible(() -> { - t.color.a = Mathf.lerpDelta(t.color.a, player.unit().isBuilding() ? 1f : 0f, 0.15f); - - return ui.hudfrag.shown && Core.settings.getBool("hints") && selectRequests.isEmpty() && t.color.a > 0.01f; - }); - t.touchable(() -> t.color.a < 0.1f ? Touchable.disabled : Touchable.childrenOnly); - t.table(Styles.black6, b -> { - b.defaults().left(); - b.label(() -> Core.bundle.format(!isBuilding ? "resumebuilding" : "pausebuilding", Core.keybinds.get(Binding.pause_building).key.toString())).style(Styles.outlineLabel); - b.row(); - b.label(() -> Core.bundle.format("cancelbuilding", Core.keybinds.get(Binding.clear_building).key.toString())).style(Styles.outlineLabel); - b.row(); - b.label(() -> Core.bundle.format("selectschematic", Core.keybinds.get(Binding.schematic_select).key.toString())).style(Styles.outlineLabel); + b.label(() -> { + if(!showHint()) return str; + str.setLength(0); + if(!isBuilding && !Core.settings.getBool("buildautopause") && !player.unit().isBuilding()){ + str.append(Core.bundle.format("enablebuilding", Core.keybinds.get(Binding.pause_building).key.toString())); + }else if(player.unit().isBuilding()){ + str.append(Core.bundle.format(isBuilding ? "pausebuilding" : "resumebuilding", Core.keybinds.get(Binding.pause_building).key.toString())) + .append("\n").append(Core.bundle.format("cancelbuilding", Core.keybinds.get(Binding.clear_building).key.toString())) + .append("\n").append(Core.bundle.format("selectschematic", Core.keybinds.get(Binding.schematic_select).key.toString())); + } + if(!player.dead() && !player.unit().spawnedByCore()){ + str.append(str.length() != 0 ? "\n" : "").append(Core.bundle.format("respawn", Core.keybinds.get(Binding.respawn).key.toString())); + } + return str; + }).style(Styles.outlineLabel); }).margin(10f); }); @@ -160,14 +166,17 @@ public class DesktopInput extends InputHandler{ drawArrow(block, cursorX, cursorY, rotation); } Draw.color(); + boolean valid = validPlace(cursorX, cursorY, block, rotation); drawRequest(cursorX, cursorY, block, rotation); - block.drawPlace(cursorX, cursorY, rotation, validPlace(cursorX, cursorY, block, rotation)); + block.drawPlace(cursorX, cursorY, rotation, valid); - if(block.saveConfig && block.lastConfig != null){ + if(block.saveConfig){ + Draw.mixcol(!valid ? Pal.breakInvalid : Color.white, (!valid ? 0.4f : 0.24f) + Mathf.absin(Time.globalTime, 6f, 0.28f)); brequest.set(cursorX, cursorY, rotation, block); brequest.config = block.lastConfig; block.drawRequestConfig(brequest, allRequests()); brequest.config = null; + Draw.reset(); } } } @@ -200,7 +209,6 @@ public class DesktopInput extends InputHandler{ if(input.keyDown(Binding.mouse_move)){ panCam = true; } - panning = false; Core.camera.position.add(Tmp.v1.setZero().add(Core.input.axis(Binding.move_x), Core.input.axis(Binding.move_y)).nor().scl(camSpeed)); }else if(!player.dead() && !panning){ @@ -247,7 +255,7 @@ public class DesktopInput extends InputHandler{ //zoom camera if((!Core.scene.hasScroll() || Core.input.keyDown(Binding.diagonal_placement)) && !ui.chatfrag.shown() && Math.abs(Core.input.axisTap(Binding.zoom)) > 0 - && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!isPlacing() || !block.rotate) && selectRequests.isEmpty()))){ + && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!player.isBuilder() || !isPlacing() || !block.rotate) && selectRequests.isEmpty()))){ renderer.scaleCamera(Core.input.axisTap(Binding.zoom)); } @@ -370,7 +378,7 @@ public class DesktopInput extends InputHandler{ int cursorY = tileY(Core.input.mouseY()); int rawCursorX = World.toTile(Core.input.mouseWorld().x), rawCursorY = World.toTile(Core.input.mouseWorld().y); - // automatically pause building if the current build queue is empty + //automatically pause building if the current build queue is empty if(Core.settings.getBool("buildautopause") && isBuilding && !player.unit().isBuilding()){ isBuilding = false; buildWasAutoPaused = true; @@ -485,13 +493,15 @@ public class DesktopInput extends InputHandler{ deleting = true; }else if(selected != null){ //only begin shooting if there's no cursor event - if(!tryTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y) && !tileTapped(selected.build) && !player.unit().activelyBuilding() && !droppingItem && - !tryBeginMine(selected) && player.unit().mineTile == null && !Core.scene.hasKeyboard()){ + if(!tryTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y) && !tileTapped(selected.build) && !player.unit().activelyBuilding() && !droppingItem + && !(tryStopMine(selected) || (!settings.getBool("doubletapmine") || selected == prevSelected && Time.timeSinceMillis(selectMillis) < 500) && tryBeginMine(selected)) && !Core.scene.hasKeyboard()){ player.shooting = shouldShoot; } }else if(!Core.scene.hasKeyboard()){ //if it's out of bounds, shooting is just fine player.shooting = shouldShoot; } + selectMillis = Time.millis(); + prevSelected = selected; }else if(Core.input.keyTap(Binding.deselect) && isPlacing()){ block = null; mode = none; diff --git a/core/src/mindustry/input/InputHandler.java b/core/src/mindustry/input/InputHandler.java index 0f50a26ffa..23e798273d 100644 --- a/core/src/mindustry/input/InputHandler.java +++ b/core/src/mindustry/input/InputHandler.java @@ -30,11 +30,10 @@ import mindustry.net.*; import mindustry.type.*; import mindustry.ui.fragments.*; import mindustry.world.*; -import mindustry.world.blocks.*; import mindustry.world.blocks.ConstructBlock.*; +import mindustry.world.blocks.*; import mindustry.world.blocks.distribution.*; import mindustry.world.blocks.payloads.*; -import mindustry.world.blocks.power.*; import mindustry.world.blocks.storage.CoreBlock.*; import mindustry.world.meta.