diff --git a/.github/workflows/pr.yml b/.github/workflows/pr.yml
index eb2dcff192..71185f740f 100644
--- a/.github/workflows/pr.yml
+++ b/.github/workflows/pr.yml
@@ -22,7 +22,7 @@ jobs:
- name: Run unit tests and build JAR
run: ./gradlew desktop:dist
- name: Upload desktop JAR for testing
- uses: actions/upload-artifact@v2
+ uses: actions/upload-artifact@v4
with:
name: Desktop JAR (zipped)
path: desktop/build/libs/Mindustry.jar
diff --git a/README.md b/README.md
index 9624632b29..30e864545c 100644
--- a/README.md
+++ b/README.md
@@ -18,7 +18,7 @@ See [CONTRIBUTING](CONTRIBUTING.md).
Bleeding-edge builds are generated automatically for every commit. You can see them [here](https://github.com/Anuken/MindustryBuilds/releases).
If you'd rather compile on your own, follow these instructions.
-First, make sure you have [JDK 16-17](https://adoptium.net/archive.html?variant=openjdk17&jvmVariant=hotspot) installed. **Other JDK versions will not work.** Open a terminal in the Mindustry directory and run the following commands:
+First, make sure you have [JDK 17](https://adoptium.net/archive.html?variant=openjdk17&jvmVariant=hotspot) installed. **Other JDK versions will not work.** Open a terminal in the Mindustry directory and run the following commands:
### Windows
@@ -53,6 +53,16 @@ To debug the application on a connected device/emulator, run `gradlew android:in
If the terminal returns `Permission denied` or `Command not found` on Mac/Linux, run `chmod +x ./gradlew` before running `./gradlew`. *This is a one-time procedure.*
+#### Where is the `mindustry.gen` package?
+
+As the name implies, `mindustry.gen` is generated *at build time* based on other code. You will not find source code for this package in the repository, and it should not be edited by hand.
+
+The following is a non-exhaustive list of the "source" of generated code in `mindustry.gen`:
+
+- `Call`, `*Packet` classes: Generated from methods marked with `@Remote`.
+- All entity classes (`Unit`, `EffectState`, `Posc`, etc): Generated from component classes in the `mindustry.entities.comp` package, and combined using definitions in `mindustry.content.UnitTypes`.
+- `Sounds`, `Musics`, `Tex`, `Icon`, etc: Generated based on files in the respective asset folders.
+
---
Gradle may take up to several minutes to download files. Be patient.
diff --git a/SERVERLIST.md b/SERVERLIST.md
index f18655ff14..bdc199602b 100644
--- a/SERVERLIST.md
+++ b/SERVERLIST.md
@@ -1,3 +1,7 @@
+# Note: Server list review is currently on pause. No new servers will be merged until v8 is released!
+
+*PRs to edit addresses of existing servers will still be accepted, although very infrequently.*
+
### Adding a server to the list
Mindustry now has a public list of servers that everyone can see and connect to.
diff --git a/android/src/mindustry/android/AndroidLauncher.java b/android/src/mindustry/android/AndroidLauncher.java
index c8175aa4f0..548f1b6078 100644
--- a/android/src/mindustry/android/AndroidLauncher.java
+++ b/android/src/mindustry/android/AndroidLauncher.java
@@ -38,7 +38,7 @@ public class AndroidLauncher extends AndroidApplication{
UncaughtExceptionHandler handler = Thread.getDefaultUncaughtExceptionHandler();
Thread.setDefaultUncaughtExceptionHandler((thread, error) -> {
- CrashSender.log(error);
+ CrashHandler.log(error);
//try to forward exception to system handler
if(handler != null){
@@ -110,6 +110,7 @@ public class AndroidLauncher extends AndroidApplication{
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
+ intent.putExtra(Intent.EXTRA_TITLE, "export." + extension);
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
diff --git a/annotations/src/main/java/mindustry/annotations/Annotations.java b/annotations/src/main/java/mindustry/annotations/Annotations.java
index 88811afca5..6aa8d5b9d9 100644
--- a/annotations/src/main/java/mindustry/annotations/Annotations.java
+++ b/annotations/src/main/java/mindustry/annotations/Annotations.java
@@ -182,18 +182,16 @@ public class Annotations{
/** A set of two booleans, one specifying server and one specifying client. */
public enum Loc{
- /** Method can only be invoked on the client from the server. */
+ /** Server only. */
server(true, false),
- /** Method can only be invoked on the server from the client. */
+ /** Client only. */
client(false, true),
- /** Method can be invoked from anywhere */
+ /** Both server and client. */
both(true, true),
/** Neither server nor client. */
none(false, false);
- /** If true, this method can be invoked ON clients FROM servers. */
public final boolean isServer;
- /** If true, this method can be invoked ON servers FROM clients. */
public final boolean isClient;
Loc(boolean server, boolean client){
@@ -222,16 +220,16 @@ public class Annotations{
@Target(ElementType.METHOD)
@Retention(RetentionPolicy.SOURCE)
public @interface Remote{
- /** Specifies the locations from which this method can be invoked. */
+ /** Specifies the locations from which this method can cause remote invocations (This -> Remote) [Default: Server -> Client]. */
Loc targets() default Loc.server;
- /** Specifies which methods are generated. Only affects server-to-client methods. */
+ /** Specifies which methods are generated. Only affects server-to-client methods (Server -> Client(s)) [Default: Server -> Client & Server -> All Clients]. */
Variant variants() default Variant.all;
- /** The local locations where this method is called locally, when invoked. */
+ /** The locations where this method is called locally, when invoked locally (This -> This) [Default: No local invocations]. */
Loc called() default Loc.none;
- /** Whether to forward this packet to all other clients upon receival. Client only. */
+ /** Whether the server should forward this packet to all other clients upon receival from a client (Client -> Server -> Other Clients). [Default: Don't Forward Client Invocations] */
boolean forward() default false;
/**
diff --git a/annotations/src/main/java/mindustry/annotations/entity/EntityProcess.java b/annotations/src/main/java/mindustry/annotations/entity/EntityProcess.java
index 3abd583158..a6b1d95d67 100644
--- a/annotations/src/main/java/mindustry/annotations/entity/EntityProcess.java
+++ b/annotations/src/main/java/mindustry/annotations/entity/EntityProcess.java
@@ -445,6 +445,7 @@ public class EntityProcess extends BaseProcessor{
MethodSpec.Builder mbuilder = MethodSpec.methodBuilder(first.name()).addModifiers(first.is(Modifier.PRIVATE) ? Modifier.PRIVATE : Modifier.PUBLIC);
//if(isFinal || entry.value.contains(s -> s.has(Final.class))) mbuilder.addModifiers(Modifier.FINAL);
if(entry.value.contains(s -> s.has(CallSuper.class))) mbuilder.addAnnotation(CallSuper.class); //add callSuper here if necessary
+ if(first.has(Nullable.class)) mbuilder.addAnnotation(Nullable.class);
if(first.is(Modifier.STATIC)) mbuilder.addModifiers(Modifier.STATIC);
mbuilder.addTypeVariables(first.typeVariables().map(TypeVariableName::get));
mbuilder.returns(first.retn());
diff --git a/build.gradle b/build.gradle
index 9bca8edb25..90e98a89dc 100644
--- a/build.gradle
+++ b/build.gradle
@@ -10,7 +10,7 @@ buildscript{
return "com.github.Anuken${localArc ? "" : ".Arc"}:$name:$arcHash"
}
}
-
+
repositories{
mavenLocal()
mavenCentral()
@@ -32,7 +32,7 @@ plugins{
allprojects{
apply plugin: 'maven-publish'
-
+
version = project.hasProperty("packageVersion") ? project.getProperty("packageVersion") : 'release'
group = 'com.github.Anuken'
@@ -89,6 +89,10 @@ allprojects{
return project.getProperties()["buildversion"]
}
+ getCommitHash = {
+ return 'git rev-parse --verify --short HEAD'.execute().text.trim()
+ }
+
getPackage = {
return project.ext.mainClassName.substring(0, project.ext.mainClassName.indexOf("desktop") - 1)
}
@@ -133,6 +137,10 @@ allprojects{
props["number"] = versionNumber
props["modifier"] = versionModifier
props["build"] = buildid
+ props["commitHash"] = "unknown"
+ if(project.hasProperty("showCommitHash")){
+ props["commitHash"] = getCommitHash()
+ }
props.store(pfile.newWriter(), "Autogenerated file. Do not modify.")