*; @@ -68,6 +67,14 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ public Seq lineRequests = new Seq<>(); public Seq selectRequests = new Seq<>(); + public InputHandler(){ + Events.on(UnitDestroyEvent.class, e -> { + if(e.unit != null && e.unit.isPlayer() && e.unit.getPlayer().isLocal() && e.unit.type.weapons.contains(w -> w.bullet.killShooter)){ + player.shooting = false; + } + }); + } + //methods to override @Remote(called = Loc.server, unreliable = true) @@ -129,11 +136,11 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } @Remote(called = Loc.server, targets = Loc.both, forward = true) - public static void requestItem(Player player, Building tile, Item item, int amount){ - if(player == null || tile == null || !tile.interactable(player.team()) || !player.within(tile, buildingRange) || player.dead()) return; + public static void requestItem(Player player, Building build, Item item, int amount){ + if(player == null || build == null || !build.interactable(player.team()) || !player.within(build, buildingRange) || player.dead()) return; - if(net.server() && (!Units.canInteract(player, tile) || - !netServer.admins.allowAction(player, ActionType.withdrawItem, tile.tile(), action -> { + if(net.server() && (!Units.canInteract(player, build) || + !netServer.admins.allowAction(player, ActionType.withdrawItem, build.tile(), action -> { action.item = item; action.itemAmount = amount; }))){ @@ -142,20 +149,20 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ //remove item for every controlling unit player.unit().eachGroup(unit -> { - Call.takeItems(tile, item, unit.maxAccepted(item), unit); + Call.takeItems(build, item, unit.maxAccepted(item), unit); if(unit == player.unit()){ - Events.fire(new WithdrawEvent(tile, player, item, amount)); + Events.fire(new WithdrawEvent(build, player, item, amount)); } }); } @Remote(targets = Loc.both, forward = true, called = Loc.server) - public static void transferInventory(Player player, Building tile){ - if(player == null || tile == null || !player.within(tile, buildingRange) || tile.items == null || player.dead()) return; + public static void transferInventory(Player player, Building build){ + if(player == null || build == null || !player.within(build, buildingRange) || build.items == null || player.dead()) return; - if(net.server() && (player.unit().stack.amount <= 0 || !Units.canInteract(player, tile) || - !netServer.admins.allowAction(player, ActionType.depositItem, tile.tile, action -> { + if(net.server() && (player.unit().stack.amount <= 0 || !Units.canInteract(player, build) || + !netServer.admins.allowAction(player, ActionType.depositItem, build.tile, action -> { action.itemAmount = player.unit().stack.amount; action.item = player.unit().item(); }))){ @@ -165,12 +172,12 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ //deposit for every controlling unit player.unit().eachGroup(unit -> { Item item = unit.item(); - int accepted = tile.acceptStack(item, unit.stack.amount, unit); + int accepted = build.acceptStack(item, unit.stack.amount, unit); - Call.transferItemTo(unit, item, accepted, unit.x, unit.y, tile); + Call.transferItemTo(unit, item, accepted, unit.x, unit.y, build); if(unit == player.unit()){ - Events.fire(new DepositEvent(tile, player, item, accepted)); + Events.fire(new DepositEvent(build, player, item, accepted)); } }); } @@ -194,22 +201,22 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } @Remote(targets = Loc.both, called = Loc.server) - public static void requestBuildPayload(Player player, Building tile){ + public static void requestBuildPayload(Player player, Building build){ if(player == null) return; Unit unit = player.unit(); Payloadc pay = (Payloadc)unit; - if(tile != null && tile.team == unit.team - && unit.within(tile, tilesize * tile.block.size * 1.2f + tilesize * 5f)){ + if(build != null && build.team == unit.team + && unit.within(build, tilesize * build.block.size * 1.2f + tilesize * 5f)){ //pick up block's payload - Payload current = tile.getPayload(); + Payload current = build.getPayload(); if(current != null && pay.canPickupPayload(current)){ - Call.pickedBuildPayload(unit, tile, false); + Call.pickedBuildPayload(unit, build, false); //pick up whole building directly - }else if(tile.block.buildVisibility != BuildVisibility.hidden && tile.canPickup() && pay.canPickup(tile)){ - Call.pickedBuildPayload(unit, tile, true); + }else if(build.block.buildVisibility != BuildVisibility.hidden && build.canPickup() && pay.canPickup(build)){ + Call.pickedBuildPayload(unit, build, true); } } } @@ -224,29 +231,29 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } @Remote(targets = Loc.server, called = Loc.server) - public static void pickedBuildPayload(Unit unit, Building tile, boolean onGround){ - if(tile != null && unit instanceof Payloadc pay){ + public static void pickedBuildPayload(Unit unit, Building build, boolean onGround){ + if(build != null && unit instanceof Payloadc pay){ if(onGround){ - if(tile.block.buildVisibility != BuildVisibility.hidden && tile.canPickup() && pay.canPickup(tile)){ - pay.pickup(tile); + if(build.block.buildVisibility != BuildVisibility.hidden && build.canPickup() && pay.canPickup(build)){ + pay.pickup(build); }else{ - Fx.unitPickup.at(tile); - tile.tile.remove(); + Fx.unitPickup.at(build); + build.tile.remove(); } }else{ - Payload current = tile.getPayload(); + Payload current = build.getPayload(); if(current != null && pay.canPickupPayload(current)){ - Payload taken = tile.takePayload(); + Payload taken = build.takePayload(); if(taken != null){ pay.addPayload(taken); - Fx.unitPickup.at(tile); + Fx.unitPickup.at(build); } } } - }else if(tile != null && onGround){ - Fx.unitPickup.at(tile); - tile.tile.remove(); + }else if(build != null && onGround){ + Fx.unitPickup.at(build); + build.tile.remove(); } } @@ -293,27 +300,28 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } @Remote(targets = Loc.both, called = Loc.server, forward = true, unreliable = true) - public static void rotateBlock(@Nullable Player player, Building tile, boolean direction){ - if(tile == null) return; + public static void rotateBlock(@Nullable Player player, Building build, boolean direction){ + if(build == null) return; - if(net.server() && (!Units.canInteract(player, tile) || - !netServer.admins.allowAction(player, ActionType.rotate, tile.tile(), action -> action.rotation = Mathf.mod(tile.rotation + Mathf.sign(direction), 4)))){ + if(net.server() && (!Units.canInteract(player, build) || + !netServer.admins.allowAction(player, ActionType.rotate, build.tile(), action -> action.rotation = Mathf.mod(build.rotation + Mathf.sign(direction), 4)))){ throw new ValidateException(player, "Player cannot rotate a block."); } - if(player != null) tile.lastAccessed = player.name; - tile.rotation = Mathf.mod(tile.rotation + Mathf.sign(direction), 4); - tile.updateProximity(); - tile.noSleep(); + if(player != null) build.lastAccessed = player.name; + build.rotation = Mathf.mod(build.rotation + Mathf.sign(direction), 4); + build.updateProximity(); + build.noSleep(); + Fx.rotateBlock.at(build.x, build.y, build.block.size); } @Remote(targets = Loc.both, called = Loc.both, forward = true) - public static void tileConfig(@Nullable Player player, Building tile, @Nullable Object value){ - if(tile == null) return; - if(net.server() && (!Units.canInteract(player, tile) || - !netServer.admins.allowAction(player, ActionType.configure, tile.tile, action -> action.config = value))) throw new ValidateException(player, "Player cannot configure a tile."); - tile.configured(player == null || player.dead() ? null : player.unit(), value); - Core.app.post(() -> Events.fire(new ConfigEvent(tile, player, value))); + public static void tileConfig(@Nullable Player player, Building build, @Nullable Object value){ + if(build == null) return; + if(net.server() && (!Units.canInteract(player, build) || + !netServer.admins.allowAction(player, ActionType.configure, build.tile, action -> action.config = value))) throw new ValidateException(player, "Player cannot configure a tile."); + build.configured(player == null || player.dead() ? null : player.unit(), value); + Core.app.post(() -> Events.fire(new ConfigEvent(build, player, value))); } //only useful for servers or local mods, and is not replicated across clients @@ -342,7 +350,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } player.clearUnit(); - player.deathTimer = 61f; + player.deathTimer = Player.deathDelay + 1f; build.requestSpawn(player); }else if(unit == null){ //just clear the unit (is this used?) player.clearUnit(); @@ -368,7 +376,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ Fx.spawn.at(player); player.clearUnit(); - player.deathTimer = 61f; //for instant respawn + player.deathTimer = Player.deathDelay + 1f; //for instant respawn } @Remote(targets = Loc.both, called = Loc.server, forward = true) @@ -461,10 +469,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ if(target != null){ Call.requestUnitPayload(player, target); }else{ - Building tile = world.buildWorld(pay.x(), pay.y()); + Building build = world.buildWorld(pay.x(), pay.y()); - if(tile != null && tile.team == unit.team){ - Call.requestBuildPayload(player, tile); + if(build != null && build.team == unit.team){ + Call.requestBuildPayload(player, build); } } } @@ -762,7 +770,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ Draw.reset(); Draw.mixcol(!valid ? Pal.breakInvalid : Color.white, (!valid ? 0.4f : 0.24f) + Mathf.absin(Time.globalTime, 6f, 0.28f)); Draw.alpha(1f); - request.block.drawRequestConfigTop(request, selectRequests); + request.block.drawRequestConfigTop(request, cons -> { + selectRequests.each(cons); + lineRequests.each(cons); + }); Draw.reset(); } @@ -858,6 +869,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ req.block = replace; } }); + + block.handlePlacementLine(lineRequests); } } @@ -866,8 +879,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } /** Handles tile tap events that are not platform specific. */ - boolean tileTapped(@Nullable Building tile){ - if(tile == null){ + boolean tileTapped(@Nullable Building build){ + if(build == null){ frag.inv.hide(); frag.config.hideConfig(); return false; @@ -875,18 +888,18 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ boolean consumed = false, showedInventory = false; //check if tapped block is configurable - if(tile.block.configurable && tile.interactable(player.team())){ + if(build.block.configurable && build.interactable(player.team())){ consumed = true; - if(((!frag.config.isShown() && tile.shouldShowConfigure(player)) //if the config fragment is hidden, show + if(((!frag.config.isShown() && build.shouldShowConfigure(player)) //if the config fragment is hidden, show //alternatively, the current selected block can 'agree' to switch config tiles - || (frag.config.isShown() && frag.config.getSelectedTile().onConfigureTileTapped(tile)))){ - Sounds.click.at(tile); - frag.config.showConfig(tile); + || (frag.config.isShown() && frag.config.getSelectedTile().onConfigureTileTapped(build)))){ + Sounds.click.at(build); + frag.config.showConfig(build); } //otherwise... }else if(!frag.config.hasConfigMouse()){ //make sure a configuration fragment isn't on the cursor //then, if it's shown and the current block 'agrees' to hide, hide it. - if(frag.config.isShown() && frag.config.getSelectedTile().onConfigureTileTapped(tile)){ + if(frag.config.isShown() && frag.config.getSelectedTile().onConfigureTileTapped(build)){ consumed = true; frag.config.hideConfig(); } @@ -897,16 +910,16 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } //call tapped event - if(!consumed && tile.interactable(player.team())){ - tile.tapped(); + if(!consumed && build.interactable(player.team())){ + build.tapped(); } //consume tap event if necessary - if(tile.interactable(player.team()) && tile.block.consumesTap){ + if(build.interactable(player.team()) && build.block.consumesTap){ consumed = true; - }else if(tile.interactable(player.team()) && tile.block.synthetic() && !consumed){ - if(tile.block.hasItems && tile.items.total() > 0){ - frag.inv.showFor(tile); + }else if(build.interactable(player.team()) && build.block.synthetic() && !consumed){ + if(build.block.hasItems && build.items.total() > 0){ + frag.inv.showFor(build); consumed = true; showedInventory = true; } @@ -935,8 +948,24 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ /** Tries to begin mining a tile, returns true if successful. */ boolean tryBeginMine(Tile tile){ if(canMine(tile)){ - //if a block is clicked twice, reset it - player.unit().mineTile = player.unit().mineTile == tile ? null : tile; + player.unit().mineTile = tile; + return true; + } + return false; + } + + /** Tries to stop mining, returns true if mining was stopped. */ + boolean tryStopMine(){ + if(player.unit().mining()){ + player.unit().mineTile = null; + return true; + } + return false; + } + + boolean tryStopMine(Tile tile){ + if(player.unit().mineTile == tile){ + player.unit().mineTile = null; return true; } return false; @@ -1006,8 +1035,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ } } - Building tile = world.buildWorld(Core.input.mouseWorld().x, Core.input.mouseWorld().y); - if(tile instanceof ControlBlock cont && cont.canControl() && tile.team == player.team()){ + Building build = world.buildWorld(Core.input.mouseWorld().x, Core.input.mouseWorld().y); + if(build instanceof ControlBlock cont && cont.canControl() && build.team == player.team()){ return cont.unit(); } @@ -1071,7 +1100,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ return droppingItem && !canTapPlayer(Core.input.mouseWorldX(), Core.input.mouseWorldY()); } - public void tryDropItems(@Nullable Building tile, float x, float y){ + public void tryDropItems(@Nullable Building build, float x, float y){ if(!droppingItem || player.unit().stack.amount <= 0 || canTapPlayer(x, y) || state.isPaused() ){ droppingItem = false; return; @@ -1081,8 +1110,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ ItemStack stack = player.unit().stack; - if(tile != null && tile.acceptStack(stack.item, stack.amount, player.unit()) > 0 && tile.interactable(player.team()) && tile.block.hasItems && player.unit().stack().amount > 0 && tile.interactable(player.team())){ - Call.transferInventory(player, tile); + if(build != null && build.acceptStack(stack.item, stack.amount, player.unit()) > 0 && build.interactable(player.team()) && build.block.hasItems && player.unit().stack().amount > 0 && build.interactable(player.team())){ + Call.transferInventory(player, build); }else{ Call.dropItem(player.angleTo(x, y)); } diff --git a/core/src/mindustry/input/MobileInput.java b/core/src/mindustry/input/MobileInput.java index fb9fdbf86b..6958e3fa0b 100644 --- a/core/src/mindustry/input/MobileInput.java +++ b/core/src/mindustry/input/MobileInput.java @@ -71,6 +71,8 @@ public class MobileInput extends InputHandler implements GestureListener{ public Teamc target; /** Payload target being moved to. Can be a position (for dropping), or a unit/block. */ public Position payloadTarget; + /** Unit last tapped, or null if last tap was not on a unit. */ + public Unit unitTapped; //region utility methods @@ -314,6 +316,7 @@ public class MobileInput extends InputHandler implements GestureListener{ request.block.drawPlan(request, allRequests(), validPlace(request.x, request.y, request.block, request.rotation) && getRequest(request.x, request.y, request.block.size, null) == null); drawSelected(request.x, request.y, request.block, Pal.accent); } + lineRequests.each(this::drawOverRequest); }else if(mode == breaking){ drawBreakSelection(lineStartX, lineStartY, tileX, tileY); } @@ -374,13 +377,7 @@ public class MobileInput extends InputHandler implements GestureListener{ crosshairScale = Mathf.lerpDelta(crosshairScale, 1f, 0.2f); - Draw.color(Pal.remove); - Lines.stroke(1f); - - float radius = Interp.swingIn.apply(crosshairScale); - - Lines.poly(target.getX(), target.getY(), 4, 7f * radius, Time.time * 1.5f); - Lines.spikes(target.getX(), target.getY(), 3f * radius, 6f * radius, 4, Time.time * 1.5f); + Drawf.target(target.getX(), target.getY(), 7f * Interp.swingIn.apply(crosshairScale), Pal.remove); } Draw.reset(); @@ -429,7 +426,7 @@ public class MobileInput extends InputHandler implements GestureListener{ @Override public void useSchematic(Schematic schem){ selectRequests.clear(); - selectRequests.addAll(schematics.toRequests(schem, player.tileX(), player.tileY())); + selectRequests.addAll(schematics.toRequests(schem, World.toTile(Core.camera.position.x), World.toTile(Core.camera.position.y))); lastSchematic = schem; } @@ -604,11 +601,7 @@ public class MobileInput extends InputHandler implements GestureListener{ //add to selection queue if it's a valid BREAK position selectRequests.add(new BuildPlan(linked.x, linked.y)); }else{ - if(!canTapPlayer(worldx, worldy) && !tileTapped(linked.build)){ - tryBeginMine(cursor); - } - - //control units. + //control units if(count == 2){ //reset payload target payloadTarget = null; @@ -616,12 +609,20 @@ public class MobileInput extends InputHandler implements GestureListener{ if(!player.dead() && Mathf.within(worldx, worldy, player.unit().x, player.unit().y, player.unit().hitSize * 0.6f + 8f) && player.unit().type.commandLimit > 0){ Call.unitCommand(player); }else{ - //control a unit/block - Unit on = selectedUnit(); - if(on != null){ - Call.unitControl(player, on); + //control a unit/block detected on first tap of double-tap + if(unitTapped != null){ + Call.unitControl(player, unitTapped); + }else if(!tryBeginMine(cursor)){ + tileTapped(linked.build); } } + return false; + } + + unitTapped = selectedUnit(); + //prevent mining if placing/breaking blocks + if(!tryStopMine() && !canTapPlayer(worldx, worldy) && !tileTapped(linked.build) && mode == none && !Core.settings.getBool("doubletapmine")){ + tryBeginMine(cursor); } } @@ -652,7 +653,7 @@ public class MobileInput extends InputHandler implements GestureListener{ } //zoom camera - if(Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!isPlacing() || !block.rotate) && selectRequests.isEmpty()))){ + if(Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!player.isBuilder() || !isPlacing() || !block.rotate) && selectRequests.isEmpty()))){ renderer.scaleCamera(Core.input.axisTap(Binding.zoom)); } @@ -721,7 +722,7 @@ public class MobileInput extends InputHandler implements GestureListener{ //When in line mode, pan when near screen edges automatically if(Core.input.isTouched(0)){ - autoPan(); + autoPan(); } int lx = tileX(Core.input.mouseX()), ly = tileY(Core.input.mouseY()); diff --git a/core/src/mindustry/input/Placement.java b/core/src/mindustry/input/Placement.java index 874269846f..99091fc7ef 100644 --- a/core/src/mindustry/input/Placement.java +++ b/core/src/mindustry/input/Placement.java @@ -6,22 +6,24 @@ import arc.math.