}
@@ -220,7 +228,7 @@ configure(subprojects - project(":annotations")){
tasks.withType(Javadoc){
options{
addStringOption('Xdoclint:none', '-quiet')
- addStringOption('-release', '16')
+ addStringOption('-release', '17')
encoding('UTF-8')
}
}
@@ -243,6 +251,7 @@ project(":desktop"){
implementation "com.github.Anuken:steamworks4j:$steamworksVersion"
implementation arcModule("backends:backend-sdl")
+ annotationProcessor 'com.github.Anuken:jabel:0.9.0'
}
}
@@ -253,7 +262,7 @@ project(":core"){
kapt{
javacOptions{
- option("-source", "16")
+ option("-source", "17")
option("-target", "1.8")
}
}
@@ -300,7 +309,7 @@ project(":core"){
task assetsJar(type: Jar, dependsOn: ":tools:pack"){
archiveClassifier = 'assets'
from files("assets"){
- exclude "config", "cache", "music", "sounds"
+ exclude "config", "cache", "music", "sounds", "sprites/fallback"
}
}
@@ -372,6 +381,7 @@ project(":server"){
dependencies{
implementation project(":core")
implementation arcModule("backends:backend-headless")
+ annotationProcessor 'com.github.Anuken:jabel:0.9.0'
}
}
@@ -408,6 +418,9 @@ project(":tools"){
implementation arcModule("natives:natives-desktop")
implementation arcModule("natives:natives-freetype-desktop")
implementation arcModule("backends:backend-headless")
+
+ implementation("com.google.guava:guava:33.3.1-jre")
+ annotationProcessor 'com.github.Anuken:jabel:0.9.0'
}
}
diff --git a/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad-light.png b/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad-light.png
new file mode 100644
index 0000000000..039c97f909
Binary files /dev/null and b/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad-light.png differ
diff --git a/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad-pod.png b/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad-pod.png
new file mode 100644
index 0000000000..93675a3d28
Binary files /dev/null and b/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad-pod.png differ
diff --git a/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad.png b/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad.png
new file mode 100644
index 0000000000..de14b807f8
Binary files /dev/null and b/core/assets-raw/sprites/blocks/campaign/advanced-launch-pad.png differ
diff --git a/core/assets-raw/sprites/blocks/campaign/landing-pad.png b/core/assets-raw/sprites/blocks/campaign/landing-pad.png
new file mode 100644
index 0000000000..e4c98a3db5
Binary files /dev/null and b/core/assets-raw/sprites/blocks/campaign/landing-pad.png differ
diff --git a/core/assets-raw/sprites/blocks/drills/cliff-crusher-top.png b/core/assets-raw/sprites/blocks/drills/cliff-crusher-top.png
index 3541f6e396..11b6823dcd 100644
Binary files a/core/assets-raw/sprites/blocks/drills/cliff-crusher-top.png and b/core/assets-raw/sprites/blocks/drills/cliff-crusher-top.png differ
diff --git a/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-rotator-bottom.png b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-rotator-bottom.png
new file mode 100644
index 0000000000..6799ee0e87
Binary files /dev/null and b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-rotator-bottom.png differ
diff --git a/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-rotator.png b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-rotator.png
new file mode 100644
index 0000000000..a63c5c351a
Binary files /dev/null and b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-rotator.png differ
diff --git a/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-top.png b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-top.png
new file mode 100644
index 0000000000..1a9526ac5d
Binary files /dev/null and b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher-top.png differ
diff --git a/core/assets-raw/sprites/blocks/drills/large-cliff-crusher.png b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher.png
new file mode 100644
index 0000000000..508f4e7f22
Binary files /dev/null and b/core/assets-raw/sprites/blocks/drills/large-cliff-crusher.png differ
diff --git a/core/assets-raw/sprites/blocks/environment/remove-ore.png b/core/assets-raw/sprites/blocks/environment/remove-ore.png
new file mode 100644
index 0000000000..7b9a0a91bf
Binary files /dev/null and b/core/assets-raw/sprites/blocks/environment/remove-ore.png differ
diff --git a/core/assets-raw/sprites/blocks/environment/remove-wall.png b/core/assets-raw/sprites/blocks/environment/remove-wall.png
new file mode 100644
index 0000000000..be52153748
Binary files /dev/null and b/core/assets-raw/sprites/blocks/environment/remove-wall.png differ
diff --git a/core/assets-raw/sprites/blocks/production/small-heat-redirector-glow.png b/core/assets-raw/sprites/blocks/production/small-heat-redirector-glow.png
new file mode 100644
index 0000000000..c2888ca8d9
Binary files /dev/null and b/core/assets-raw/sprites/blocks/production/small-heat-redirector-glow.png differ
diff --git a/core/assets-raw/sprites/blocks/production/small-heat-redirector-heat.png b/core/assets-raw/sprites/blocks/production/small-heat-redirector-heat.png
new file mode 100644
index 0000000000..4b75fbf11a
Binary files /dev/null and b/core/assets-raw/sprites/blocks/production/small-heat-redirector-heat.png differ
diff --git a/core/assets-raw/sprites/blocks/production/small-heat-redirector-top1.png b/core/assets-raw/sprites/blocks/production/small-heat-redirector-top1.png
new file mode 100644
index 0000000000..fe05c81d2b
Binary files /dev/null and b/core/assets-raw/sprites/blocks/production/small-heat-redirector-top1.png differ
diff --git a/core/assets-raw/sprites/blocks/production/small-heat-redirector-top2.png b/core/assets-raw/sprites/blocks/production/small-heat-redirector-top2.png
new file mode 100644
index 0000000000..4af1a77431
Binary files /dev/null and b/core/assets-raw/sprites/blocks/production/small-heat-redirector-top2.png differ
diff --git a/core/assets-raw/sprites/blocks/production/small-heat-redirector.png b/core/assets-raw/sprites/blocks/production/small-heat-redirector.png
new file mode 100644
index 0000000000..3b51f89bbc
Binary files /dev/null and b/core/assets-raw/sprites/blocks/production/small-heat-redirector.png differ
diff --git a/core/assets-raw/sprites/effects/select-arrow-small.png b/core/assets-raw/sprites/effects/select-arrow-small.png
new file mode 100644
index 0000000000..6d021c0ddb
Binary files /dev/null and b/core/assets-raw/sprites/effects/select-arrow-small.png differ