*; import arc.math.geom.*; import arc.struct.*; import arc.util.pooling.*; +import mindustry.entities.units.*; import mindustry.world.*; import mindustry.world.blocks.distribution.*; import static mindustry.Vars.*; public class Placement{ - private final static Seq tmpPoints = new Seq<>(), tmpPoints2 = new Seq<>(); + private static final Seq plans1 = new Seq<>(); + private static final Seq tmpPoints = new Seq<>(), tmpPoints2 = new Seq<>(); private static final NormalizeResult result = new NormalizeResult(); private static final NormalizeDrawResult drawResult = new NormalizeDrawResult(); - private static Bresenham2 bres = new Bresenham2(); - private static Seq points = new Seq<>(); + private static final Bresenham2 bres = new Bresenham2(); + private static final Seq points = new Seq<>(); //for pathfinding - private static IntFloatMap costs = new IntFloatMap(); - private static IntIntMap parents = new IntIntMap(); - private static IntSet closed = new IntSet(); + private static final IntFloatMap costs = new IntFloatMap(); + private static final IntIntMap parents = new IntIntMap(); + private static final IntSet closed = new IntSet(); /** Normalize a diagonal line into points. */ public static Seq pathfindLine(boolean conveyors, int startX, int startY, int endX, int endY){ @@ -75,7 +77,7 @@ public class Placement{ var base = tmpPoints2; var result = tmpPoints.clear(); - base.selectFrom(points, p -> p == points.first() || p == points.peek() || Build.validPlace(block, player.team(), p.x, p.y, rotation, false)); + base.selectFrom(points, p -> p == points.first() || p == points.peek() || Build.validPlace(block, player.team(), p.x, p.y, rotation)); boolean addedLast = false; outer: @@ -100,12 +102,73 @@ public class Placement{ i ++; } - if(!addedLast) result.add(base.peek()); + if(!addedLast && !base.isEmpty()) result.add(base.peek()); points.clear(); points.addAll(result); } + public static void calculateBridges(Seq plans, ItemBridge bridge){ + //check for orthogonal placement + unlocked state + if(!(plans.first().x == plans.peek().x || plans.first().y == plans.peek().y) || !bridge.unlockedNow()){ + return; + } + + Boolf placeable = plan -> (plan.placeable(player.team())) || + (plan.tile() != null && plan.tile().block() == plan.block); //don't count the same block as inaccessible + + var result = plans1.clear(); + var team = player.team(); + var rotated = plans.first().tile() != null && plans.first().tile().absoluteRelativeTo(plans.peek().x, plans.peek().y) == Mathf.mod(plans.first().rotation + 2, 4); + + outer: + for(int i = 0; i < plans.size;){ + var cur = plans.get(i); + result.add(cur); + + //gap found + if(i < plans.size - 1 && placeable.get(cur) && !placeable.get(plans.get(i + 1))){ + + //find the closest valid position within range + for(int j = i + 1; j < plans.size; j++){ + var other = plans.get(j); + + //out of range now, set to current position and keep scanning forward for next occurrence + if(!bridge.positionsValid(cur.x, cur.y, other.x, other.y)){ + //add 'missed' conveyors + for(int k = i + 1; k < j; k++){ + result.add(plans.get(k)); + } + i = j; + continue outer; + }else if(other.placeable(team)){ + //found a link, assign bridges + cur.block = bridge; + other.block = bridge; + if(rotated){ + other.config = new Point2(cur.x - other.x, cur.y - other.y); + }else{ + cur.config = new Point2(other.x - cur.x, other.y - cur.y); + } + + i = j; + continue outer; + } + } + + //if it got here, that means nothing was found. this likely means there's a bunch of stuff at the end; add it and bail out + for(int j = i + 1; j < plans.size; j++){ + result.add(plans.get(j)); + } + break; + }else{ + i ++; + } + } + + plans.set(result); + } + private static float tileHeuristic(Tile tile, Tile other){ Block block = control.input.block; diff --git a/core/src/mindustry/io/JsonIO.java b/core/src/mindustry/io/JsonIO.java index aa395a425b..c8e43d5a20 100644 --- a/core/src/mindustry/io/JsonIO.java +++ b/core/src/mindustry/io/JsonIO.java @@ -13,8 +13,9 @@ import java.io.*; @SuppressWarnings("unchecked") public class JsonIO{ - private static CustomJson jsonBase = new CustomJson(); - private static Json json = new Json(){ + private static final CustomJson jsonBase = new CustomJson(); + + public static final Json json = new Json(){ { apply(this); } @Override @@ -39,10 +40,6 @@ public class JsonIO{ } }; - public static Json json(){ - return json; - } - public static String write(Object object){ return json.toJson(object, object.getClass()); } @@ -69,7 +66,6 @@ public class JsonIO{ } static void apply(Json json){ - json.setIgnoreUnknownFields(true); json.setElementType(Rules.class, "spawns", SpawnGroup.class); json.setElementType(Rules.class, "loadout", ItemStack.class); diff --git a/core/src/mindustry/io/MapIO.java b/core/src/mindustry/io/MapIO.java index 18f6a712bd..c484524709 100644 --- a/core/src/mindustry/io/MapIO.java +++ b/core/src/mindustry/io/MapIO.java @@ -11,6 +11,7 @@ import mindustry.core.*; import mindustry.game.*; import mindustry.maps.*; import mindustry.world.*; +import mindustry.world.blocks.environment.*; import mindustry.world.blocks.storage.*; import java.io.*; @@ -199,11 +200,16 @@ public class MapIO{ for(Point2 p : Geometry.d4){ Tile other = tiles.get(tile.x + p.x, tile.y + p.y); if(other != null && other.floor() != Blocks.air){ - tile.setFloor(other.floor()); + tile.setFloorUnder(other.floor()); break; } } } + + //default to stone floor + if(tile.floor() == Blocks.air){ + tile.setFloorUnder((Floor)Blocks.stone); + } } } } diff --git a/core/src/mindustry/io/TypeIO.java b/core/src/mindustry/io/TypeIO.java index 9e8ab187dd..6e1ee0bd36 100644 --- a/core/src/mindustry/io/TypeIO.java +++ b/core/src/mindustry/io/TypeIO.java @@ -92,6 +92,9 @@ public class TypeIO{ }else if(object instanceof UnitCommand c){ write.b((byte)15); write.b(c.ordinal()); + }else if(object instanceof BuildingBox b){ + write.b(12); + write.i(b.pos); }else{ throw new IllegalArgumentException("Unknown object type: " + object.getClass()); } @@ -99,6 +102,12 @@ public class TypeIO{ @Nullable public static Object readObject(Reads read){ + return readObjectBoxed(read, false); + } + + /** Reads an object, but boxes buildings. */ + @Nullable + public static Object readObjectBoxed(Reads read, boolean box){ byte type = read.b(); switch(type){ case 0: return null; @@ -113,7 +122,7 @@ public class TypeIO{ case 9: return TechTree.getNotNull(content.getByID(ContentType.all[read.b()], read.s())); case 10: return read.bool(); case 11: return read.d(); - case 12: return world.build(read.i()); + case 12: return !box ? world.build(read.i()) : new BuildingBox(read.i()); case 13: return LAccess.all[read.s()]; case 14: int blen = read.i(); byte[] bytes = new byte[blen]; read.b(bytes); return bytes; case 15: return UnitCommand.all[read.b()]; @@ -572,10 +581,12 @@ public class TypeIO{ writeString(write, trace.uuid); write.b(trace.modded ? (byte)1 : 0); write.b(trace.mobile ? (byte)1 : 0); + write.i(trace.timesJoined); + write.i(trace.timesKicked); } public static TraceInfo readTraceInfo(Reads read){ - return new TraceInfo(readString(read), readString(read), read.b() == 1, read.b() == 1); + return new TraceInfo(readString(read), readString(read), read.b() == 1, read.b() == 1, read.i(), read.i()); } public static void writeStringData(DataOutput buffer, String string) throws IOException{ @@ -598,4 +609,13 @@ public class TypeIO{ return null; } } + + /** Representes a building that has not been resolved yet. */ + public static class BuildingBox{ + public int pos; + + public BuildingBox(int pos){ + this.pos = pos; + } + } } diff --git a/core/src/mindustry/logic/ConditionOp.java b/core/src/mindustry/logic/ConditionOp.java index 0954567c06..6af660bafe 100644 --- a/core/src/mindustry/logic/ConditionOp.java +++ b/core/src/mindustry/logic/ConditionOp.java @@ -1,12 +1,15 @@ package mindustry.logic; +import arc.util.*; + public enum ConditionOp{ - equal("==", (a, b) -> Math.abs(a - b) < 0.000001, (a, b) -> a == b), - notEqual("not", (a, b) -> Math.abs(a - b) >= 0.000001, (a, b) -> a != b), + equal("==", (a, b) -> Math.abs(a - b) < 0.000001, Structs::eq), + notEqual("not", (a, b) -> Math.abs(a - b) >= 0.000001, (a, b) -> !Structs.eq(a, b)), lessThan("<", (a, b) -> a < b), lessThanEq("<=", (a, b) -> a <= b), greaterThan(">", (a, b) -> a > b), greaterThanEq(">=", (a, b) -> a >= b), + strictEqual("===", (a, b) -> false), always("always", (a, b) -> true); public static final ConditionOp[] all = values(); diff --git a/core/src/mindustry/logic/GlobalConstants.java b/core/src/mindustry/logic/GlobalConstants.java index eea74416c0..b13c658611 100644 --- a/core/src/mindustry/logic/GlobalConstants.java +++ b/core/src/mindustry/logic/GlobalConstants.java @@ -9,6 +9,8 @@ import mindustry.world.*; /** Stores global constants for logic processors. */ public class GlobalConstants{ + public static final int ctrlProcessor = 1, ctrlPlayer = 2, ctrlFormation = 3; + private ObjectIntMap namesToIds = new ObjectIntMap<>(); private Seq vars = new Seq<>(Var.class); @@ -19,6 +21,12 @@ public class GlobalConstants{ put("true", 1); put("null", null); + //special enums + + put("@ctrlProcessor", ctrlProcessor); + put("@ctrlPlayer", ctrlPlayer); + put("@ctrlFormation", ctrlFormation); + //store base content for(Item item : Vars.content.items()){ diff --git a/core/src/mindustry/logic/LAccess.java b/core/src/mindustry/logic/LAccess.java index 0daf9ae83f..dad09faf56 100644 --- a/core/src/mindustry/logic/LAccess.java +++ b/core/src/mindustry/logic/LAccess.java @@ -21,12 +21,17 @@ public enum LAccess{ maxHealth, heat, efficiency, + timescale, rotation, x, y, shootX, shootY, + size, + dead, + range, shooting, + boosting, mineX, mineY, mining, @@ -34,6 +39,7 @@ public enum LAccess{ type, flag, controlled, + controller, commanded, name, config, @@ -44,7 +50,8 @@ public enum LAccess{ enabled("to"), //"to" is standard for single parameter access shoot("x", "y", "shoot"), shootp(true, "unit", "shoot"), - configure(true, 30, "to"); + configure(true, 30, "to"), + color("r", "g", "b"); public final String[] params; public final boolean isObj; diff --git a/core/src/mindustry/logic/LAssembler.java b/core/src/mindustry/logic/LAssembler.java index 8282e66ca6..75a7b77174 100644 --- a/core/src/mindustry/logic/LAssembler.java +++ b/core/src/mindustry/logic/LAssembler.java @@ -13,6 +13,11 @@ public class LAssembler{ public static ObjectMap> customParsers = new ObjectMap<>(); public static final int maxTokenLength = 36; + private static final StringMap opNameChanges = StringMap.of( + "atan2", "angle", + "dst", "len" + ); + private int lastVar; /** Maps names to variable IDs. */ public ObjectMap vars = new ObjectMap<>(); @@ -28,6 +33,8 @@ public class LAssembler{ putConst("@unit", null); //reference to self putConst("@this", null); + //global tick + putConst("@tick", 0); } public static LAssembler assemble(String data, int maxInstructions){ @@ -61,9 +68,6 @@ public class LAssembler{ String[] lines = data.split("\n"); int index = 0; for(String line : lines){ - //comments - int commentIdx = line.indexOf('#'); - if(commentIdx != -1) line = line.substring(0, commentIdx).trim(); if(line.isEmpty()) continue; //remove trailing semicolons in case someone adds them in for no reason if(line.endsWith(";")) line = line.substring(0, line.length() - 1); @@ -74,6 +78,7 @@ public class LAssembler{ try{ String[] arr; + if(line.startsWith("#")) continue; //yes, I am aware that this can be split with regex, but that's slow and even more incomprehensible if(line.contains(" ")){ @@ -83,7 +88,9 @@ public class LAssembler{ for(int i = 0; i < line.length() + 1; i++){ char c = i == line.length() ? ' ' : line.charAt(i); - if(c == '"'){ + if(c == '#' && !inString){ + break; + }else if(c == '"'){ inString = !inString; }else if(c == ' ' && !inString){ tokens.add(line.substring(lastIdx, Math.min(i, lastIdx + maxTokenLength))); @@ -96,6 +103,9 @@ public class LAssembler{ arr = new String[]{line}; } + //nothing found + if(arr.length == 0) continue; + String type = arr[0]; //legacy stuff @@ -122,6 +132,11 @@ public class LAssembler{ } } + //fix up changed operaiton names + if(type.equals("op")){ + arr[1] = opNameChanges.get(arr[1], arr[1]); + } + LStatement st = LogicIO.read(arr); if(st != null){ diff --git a/core/src/mindustry/logic/LCanvas.java b/core/src/mindustry/logic/LCanvas.java index 92c8f61d53..e6ca89e23b 100644 --- a/core/src/mindustry/logic/LCanvas.java +++ b/core/src/mindustry/logic/LCanvas.java @@ -13,6 +13,7 @@ import arc.scene.ui.