diff --git a/core/assets-raw/sprites/items/liquid-cryofluid.png b/core/assets-raw/sprites/items/liquid-cryofluid.png
index a72f3b4d62..9b6ccc900f 100644
Binary files a/core/assets-raw/sprites/items/liquid-cryofluid.png and b/core/assets-raw/sprites/items/liquid-cryofluid.png differ
diff --git a/core/assets-raw/sprites/items/liquid-oil.png b/core/assets-raw/sprites/items/liquid-oil.png
index 5af0c2531a..74199a2dbc 100644
Binary files a/core/assets-raw/sprites/items/liquid-oil.png and b/core/assets-raw/sprites/items/liquid-oil.png differ
diff --git a/core/assets-raw/sprites/items/liquid-slag.png b/core/assets-raw/sprites/items/liquid-slag.png
index 1b17f29e50..f1d604fbc6 100644
Binary files a/core/assets-raw/sprites/items/liquid-slag.png and b/core/assets-raw/sprites/items/liquid-slag.png differ
diff --git a/core/assets-raw/sprites/units/weapons/retusa-weapon.png b/core/assets-raw/sprites/units/weapons/retusa-weapon.png
new file mode 100644
index 0000000000..183907169c
Binary files /dev/null and b/core/assets-raw/sprites/units/weapons/retusa-weapon.png differ
diff --git a/core/assets-raw/sprites/units/weapons/scathe-missile-phase-cell.png b/core/assets-raw/sprites/units/weapons/scathe-missile-phase-cell.png
new file mode 100644
index 0000000000..7f4d7e4c93
Binary files /dev/null and b/core/assets-raw/sprites/units/weapons/scathe-missile-phase-cell.png differ
diff --git a/core/assets-raw/sprites/units/weapons/scathe-missile-phase.png b/core/assets-raw/sprites/units/weapons/scathe-missile-phase.png
new file mode 100644
index 0000000000..0065be21ab
Binary files /dev/null and b/core/assets-raw/sprites/units/weapons/scathe-missile-phase.png differ
diff --git a/core/assets-raw/sprites/units/weapons/scathe-missile-surge-cell.png b/core/assets-raw/sprites/units/weapons/scathe-missile-surge-cell.png
new file mode 100644
index 0000000000..7854083dfd
Binary files /dev/null and b/core/assets-raw/sprites/units/weapons/scathe-missile-surge-cell.png differ
diff --git a/core/assets-raw/sprites/units/weapons/scathe-missile-surge-split-cell.png b/core/assets-raw/sprites/units/weapons/scathe-missile-surge-split-cell.png
new file mode 100644
index 0000000000..7854083dfd
Binary files /dev/null and b/core/assets-raw/sprites/units/weapons/scathe-missile-surge-split-cell.png differ
diff --git a/core/assets-raw/sprites/units/weapons/scathe-missile-surge-split.png b/core/assets-raw/sprites/units/weapons/scathe-missile-surge-split.png
new file mode 100644
index 0000000000..22d7b4a9a6
Binary files /dev/null and b/core/assets-raw/sprites/units/weapons/scathe-missile-surge-split.png differ
diff --git a/core/assets-raw/sprites/units/weapons/scathe-missile-surge.png b/core/assets-raw/sprites/units/weapons/scathe-missile-surge.png
new file mode 100644
index 0000000000..fd05b27d08
Binary files /dev/null and b/core/assets-raw/sprites/units/weapons/scathe-missile-surge.png differ
diff --git a/core/assets/baseparts/1591381320600.msch b/core/assets/baseparts/1591381320600.msch
index 9ec53eaf98..cec83fb258 100644
--- a/core/assets/baseparts/1591381320600.msch
+++ b/core/assets/baseparts/1591381320600.msch
@@ -1,2 +1,3 @@
-mschxE
-0`{>TA*g@.Ơ=on)v쎣 AlM,S&Ns/jO1!q`K,&[R(O6E *?ʻ.>hRSɖ-TQBTP5PA(
\ No newline at end of file
+mschxE
+0D$FA(ê
+1Jb)RJaB--=mc nMX-yc5lv{T;څܓ5eMfm}7nĺDs1a}\"CMT$Q$H!qDGJ䲌"!
oȔ"210[
\ No newline at end of file
diff --git a/core/assets/baseparts/a single large power node.msch b/core/assets/baseparts/a single large power node.msch
new file mode 100644
index 0000000000..aed75d366c
--- /dev/null
+++ b/core/assets/baseparts/a single large power node.msch
@@ -0,0 +1,2 @@
+mschxA
+ F_ڴm7DraRѠ뗾ތR
rzPL8W )Ğ,z?Ls?Php;
\ No newline at end of file
diff --git a/core/assets/baseparts/a single surge tower.msch b/core/assets/baseparts/a single surge tower.msch
new file mode 100644
index 0000000000..9a59795fc4
--- /dev/null
+++ b/core/assets/baseparts/a single surge tower.msch
@@ -0,0 +1,2 @@
+mschx%A
+ @Em;D#i
m0ZS|tALS-aeV"J(yQ_W
\ No newline at end of file
diff --git a/core/assets/baseparts/atraxBaseOne.msch b/core/assets/baseparts/atraxBaseOne.msch
new file mode 100644
index 0000000000..ad42927475
Binary files /dev/null and b/core/assets/baseparts/atraxBaseOne.msch differ
diff --git a/core/assets/baseparts/battery node.msch b/core/assets/baseparts/battery node.msch
new file mode 100644
index 0000000000..fde063f02a
--- /dev/null
+++ b/core/assets/baseparts/battery node.msch
@@ -0,0 +1,4 @@
+mschx-
+@0F
)GH.fӬQ|hM.4II`ʹH[@,D
+.w
(h
+g
\ No newline at end of file
diff --git a/core/assets/baseparts/daggersBunker.msch b/core/assets/baseparts/daggersBunker.msch
new file mode 100644
index 0000000000..bdfe341eea
Binary files /dev/null and b/core/assets/baseparts/daggersBunker.msch differ
diff --git a/core/assets/baseparts/daggersBunkerFour.msch b/core/assets/baseparts/daggersBunkerFour.msch
new file mode 100644
index 0000000000..dc06504008
--- /dev/null
+++ b/core/assets/baseparts/daggersBunkerFour.msch
@@ -0,0 +1,4 @@
+mschxMQ˒0/Γq7(HqZNj"d;a?opbMH3ꞡm"<(z^3lvd*{;/T6]w:k(Z鞖~}rQ/(>YZ{PִjMSzUGiZGΜTS(E"
+h{Z9()b4J\RJk5g$J}Aўq`lzrr`sP^j\;},ʗ.FW+t
>E!JDs_F>GW̙15`#q*
+@LCBQH= C%`N~K5Zb
+xzQ7)4MizAkls
OpzɶbֻR !B%YO!xDٸoOH9(Y&D0! H?ЏVL8NمzŁAﱩܺ(桩yhj~i5<Y,tWau
\ No newline at end of file
diff --git a/core/assets/baseparts/daggersBunkerThree.msch b/core/assets/baseparts/daggersBunkerThree.msch
new file mode 100644
index 0000000000..c430d2d430
Binary files /dev/null and b/core/assets/baseparts/daggersBunkerThree.msch differ
diff --git a/core/assets/baseparts/daggersBunkerTwo.msch b/core/assets/baseparts/daggersBunkerTwo.msch
new file mode 100644
index 0000000000..c377b09aa1
Binary files /dev/null and b/core/assets/baseparts/daggersBunkerTwo.msch differ
diff --git a/core/assets/baseparts/diffGen.msch b/core/assets/baseparts/diffGen.msch
new file mode 100644
index 0000000000..526ac5a8a3
Binary files /dev/null and b/core/assets/baseparts/diffGen.msch differ
diff --git a/core/assets/baseparts/flareBaseOne.msch b/core/assets/baseparts/flareBaseOne.msch
new file mode 100644
index 0000000000..42d7616993
Binary files /dev/null and b/core/assets/baseparts/flareBaseOne.msch differ
diff --git a/core/assets/baseparts/glassCannons.msch b/core/assets/baseparts/glassCannons.msch
new file mode 100644
index 0000000000..fb402271bc
Binary files /dev/null and b/core/assets/baseparts/glassCannons.msch differ
diff --git a/core/assets/baseparts/horizonBaseOne.msch b/core/assets/baseparts/horizonBaseOne.msch
new file mode 100644
index 0000000000..1963ba1d83
Binary files /dev/null and b/core/assets/baseparts/horizonBaseOne.msch differ
diff --git a/core/assets/baseparts/impact.msch b/core/assets/baseparts/impact.msch
new file mode 100644
index 0000000000..bb82ff444a
Binary files /dev/null and b/core/assets/baseparts/impact.msch differ
diff --git a/core/assets/baseparts/impactMultiOutput.msch b/core/assets/baseparts/impactMultiOutput.msch
new file mode 100644
index 0000000000..7081a81237
Binary files /dev/null and b/core/assets/baseparts/impactMultiOutput.msch differ
diff --git a/core/assets/baseparts/impactSmall.msch b/core/assets/baseparts/impactSmall.msch
new file mode 100644
index 0000000000..3c5581102a
Binary files /dev/null and b/core/assets/baseparts/impactSmall.msch differ
diff --git a/core/assets/baseparts/pyraTurretsOne.msch b/core/assets/baseparts/pyraTurretsOne.msch
new file mode 100644
index 0000000000..47f97ce687
Binary files /dev/null and b/core/assets/baseparts/pyraTurretsOne.msch differ
diff --git a/core/assets/baseparts/sixDaggers.msch b/core/assets/baseparts/sixDaggers.msch
new file mode 100644
index 0000000000..0175e599cf
--- /dev/null
+++ b/core/assets/baseparts/sixDaggers.msch
@@ -0,0 +1,2 @@
+mschx-PKN0}NBp.X-'`%b&
+rqZz8*3Ie93~ޛ`MܩݳrwEIu h@iWo?&kԓ^i\wONFNU4AfNEBNUA+);=bGR9
Uc:֢˔$Ӹ?9iffJF6@GBkh{HN\W@Fr_1-E84#8!+l!,Č9M>5)႓ɂDԔф T/%Qe823 X'.{Ra5e]J4gs%]XA
\ No newline at end of file
diff --git a/core/assets/baseparts/sixDaggersSmall.msch b/core/assets/baseparts/sixDaggersSmall.msch
new file mode 100644
index 0000000000..b357823c3b
Binary files /dev/null and b/core/assets/baseparts/sixDaggersSmall.msch differ
diff --git a/core/assets/baseparts/sixDaggersSmallTwo.msch b/core/assets/baseparts/sixDaggersSmallTwo.msch
new file mode 100644
index 0000000000..249fdeae71
--- /dev/null
+++ b/core/assets/baseparts/sixDaggersSmallTwo.msch
@@ -0,0 +1,2 @@
+mschx-P;R0}Ŏg\Q@I%CXcF
?5]K:^v@ixA
;?1Y
\ No newline at end of file
diff --git a/core/assets/baseparts/surgeTurretsOne.msch b/core/assets/baseparts/surgeTurretsOne.msch
new file mode 100644
index 0000000000..563818a965
Binary files /dev/null and b/core/assets/baseparts/surgeTurretsOne.msch differ
diff --git a/core/assets/baseparts/thoriumReactorBaseOne.msch b/core/assets/baseparts/thoriumReactorBaseOne.msch
new file mode 100644
index 0000000000..12943a3996
Binary files /dev/null and b/core/assets/baseparts/thoriumReactorBaseOne.msch differ
diff --git a/core/assets/baseparts/thoriumReactorFort.msch b/core/assets/baseparts/thoriumReactorFort.msch
new file mode 100644
index 0000000000..39e115aee4
Binary files /dev/null and b/core/assets/baseparts/thoriumReactorFort.msch differ
diff --git a/core/assets/bundles/bundle.properties b/core/assets/bundles/bundle.properties
index 330f68c473..91a5f7ad58 100644
--- a/core/assets/bundles/bundle.properties
+++ b/core/assets/bundles/bundle.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Enabled
mod.disabled = [red]Disabled
mod.multiplayer.compatible = [gray]Multiplayer Compatible
mod.disable = Disable
+mod.version = Version:
mod.content = Content:
mod.delete.error = Unable to delete mod. File may be in use.
@@ -206,7 +207,8 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nMore difficult. Higher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended, more content.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
-completed = [accent]Completed
+campaign.difficulty = Difficulty
+completed = [accent]Researched
techtree = Tech Tree
techtree.select = Tech Tree Selection
techtree.serpulo = Serpulo
@@ -239,7 +241,7 @@ server.kicked.customClient = This server does not support custom builds. Downloa
server.kicked.gameover = Game over!
server.kicked.serverRestarting = The server is restarting.
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
-host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
+host.info = The [accent]host[] button hosts a server on the specified port.\nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] or [accent]global[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]If you want to connect to someone by IP, you would need to ask the host for their IP, which can be found by googling "my ip" from their device.
hostserver = Host Multiplayer Game
invitefriends = Invite Friends
@@ -308,13 +310,14 @@ disconnect.error = Connection error.
disconnect.closed = Connection closed.
disconnect.timeout = Timed out.
disconnect.data = Failed to load world data!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Unable to join game ([accent]{0}[]).
connecting = [accent]Connecting...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Loading world data...
server.port = Port:
-server.addressinuse = Address already in use!
server.invalidport = Invalid port number!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Error hosting server.
save.new = New Save
save.overwrite = Are you sure you want to overwrite\nthis save slot?
@@ -367,6 +370,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -511,6 +515,7 @@ wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = All
editor.default = [lightgray]
details = Details...
edit = Edit
@@ -682,7 +687,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Uncover
configure = Configure Loadout
@@ -726,22 +730,26 @@ objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
objective.destroycore = [accent]Destroy Enemy Core
objective.command = [accent]Command Units
-objective.nuclearlaunch = [accent]\u26A0 Nuclear launch detected: [lightgray]{0}
+objective.nuclearlaunch = [accent]\u26A0 Missile launch detected: [lightgray]{0}
-announce.nuclearstrike = [red]\u26A0 NUCLEAR STRIKE INBOUND \u26A0\n[lightgray]construct backup cores immediately
+announce.nuclearstrike = [red]\u26A0 MISSILE STRIKE INBOUND \u26A0\n[lightgray]construct backup cores immediately
loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Banned Blocks
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Add All
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Amount must be a number between 0 and {0}.
add = Add...
guardian = Guardian
@@ -756,6 +764,7 @@ error.mapnotfound = Map file not found!
error.io = Network I/O error.
error.any = Unknown network error.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThis will not be fixed. There is no known workaround for this issue.