*; import arc.scene.ui.layout.*; import arc.struct.*; import arc.util.*; +import mindustry.*; import mindustry.gen.*; import mindustry.graphics.*; import mindustry.ui.*; @@ -29,10 +30,26 @@ public class LCanvas extends Table{ StatementElem hovered; float targetWidth; int jumpCount = 0; + Seq tooltips = new Seq<>(); public LCanvas(){ canvas = this; + Core.scene.addListener(new InputListener(){ + @Override + public boolean touchDown(InputEvent event, float x, float y, int pointer, KeyCode button){ + //hide tooltips on tap + for(var t : tooltips){ + t.container.toFront(); + } + Core.app.post(() -> { + tooltips.each(Tooltip::hide); + tooltips.clear(); + }); + return super.touchDown(event, x, y, pointer, button); + } + }); + rebuild(); } @@ -41,6 +58,43 @@ public class LCanvas extends Table{ return Core.graphics.getWidth() < Scl.scl(900f) * 1.2f; } + public static void tooltip(Cell cell, String key){ + String lkey = key.toLowerCase().replace(" ", ""); + if(Core.settings.getBool("logichints", true) && Core.bundle.has(lkey)){ + var tip = new Tooltip(t -> t.background(Styles.black8).margin(4f).add("[lightgray]" + Core.bundle.get(lkey)).style(Styles.outlineLabel)); + + //mobile devices need long-press tooltips + if(Vars.mobile){ + cell.get().addListener(new ElementGestureListener(20, 0.4f, 0.43f, 0.15f){ + @Override + public boolean longPress(Element element, float x, float y){ + tip.show(element, x, y); + canvas.tooltips.add(tip); + //prevent touch down for other listeners + for(var list : cell.get().getListeners()){ + if(list instanceof ClickListener cl){ + cl.cancel(); + } + } + return true; + } + }); + }else{ + cell.get().addListener(tip); + } + + } + } + + public static void tooltip(Cell cell, Enum key){ + String cl = key.getClass().getSimpleName().toLowerCase() + "." + key.name().toLowerCase(); + if(Core.bundle.has(cl)){ + tooltip(cell, cl); + }else{ + tooltip(cell, "lenum." + key.name()); + } + } + public void rebuild(){ targetWidth = useRows() ? 400f : 900f; float s = pane != null ? pane.getScrollPercentY() : 0f; @@ -283,13 +337,13 @@ public class LCanvas extends Table{ t.add().growX(); t.button(Icon.copy, Styles.logici, () -> { - }).padRight(6).get().tapped(this::copy); + }).size(24f).padRight(6).get().tapped(this::copy); t.button(Icon.cancel, Styles.logici, () -> { remove(); dragging = null; statements.layout(); - }); + }).size(24f); t.addListener(new InputListener(){ float lastx, lasty; diff --git a/core/src/mindustry/logic/LExecutor.java b/core/src/mindustry/logic/LExecutor.java index 29811c8205..2e636cf4cd 100644 --- a/core/src/mindustry/logic/LExecutor.java +++ b/core/src/mindustry/logic/LExecutor.java @@ -1,5 +1,6 @@ package mindustry.logic; +import arc.*; import arc.math.geom.*; import arc.struct.*; import arc.util.*; @@ -35,7 +36,8 @@ public class LExecutor{ varCounter = 0, varTime = 1, varUnit = 2, - varThis = 3; + varThis = 3, + varTick = 4; public static final int maxGraphicsBuffer = 256, @@ -60,6 +62,7 @@ public class LExecutor{ public void runOnce(){ //set time vars[varTime].numval = Time.millis(); + vars[varTick].numval = Time.time; //reset to start if(vars[varCounter].numval >= instructions.length || vars[varCounter].numval < 0){ @@ -98,6 +101,10 @@ public class LExecutor{ //region utility + private static boolean invalid(double d){ + return Double.isNaN(d) || Double.isInfinite(d); + } + public Var var(int index){ //global constants have variable IDs < 0, and they are fetched from the global constants object after being negated return index < 0 ? constants.get(-index) : vars[index]; @@ -120,12 +127,12 @@ public class LExecutor{ public double num(int index){ Var v = var(index); - return v.isobj ? v.objval != null ? 1 : 0 : Double.isNaN(v.numval) || Double.isInfinite(v.numval) ? 0 : v.numval; + return v.isobj ? v.objval != null ? 1 : 0 : invalid(v.numval) ? 0 : v.numval; } public float numf(int index){ Var v = var(index); - return v.isobj ? v.objval != null ? 1 : 0 : Double.isNaN(v.numval) || Double.isInfinite(v.numval) ? 0 : (float)v.numval; + return v.isobj ? v.objval != null ? 1 : 0 : invalid(v.numval) ? 0 : (float)v.numval; } public int numi(int index){ @@ -139,9 +146,14 @@ public class LExecutor{ public void setnum(int index, double value){ Var v = var(index); if(v.constant) return; - v.numval = Double.isNaN(value) || Double.isInfinite(value) ? 0 : value; - v.objval = null; - v.isobj = false; + if(invalid(value)){ + v.objval = null; + v.isobj = true; + }else{ + v.numval = value; + v.objval = null; + v.isobj = false; + } } public void setobj(int index, Object value){ @@ -326,17 +338,19 @@ public class LExecutor{ @Nullable public static LogicAI checkLogicAI(LExecutor exec, Object unitObj){ if(unitObj instanceof Unit unit && exec.obj(varUnit) == unit && unit.team == exec.team && !unit.isPlayer() && !(unit.controller() instanceof FormationAI)){ - if(!(unit.controller() instanceof LogicAI)){ - unit.controller(new LogicAI()); - ((LogicAI)unit.controller()).controller = exec.building(varThis); + if(unit.controller() instanceof LogicAI la){ + return la; + }else{ + var la = new LogicAI(); + la.controller = exec.building(varThis); + unit.controller(la); //clear old state unit.mineTile = null; unit.clearBuilding(); - return (LogicAI)unit.controller(); + return la; } - return (LogicAI)unit.controller(); } return null; } @@ -433,8 +447,8 @@ public class LExecutor{ } } case build -> { - if(unit.canBuild() && exec.obj(p3) instanceof Block block){ - int x = World.toTile(x1), y = World.toTile(y1); + if(state.rules.logicUnitBuild && unit.canBuild() && exec.obj(p3) instanceof Block block){ + int x = World.toTile(x1 - block.offset/tilesize), y = World.toTile(y1 - block.offset/tilesize); int rot = exec.numi(p4); //reset state of last request when necessary @@ -444,12 +458,14 @@ public class LExecutor{ ai.plan.stuck = false; } + var conf = exec.obj(p5); ai.plan.set(x, y, rot, block); - ai.plan.config = exec.obj(p5) instanceof Content c ? c : null; + ai.plan.config = conf instanceof Content c ? c : conf instanceof Building b ? b : null; unit.clearBuilding(); + Tile tile = ai.plan.tile(); - if(ai.plan.tile() != null){ + if(tile != null && !