weather.rain.name = Rain
weather.snowing.name = Snow
@@ -780,7 +789,9 @@ sectors.stored = Stored:
sectors.resume = Resume
sectors.launch = Launch
sectors.select = Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Rename Sector
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -808,6 +819,12 @@ threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
+
planets = Planets
planet.serpulo.name = Serpulo
@@ -829,9 +846,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -851,6 +878,20 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+
+#do not translate
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
@@ -1017,6 +1058,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1050,7 +1092,8 @@ ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
+ability.stat.shield = [stat]{0}[lightgray] max shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
@@ -1063,6 +1106,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Better Drill Required
+bar.nobatterypower = Insufficient Battery Power
bar.noresources = Missing Resources
bar.corereq = Core Base Required
bar.corefloor = Core Zone Tile Required
@@ -1071,6 +1115,7 @@ bar.drillspeed = Drill Speed: {0}/s
bar.pumpspeed = Pump Speed: {0}/s
bar.efficiency = Efficiency: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Batteries: {0}/{1}
bar.powerbalance = Power: {0}/s
bar.powerstored = Stored: {0}/{1}
bar.poweramount = Power: {0}
@@ -1081,6 +1126,7 @@ bar.capacity = Capacity: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Liquid
bar.heat = Heat
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1105,6 +1151,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}x[lightgray] frag bullets:
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}x[lightgray] pierce
bullet.infinitepierce = [stat]pierce
@@ -1113,6 +1160,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray] ammo/item
bullet.reload = [stat]{0}%[lightgray] fire rate
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores missiles
+bullet.notargetsbuildings = [stat] ignores buildings
unit.blocks = blocks
unit.blockssquared = blocks\u00B2
@@ -1129,6 +1178,7 @@ unit.minutes = mins
unit.persecond = /sec
unit.perminute = /min
unit.timesspeed = x speed
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = shield health
unit.items = items
@@ -1173,18 +1223,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Scaling
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Always Diagonal Placement
-setting.difficulty.training = Training
-setting.difficulty.easy = Easy
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Hard
-setting.difficulty.insane = Insane
-setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Display Effects
setting.destroyedblocks.name = Display Destroyed Blocks
setting.blockstatus.name = Display Block Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Save Interval
@@ -1211,11 +1256,13 @@ setting.mutemusic.name = Mute Music
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Send Anonymous Crash Reports
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Auto-Create Saves
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Player Limit
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Display Player Bubble Chat
setting.showweather.name = Show Weather Graphics
@@ -1270,6 +1317,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
@@ -1348,12 +1396,16 @@ rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Waves
-rules.airUseSpawns = Air units use spawn points
+rules.airUseSpawns = Air Units Use Spawn Points
rules.attack = Attack Mode
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI [red](WIP)
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1369,12 +1421,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wave Spacing:[lightgray] (sec)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
@@ -1396,6 +1450,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Lighting
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
@@ -1405,6 +1465,7 @@ rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1549,6 +1610,8 @@ block.graphite-press.name = Graphite Press
block.multi-press.name = Multi-Press
block.constructing = {0} [lightgray](Constructing)
block.spawn.name = Enemy Spawn
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Core: Shard
block.core-foundation.name = Core: Foundation
block.core-nucleus.name = Core: Nucleus
@@ -1711,7 +1774,10 @@ block.spectre.name = Spectre
block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Container
-block.launch-pad.name = Launch Pad
+block.launch-pad.name = Launch Pad [lightgray](Legacy)
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
+
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
@@ -1808,6 +1874,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1855,8 +1922,9 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
-block.large-plasma-bore.name = Large Plasma Bore
+block.large-plasma-bore.name = Advanced Plasma Bore
block.impact-drill.name = Impact Drill
block.eruption-drill.name = Eruption Drill
block.core-bastion.name = Core: Bastion
@@ -2008,7 +2076,7 @@ split.container = Similar to the container, units can also be transported using
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.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.
@@ -2040,7 +2108,7 @@ liquid.cryofluid.description = Used as coolant in reactors, turrets and factorie
#Erekir
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
-liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
+liquid.ozone.description = Used as fuel and an oxidizing agent in material production. Moderately explosive.
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
@@ -2089,11 +2157,15 @@ block.phase-wall.description = Protects structures from enemy projectiles, refle
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.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
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.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency. Does not stack.
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.
@@ -2155,7 +2227,9 @@ block.vault.description = Stores a large amount of items of each type. Expands s
block.container.description = Stores a small amount of items of each type. Expands storage when placed next to a core. 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.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
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.
@@ -2177,7 +2251,7 @@ block.parallax.description = Fires a tractor beam that pulls in air targets, dam
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.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate. Does not stack.
block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
@@ -2202,14 +2276,14 @@ block.repair-turret.description = Continuously repairs the closest damaged unit
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
-block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
-block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
+block.breach.description = Fires piercing bullets at enemy targets.
+block.diffuse.description = Fires bursts of bullets in a wide cone. Pushes enemy targets back.
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
-block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
-block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
+block.titan.description = Fires massive explosive artillery shells at ground targets. Requires hydrogen.
+block.afflict.description = Fires massive charged orbs of fragmentary flak. Requires heating.
block.disperse.description = Fires bursts of flak at aerial targets.
-block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
-block.scathe.description = Launches a powerful missile at ground targets over vast distances.
+block.lustre.description = Fires a continuous slow-moving single-target laser at enemy targets.
+block.scathe.description = Launches powerful missiles at ground targets over vast distances.
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
@@ -2218,10 +2292,11 @@ block.electric-heater.description = Applies heat to structures. Requires large a
block.slag-heater.description = Applies heat to structures. Requires slag.
block.phase-heater.description = Applies heat to structures. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
-block.electrolyzer.description = Converts water into hydrogen and ozone gas. Outputs resulting gases in two opposite directions, marked by corresponding colors.
+block.electrolyzer.description = Splits water into hydrogen and ozone gas. Outputs resulting gases in two opposite directions, marked by corresponding colors.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
-block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
+block.surge-crucible.description = Creates surge alloy from silicon and metals constituent in slag. Requires heat.
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
@@ -2230,6 +2305,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.\nOptionally uses hydrogen to boost efficiency.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.\nOptionally uses nitrogen to boost efficiency.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2354,6 +2430,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2602,3 +2679,30 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed color, used for line and quad markers with index zero being the first color.
+
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
\ No newline at end of file
diff --git a/core/assets/bundles/bundle_be.properties b/core/assets/bundles/bundle_be.properties
index ac22ffe05a..63169232ac 100644
--- a/core/assets/bundles/bundle_be.properties
+++ b/core/assets/bundles/bundle_be.properties
@@ -141,6 +141,7 @@ mod.enabled = [lightgray]Уключана
mod.disabled = [scarlet]Выключана
mod.multiplayer.compatible = [gray]Многакарыстальніцка-Сумяшчальна
mod.disable = Выкл.
+mod.version = Version:
mod.content = Змест:
mod.delete.error = Немагчыма выдаліць мадыфікацыю. Магчыма, файл выкарыстоўваецца.
mod.incompatiblegame = [red]Застарэлая Версія Гульні
@@ -188,6 +189,7 @@ campaign.select = Выбраць Пачатковую Кампанію
campaign.none = [lightgray]Выберыце з якой планеты пачаць.\nГэта можна змяніць ў любы час.
campaign.erekir = Навей, больш удасканаленага кантэнту. Больш лінейнае праходжанне кампаніі.\n\nБольш якасныя карты і агульны вопыт.
campaign.serpulo = Старэйшы кантэнт; класічны вопыт. Больш адкрытая.\n\nЗусім не збалансаваныя карты і механікі кампаніі. Менш удасканаленага.
+campaign.difficulty = Difficulty
completed = [accent]Завершаны
techtree = Дрэва\n Тэхналогій
techtree.select = Выбар Дрэва Тэхналогій
@@ -287,13 +289,14 @@ disconnect.error = Памылка злучэння.
disconnect.closed = Злучэнне закрыта.
disconnect.timeout = Час чакання скончыўся.
disconnect.data = Памылка пры загрузцы дадзеных свету!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Не ўдаецца далучыцца да гульні ([accent]{0}[]).
connecting = [accent]Падключэнне…
reconnecting = [accent]Перападключэнне...
connecting.data = [accent]Загрузка дадзеных свету…
server.port = Порт:
-server.addressinuse = Дадзены адрас ужо выкарыстоўваецца!
server.invalidport = Няправільны нумар порта!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [барвовы]Памылка стварэння сервера.
save.new = Новае захаванне
save.overwrite = Вы ўпэўненыя, што жадаеце перазапісаць\nгэты слот для захавання?
@@ -346,6 +349,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -488,6 +492,7 @@ waves.units.show = Паказаць Усё
wavemode.counts = колькацсь адзінак
wavemode.totals = усяго здароўя
wavemode.health = здароўе
+all = All
editor.default = [lightgray]<Па змаўчанні>
details = Падрабязнасці...
@@ -655,7 +660,6 @@ requirement.capture = Захапіць {0}
requirement.onplanet = Кантраляваць Сектар На {0}
requirement.onsector = Прызямліцца На Сектар: {0}
launch.text = Запуск
-research.multiplayer = Толькі хасты могуць даследаваць прадметы.
map.multiplayer = Толькі хасты могуць праглядаць сектары.
uncover = Раскрыць
configure = Канфігурацыя выгрузкі
@@ -701,14 +705,18 @@ loadout = Выгрузіць
resources = Рэсурсы
resources.max = Максімум Рэсурсаў
bannedblocks = Забароненыя блокі
+unbannedblocks = Unbanned Blocks
objectives = Мэты
bannedunits = Забароненыя Адзінкі
+unbannedunits = Unbanned Units
bannedunits.whitelist = Забароненыя Адзінкі Ў Белым Спісе
bannedblocks.whitelist = Забароненыя Блокі Ў Белым Спісе
addall = Дадаць всё
launch.from = Запуск Ад: [accent]{0}
launch.capacity = Ёмістасць Прадметаў Да Запуску: [accent]{0}
launch.destination = Кропка Прызначэння: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Колькасць павінна быць лікам паміж 0 і {0}.
add = Дадаць...
guardian = Вартаўнік
@@ -723,6 +731,7 @@ error.mapnotfound = Файл карты не знойдзены!
error.io = Сеткавая памылка ўводу-высновы.
error.any = Невядомая сеткавая памылка.
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Дождж
weather.snowing.name = Снег
@@ -746,7 +755,9 @@ sectors.stored = Захавана:
sectors.resume = Працягнуць
sectors.launch = Запусціць
sectors.select = Выбраць
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]нічога (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Пераназваць Сектар
sectors.enemybase = [scarlet]Варожая База
sectors.vulnerable = [scarlet]Уразлівы
@@ -772,6 +783,11 @@ threat.medium = Сярэдняя
threat.high = Высокая
threat.extreme = Экстрымальная
threat.eradication = Вынішчэнне
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Планеты
planet.serpulo.name = Серпуло
@@ -793,9 +809,19 @@ sector.fungalPass.name = Глыбковы Праход
sector.biomassFacility.name = Аб'ект Сінтэзу Біямасы
sector.windsweptIslands.name = Абветраныя Астравы
sector.extractionOutpost.name = Здабвываючы Фарпост
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Планетарны Пускавы Тэрмінал
sector.coastline.name = Берагавая Лінія
sector.navalFortress.name = Марская Крэпасць
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Аптымальнае месца каб пачаць. Нізкая варожая пагроза. Мала рэсурсаў.\nВазімце як мага болей свінца і медзі.\nІ рухайцеся далей.
sector.frozenForest.description = Нават тут, бліжэй да гор, распаўсюдзіліся споры. Ледзяныя тэмпературы не могуць утрымліваць іх заўсёды.\n\nПачніце выкарыстоўваць энергію. Пабудуйце генератары на цвёрдым паліве. Даведайцеся як выкарыстоуваць рэгенератары.
@@ -815,6 +841,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Пачатак
sector.aegis.name = Ахова
sector.lake.name = Рака
@@ -979,6 +1017,7 @@ stat.buildspeedmultiplier = Множнік Хуткасці Будоўлі
stat.reactive = Рэагуе
stat.immunities = Імунітэт
stat.healing = Аднаўленне
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Сіловое Поле
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1011,6 +1050,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1024,6 +1064,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
bar.drilltierreq = Патрабуецца свідар лепей
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Не Хапае Рэсурсаў
bar.corereq = Патрабуецца Аснова Ядра
bar.corefloor = Патрабуецца Тайлавая Зона Ядра
@@ -1032,6 +1073,7 @@ bar.drillspeed = Хуткасць бурэння: {0}/с
bar.pumpspeed = Хуткасць выкачванне: {0}/с
bar.efficiency = Эфектыўнасць: {0}%
bar.boost = Моц Узлёту: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Энергія: {0}/с
bar.powerstored = Назапашана: {0}/{1}
bar.poweramount = Энергія: {0}
@@ -1042,6 +1084,7 @@ bar.capacity = Умяшчальнасць: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Вадкасці
bar.heat = Нагрэў
+bar.cooldown = Cooldown
bar.instability = Нестабільнасць
bar.heatamount = Нагрэў: {0}
bar.heatpercent = Нагрэў: {0} ({1}%)
@@ -1066,6 +1109,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat] {0} [lightgray]аддачы
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1074,6 +1118,8 @@ bullet.healamount = [stat]{0}[lightgray] напрамкавы рамонт
bullet.multiplier = [stat]{0}[lightgray]x множнік боепрыпасаў
bullet.reload = [stat]{0}[lightgray]x хуткасць стрэльбы
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = блокі
unit.blockssquared = blocks²
@@ -1090,6 +1136,7 @@ unit.minutes = хв.
unit.persecond = /сек
unit.perminute = /хв
unit.timesspeed = x хуткасць
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = моц шчыта
unit.items = прадметаў
@@ -1134,18 +1181,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Маштаб карыстальніцкага інтэрфейсу [lightgray] (перазапусьціцца)[]
setting.uiscale.description = Каб змены ўжыліся патрабуецца перазапуск.
setting.swapdiagonal.name = Заўсёды дыяганальнае размяшчэнне
-setting.difficulty.training = Навучанне
-setting.difficulty.easy = Лёгкая
-setting.difficulty.normal = Нармальны
-setting.difficulty.hard = Складаная
-setting.difficulty.insane = Вар’яцкая
-setting.difficulty.name = Складанасць:
setting.screenshake.name = Трасяніна экрана
setting.bloomintensity.name = Інтэнсіўнасць Цвету
setting.bloomblur.name = Размыты Цвет
setting.effects.name = Эфекты
setting.destroyedblocks.name = Адлюстроўваць знішчаныя блокі
setting.blockstatus.name = Паказаць Стан Блокаў
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Пошук шляху для ўстаноўкі канвеераў
setting.sensitivity.name = Адчувальнасць кантролера
setting.saveinterval.name = Інтэрвал захавання
@@ -1172,11 +1214,13 @@ setting.mutemusic.name = Заглушыць музыку
setting.sfxvol.name = Гучнасць эфектаў
setting.mutesound.name = Заглушыць гук
setting.crashreport.name = Адпраўляць ананімныя справаздачы аб вылетах
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Аўтаматычнае стварэнне захаванняў
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Абмежаванне гульцоў
setting.chatopacity.name = Непразрыстасць чата
setting.lasersopacity.name = Непразрыстасць лазераў энергазабеспячэння
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Непразрыстасць мастоў
setting.playerchat.name = Адлюстроўваць аблокі чата над гульцамі
setting.showweather.name = Паказаць Анімацыю Надвор'я
@@ -1229,6 +1273,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Перабудаваць Рэгіён
keybind.schematic_select.name = Абраць Вобласць
keybind.schematic_menu.name = Меню Схем
@@ -1306,12 +1351,16 @@ rules.wavetimer = Інтэрвал хваляў
rules.wavesending = Адпраўка Хваль
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Хвалі
rules.airUseSpawns = Air units use spawn points
rules.attack = Рэжым атакі
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Мінімальны Размер Атраду
rules.rtsmaxsquadsize = Максімальны Размер Атраду
rules.rtsminattackweight = Мінімальная Вага Атакі
@@ -1327,12 +1376,14 @@ rules.unitcostmultiplier = Множыцель Кошту Адзінак
rules.unithealthmultiplier = Множнік здароўя баяв. адз.
rules.unitdamagemultiplier = Множнік страт баяв. адз.