(tile.block() == block && tile.build != null && tile.build.rotation == rot)){ unit.updateBuilding = true; unit.addBuild(ai.plan); } @@ -569,7 +585,7 @@ public class LExecutor{ int address = exec.numi(position); Building from = exec.building(target); - if(from instanceof MemoryBuild mem){ + if(from instanceof MemoryBuild mem && from.team == exec.team){ exec.setnum(output, address < 0 || address >= mem.memory.length ? 0 : mem.memory[address]); } @@ -593,7 +609,7 @@ public class LExecutor{ int address = exec.numi(position); Building from = exec.building(target); - if(from instanceof MemoryBuild mem){ + if(from instanceof MemoryBuild mem && from.team == exec.team){ if(address >= 0 && address < mem.memory.length){ mem.memory[address] = exec.num(value); @@ -620,23 +636,28 @@ public class LExecutor{ Object target = exec.obj(from); Object sense = exec.obj(type); - //TODO should remote enemy buildings be senseable? + if(target == null && sense == LAccess.dead){ + exec.setnum(to, 1); + return; + } + + //note that remote units/buildings can be sensed as well if(target instanceof Senseable se){ - if(sense instanceof Content){ - exec.setnum(to, se.sense(((Content)sense))); - }else if(sense instanceof LAccess){ - Object objOut = se.senseObject((LAccess)sense); + if(sense instanceof Content co){ + exec.setnum(to, se.sense(co)); + }else if(sense instanceof LAccess la){ + Object objOut = se.senseObject(la); if(objOut == Senseable.noSensed){ //numeric output - exec.setnum(to, se.sense((LAccess)sense)); + exec.setnum(to, se.sense(la)); }else{ //object output exec.setobj(to, objOut); } } }else{ - exec.setnum(to, 0); + exec.setobj(to, null); } } } @@ -752,7 +773,7 @@ public class LExecutor{ v.objval = f.objval; v.isobj = true; }else{ - v.numval = Double.isNaN(f.numval) || Double.isInfinite(f.numval) ? 0 : f.numval; + v.numval = invalid(f.numval) ? 0 : f.numval; v.isobj = false; } } @@ -774,14 +795,17 @@ public class LExecutor{ @Override public void run(LExecutor exec){ - if(op.unary){ + if(op == LogicOp.strictEqual){ + Var v = exec.var(a), v2 = exec.var(b); + exec.setnum(dest, v.isobj == v2.isobj && ((v.isobj && v.objval == v2.objval) || (!v.isobj && v.numval == v2.numval)) ? 1 : 0); + }else if(op.unary){ exec.setnum(dest, op.function1.get(exec.num(a))); }else{ Var va = exec.var(a); Var vb = exec.var(b); if(op.objFunction2 != null && va.isobj && vb.isobj){ - //use object function if provided, and one of the variables is an object + //use object function if both are objects exec.setnum(dest, op.objFunction2.get(exec.obj(a), exec.obj(b))); }else{ //otherwise use the numeric function @@ -857,8 +881,7 @@ public class LExecutor{ //graphics on headless servers are useless. if(Vars.headless) return; - Building build = exec.building(target); - if(build instanceof LogicDisplayBuild d){ + if(exec.building(target) instanceof LogicDisplayBuild d && d.team == exec.team){ if(d.commands.size + exec.graphicsBuffer.size < maxDisplayBuffer){ for(int i = 0; i < exec.graphicsBuffer.size; i++){ d.commands.addLast(exec.graphicsBuffer.items[i]); @@ -889,6 +912,7 @@ public class LExecutor{ String strValue = v.objval == null ? "null" : v.objval instanceof String s ? s : + v.objval == Blocks.stoneWall ? "solid" : //special alias v.objval instanceof MappableContent content ? content.name : v.objval instanceof Content ? "[content]" : v.objval instanceof Building build ? build.block.name : @@ -920,8 +944,7 @@ public class LExecutor{ @Override public void run(LExecutor exec){ - Building build = exec.building(target); - if(build instanceof MessageBuild d){ + if(exec.building(target) instanceof MessageBuild d && d.team == exec.team){ d.message.setLength(0); d.message.append(exec.textBuffer, 0, Math.min(exec.textBuffer.length(), maxTextBuffer)); @@ -952,8 +975,10 @@ public class LExecutor{ Var vb = exec.var(compare); boolean cmp; - if(op.objFunction != null && (va.isobj || vb.isobj)){ - //use object function if provided, and one of the variables is an object + if(op == ConditionOp.strictEqual){ + cmp = va.isobj == vb.isobj && ((va.isobj && va.objval == vb.objval) || (!va.isobj && va.numval == vb.numval)); + }else if(op.objFunction != null && va.isobj && vb.isobj){ + //use object function if both are objects cmp = op.objFunction.get(exec.obj(value), exec.obj(compare)); }else{ cmp = op.function.get(exec.num(value), exec.num(compare)); @@ -966,5 +991,37 @@ public class LExecutor{ } } + public static class WaitI implements LInstruction{ + public int value; + + public float curTime; + public double wait; + public long frameId; + + public WaitI(int value){ + this.value = value; + } + + public WaitI(){ + + } + + @Override + public void run(LExecutor exec){ + if(curTime >= exec.num(value)){ + curTime = 0f; + }else{ + //skip back to self. + exec.var(varCounter).numval --; + } + + if(Core.graphics.getFrameId() != frameId){ + curTime += Time.delta / 60f; + frameId = Core.graphics.getFrameId(); + } + } + } + + //endregion } diff --git a/core/src/mindustry/logic/LStatement.java b/core/src/mindustry/logic/LStatement.java index ea54bd833b..dbcee427ff 100644 --- a/core/src/mindustry/logic/LStatement.java +++ b/core/src/mindustry/logic/LStatement.java @@ -15,6 +15,8 @@ import mindustry.logic.LCanvas.*; import mindustry.logic.LExecutor.*; import mindustry.ui.*; +import static mindustry.logic.LCanvas.*; + /** * A statement is an intermediate representation of an instruction, to be used mostly in UI. * Contains all relevant variable information. */ @@ -38,13 +40,18 @@ public abstract class LStatement{ //protected methods are only for internal UI layout utilities + protected void param(Cell