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Множнік Сонечнай Энергіі
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Асноўная Колькасць Юнітаў
rules.limitarea = Абмежаваць Вобласць Мапы
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Інтэрвал хваль: [lightgray](сек)
rules.initialwavespacing = Пачатковы Інтэрвал Хваль:[lightgray] (сек)
rules.buildcostmultiplier = Множнік выдаткаў на будаўніцтва
@@ -1354,6 +1405,12 @@ rules.title.teams = Кманды
rules.title.planet = Планета
rules.lighting = Асвятленне
rules.fog = Туман Вайны
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Агонь
rules.anyenv = <Любы>
rules.explosions = Падрыўныя пашкоджанні Блока/Адзінкі
@@ -1362,6 +1419,7 @@ rules.weather = Надвор'е
rules.weather.frequency = Частата:
rules.weather.always = Заўсёды
rules.weather.duration = Працягласць:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1502,6 +1560,8 @@ block.graphite-press.name = Графітны прэс
block.multi-press.name = Мульты-прэс
block.constructing = {0} [lightgray](Будуецца)
block.spawn.name = Кропка з’яўлення ворагаў
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Ядро: «Аскепак»
block.core-foundation.name = Ядро: «Штаб»
block.core-nucleus.name = Ядро: «Атам»
@@ -1665,6 +1725,8 @@ block.meltdown.name = Іспепяліцель
block.foreshadow.name = Прадвесце
block.container.name = Кантэйнер
block.launch-pad.name = Пускавая пляцоўка
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Сегмент
block.ground-factory.name = Завод наземных адзінак
block.air-factory.name = Завод паветраных адзінак
@@ -1759,6 +1821,7 @@ block.electric-heater.name = Электрычны Награвацель
block.slag-heater.name = Шлакавы Награвацель
block.phase-heater.name = Фазавы Награвацель
block.heat-redirector.name = Перанакіроўшчык Цяпла
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Маршрутызатар Цяпла
block.slag-incinerator.name = Шлакавы Спальвальнік
block.carbide-crucible.name = Карбідны Тыгель
@@ -1806,6 +1869,7 @@ block.chemical-combustion-chamber.name = Хімічная Камера Згар
block.pyrolysis-generator.name = Генератар Піролізу
block.vent-condenser.name = Вентыляцыйны Кандэнсатар
block.cliff-crusher.name = Здрабняльнік Скал
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Плазменны Бур
block.large-plasma-bore.name = Вялікі Плазменны Бур
block.impact-drill.name = Ударная Буравая Усталёўка
@@ -2031,6 +2095,10 @@ block.phase-wall.description = Сцяна, пакрытая спецыяльны
block.phase-wall-large.description = Сцяна, пакрытая спецыяльным фазавым адлюстроўваюць складам. Адлюстроўвае большасць куль пры ўдары. \nРазмяшчаецца на некалькіх плітках.
block.surge-wall.description = Вельмі трывалы ахоўны блок. \nНакаплвае зарад пры кантакце з куляй, выпускаючы яго выпадковым чынам.
block.surge-wall-large.description = Вельмі трывалы ахоўны блок. \nНакаплвает зарад пры кантакце з куляй, выпускаючы яго выпадковым чынам. \nРазмяшчаецца на некалькіх плітках.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Маленькая дзверы. Можна адкрыць або зачыніць націскам.
block.door-large.description = Вялікая дзверы. Можна адкрыць і закрыць націскам. \nРазмяшчаецца на некалькіх плітках.
block.mender.description = Перыядычна рамантуе блокі ў непасрэднай блізкасці. Захоўвае сродкі абароны ў цэласнасці паміж хвалямі. \nОпцонально выкарыстоўвае крэмній для павелічэння далёкасці і эфектыўнасці.
@@ -2097,7 +2165,9 @@ block.vault.description = Захоўвае вялікая колькасць п
block.container.description = Захоўвае невялікая колькасць прадметаў кожнага тыпу. Блок разгрузчка можа быць выкарыстаны для здабывання прадметаў з кантэйнера.
block.unloader.description = Выгружае прадметы з любога нетранспортного блока. Тып прадмета, які неабходна выгрузіць, можна змяніць націскам.
block.launch-pad.description = Запускае партыі прадметаў без неабходнасці запуску ядра.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Маленькая, танная турэль. Карысная супраць наземных юнітаў.
block.scatter.description = Асноўная супрацьпаветраная турэль. Распыляе кавалкі свінцу або металалому на варожыя падраздзялення.
block.scorch.description = Спальваеце любых наземных ворагаў побач з ім. Высокаэфектыўны на блізкай адлегласці.
@@ -2158,6 +2228,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2170,6 +2241,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2290,6 +2362,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2509,3 +2582,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_bg.properties b/core/assets/bundles/bundle_bg.properties
index 55e4874384..1f33c1f2aa 100644
--- a/core/assets/bundles/bundle_bg.properties
+++ b/core/assets/bundles/bundle_bg.properties
@@ -12,9 +12,9 @@ link.itch.io.description = itch.io страница. Можете да свал
link.google-play.description = Свалете за Android от Google Play
link.f-droid.description = Свалете за Android от F-Droid
link.wiki.description = Официално Mindustry ръководство
-link.suggestions.description = Предложете вашата идея
+link.suggestions.description = Предложете Вашата идея
link.bug.description = Намерихте грешка? Съобщете тук
-linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
+linkopen = Този сървър Ви изпрати линк. Сигурни ли сте, че искате да го отворите?\n\n[sky]{0}
linkfail = Неуспех при отваряне на връзка!\nURL адресът е копиран в клипборда ви.
screenshot = Записана екранна снимка в {0}
screenshot.invalid = Картата е твърде голяма, възможно е да не достига памет за екранната снимка.
@@ -31,11 +31,11 @@ load.map = Карти
load.image = Графики
load.content = Съдържание
load.system = Система
-load.mod = Модифицакии
+load.mod = Модификации
load.scripts = Скриптове
be.update = Налична е актуализация:
-be.update.confirm = Изтегли я и рестартирай играта?
+be.update.confirm = Изтегляне и рестарт на играта?
be.updating = Актуализиране...
be.ignore = Игнорирай
be.noupdates = Няма намерени актуализации.
@@ -45,19 +45,19 @@ mods.browser = Списък с модове
mods.browser.selected = Избран мод
mods.browser.add = Инсталирай
mods.browser.reinstall = Преинсталирай
-mods.browser.view-releases = View Releases
-mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
+mods.browser.view-releases = Вижте издания
+mods.browser.noreleases = [scarlet]Не са открити издания\n[accent]Не бяха открити издания за тази модификация. Проверете дали хранилището на модификацията има публикувани издания.
mods.browser.latest =
-mods.browser.releases = Releases
+mods.browser.releases = Издания
mods.github.open = Сайт
-mods.github.open-release = Release Page
+mods.github.open-release = Страница на изданията
mods.browser.sortdate = Сортирай по дата
mods.browser.sortstars = Сортирай по рейтинг
schematic = Схема
schematic.add = Запази Схема...
schematics = Схеми
-schematic.search = Search schematics...
+schematic.search = Търсене из схемите...
schematic.replace = Вече съществува схема с това име. Да бъде ли заместена?
schematic.exists = Вече съществува схема с това име.
schematic.import = Внасяне на Схема...
@@ -67,30 +67,30 @@ schematic.browseworkshop = Работилница
schematic.copy = Копирай в Клипборда
schematic.copy.import = Внеси от Клипборда
schematic.shareworkshop = Сподели в Работилницата
-schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Обърни Схемата
+schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Обърни схемата
schematic.saved = Схемате беше запазена.
schematic.delete.confirm = Тази схема ще бъде напълно унищожена.
-schematic.edit = Edit Schematic
+schematic.edit = Промяна на схемата
schematic.info = {0}x{1}, {2} елемента
-schematic.disabled = [scarlet]Схемите не са достъпни[]\nНе ви е позволено да използвате Схеми на тази [accent]карта[] или [accent]сървър[].
-schematic.tags = Tags:
-schematic.edittags = Edit Tags
-schematic.addtag = Add Tag
-schematic.texttag = Text Tag
-schematic.icontag = Icon Tag
-schematic.renametag = Rename Tag
-schematic.tagged = {0} tagged
-schematic.tagdelconfirm = Delete this tag completely?
-schematic.tagexists = That tag already exists.
+schematic.disabled = [scarlet]Схемите не са достъпни[]\nНе Ви е позволено да използвате Схеми на тази [accent]карта[] или [accent]сървър[].
+schematic.tags = Етикети:
+schematic.edittags = Промяна на етикетите
+schematic.addtag = Добавяне на етикет
+schematic.texttag = Текст
+schematic.icontag = Икона
+schematic.renametag = Преименуване на етикет
+schematic.tagged = {0} етикирано
+schematic.tagdelconfirm = Да се изтрие ли този етикет?
+schematic.tagexists = Този етикет вече съществува.
stats = Статистики
-stats.wave = Waves Defeated
-stats.unitsCreated = Units Created
-stats.enemiesDestroyed = Enemies Destroyed
-stats.built = Buildings Built
-stats.destroyed = Buildings Destroyed
-stats.deconstructed = Buildings Deconstructed
-stats.playtime = Time Played
+stats.wave = Надвити вълни
+stats.unitsCreated = Създадени единици
+stats.enemiesDestroyed = Унищожени врагове
+stats.built = Построени сгради
+stats.destroyed = Унищожени сгради
+stats.deconstructed = Разглобени сгради
+stats.playtime = Време в игра
globalitems = [accent]Всички Ресурси
map.delete = Сигурни ли сте че искате да изтриете карта "[accent]{0}[]"?
@@ -98,9 +98,9 @@ level.highscore = Рекорд: [accent]{0}
level.select = Избор на ниво
level.mode = Режим на игра:
coreattack = < Ядрото е нападнато! >
-nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nпредстои унижощение
+nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nредстои унижощение
database = Енциклопедия
-database.button = Database
+database.button = База данни
savegame = Запази Игра
loadgame = Зареди Игра
joingame = Присъедини се в Игра
@@ -108,7 +108,7 @@ customgame = Персонализирана Игра
newgame = Нова Игра
none = <няма>
none.found = [lightgray]<няма намерени>
-none.inmap = [lightgray]
+none.inmap = [lightgray]<няма в карти>
minimap = Мини-карта
position = Позиция
close = Затвори
@@ -132,35 +132,36 @@ feature.unsupported = Вашето устройство не поддържа т
mods.initfailed = [red]⚠[]Mindustry претърпя срив при последното стартиране. Това вероятно е причинено от лошо поведение на някой мод.\n\nЗа да се предотврати постоянно сриване при стартиране, [red]всички модове бяха забранени.[]\n\nЗа да забраните тази опция, изключете я от [accent]Настройки->Игра->Забрани Модовете При Стартиране След Срив[].
mods = Модове
mods.none = [lightgray]Няма намерени модове!
-mods.guide = Как да създам мод?
-mods.report = Съобщи за грешка
+mods.guide = Как да създам модификация?
+mods.report = Съобщаване за грешка
mods.openfolder = Отвори Директория
mods.viewcontent = Виж Съдържание
mods.reload = Презареди
-mods.reloadexit = Играта ще се затвори, за да презареди модовете.
+mods.reloadexit = Играта ще се затвори, за да презареди модификациите.
mod.installed = [[Инсталиран]
mod.display = [gray]Мод:[orange] {0}
mod.enabled = [lightgray]Активиран
mod.disabled = [scarlet]Деактивиран
mod.multiplayer.compatible = [gray]Поддържа Мрежова Игра
mod.disable = Деактивирай
+mod.version = Version:
mod.content = Съдържание:
mod.delete.error = Неуспешно изтриване на мод. Вероятно файловете се използват.
-mod.incompatiblegame = [red]Outdated Game
-mod.incompatiblemod = [red]Incompatible
-mod.blacklisted = [red]Unsupported
-mod.unmetdependencies = [red]Unmet Dependencies
+mod.incompatiblegame = [red]Остаряла игра
+mod.incompatiblemod = [red]Несъвместимо
+mod.blacklisted = [red]Не се поддържа
+mod.unmetdependencies = [red]Зависимостите не са покрити
mod.erroredcontent = [scarlet]Грешки в Съдържанието
-mod.circulardependencies = [red]Circular Dependencies
-mod.incompletedependencies = [red]Incomplete Dependencies
-mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
-mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
-mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
-mod.missingdependencies.details = This mod is missing dependencies: {0}
-mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
-mod.circulardependencies.details = This mod has dependencies that depends on each other.
-mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
-mod.requiresversion = Requires game version: [red]{0}
+mod.circulardependencies = [red]Кръгобратни зависимости
+mod.incompletedependencies = [red]Незавършени зависимостиIncomplete Dependencies
+mod.requiresversion.details = Необходима е версия на играта: [accent]{0}[]\nВашата игра е остаряла. Тази модификация изисква по-нова версия на играта (вероятно бета/алфа издание), за да функционира.
+mod.outdatedv7.details = Тази модификация е несъвместима с последната версия на играта. Авторът трябва да я обнови и да добави [accent]minGameVersion: 136[] към своя [accent]mod.json[] файл.
+mod.blacklisted.details = Тази модификация е била поставена в черен списък, защото причинява сривове и други проблеми с тази версия на играта. Не я използвайте.
+mod.missingdependencies.details = Липсват следните зависимости за този мод: {0}
+mod.erroredcontent.details = Тази игра създаде грешки по време на зареждане. Помолете авторът да ги оправи.
+mod.circulardependencies.details = Тази модификация има зависимости, които зависят една от друга.
+mod.incompletedependencies.details = Тази модификация не може да зареди поради невалидни или липсващи зависимости: {0}.
+mod.requiresversion = Нужна е версия на играта: [red]{0}
mod.errors = Възникнаха грешки при зареждане на съдържанието.
mod.noerrorplay = [scarlet]Има грешки в някои от модовете, които използвате.[] Трябва да деактивирате тези модове или да поправите грешките преди да играете.
mod.enable = Активирай
@@ -169,7 +170,7 @@ mod.reloadrequired = [scarlet]Необходимо е рестартиране
mod.import = Вмъкни мод
mod.import.file = Вмъкни от файл
mod.import.github = Вмъкни от GitHub
-mod.jarwarn = [scarlet]JAR модовете могат да са опасни.[]\n Уверете се, че този мод e от надежден източник!
+mod.jarwarn = [scarlet]JAR модовете могат да бъдат опасни.[]\n Уверете се, че този мод e от надежден източник!
mod.item.remove = Този предмет е част от [accent] '{0}'[] мод. За да го премахнете, премахнете или забранете този мод.
mod.remove.confirm = Този мод ще бъде премахнат.
mod.author = [lightgray]Автор:[] {0}
@@ -181,22 +182,24 @@ mod.scripts.disable = Вашето устройство не поддържа м
about.button = За играта
name = Име:
noname = Трябва да изберете [accent] име на играча[].
-search = Search:
+search = Търсене:
planetmap = Глобус
launchcore = Изстреляй Ядрото
filename = Име на файл:
-unlocked = Отйлючихте нови неща!
+unlocked = Отключихте нови неща!
available = Можете да проучите нови технологии!
-unlock.incampaign = < Unlock in campaign for details >
-campaign.select = Select Starting Campaign
-campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
-campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
-campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+unlock.incampaign = < Отключете в кампанията за подробности >
+campaign.select = Изберете начална кампания
+campaign.none = [lightgray]Изберете на коя планета да започнете.\nМоже да промените решението си по всяко време.
+campaign.erekir = По-ново полирано съдържание. Напредъкът в кампанията е линеен.\n\nКартите са с по-високо качество за по-добро изживяване.
+campaign.serpulo = По-старо съдържание; класическото преживяване. По-отворена игра.\n\nВъзможно е картите и механиките на кампанията да са небалансирани и с по-ниско качество.
+campaign.difficulty = Difficulty
+
completed = [accent]Завършено
-techtree = Tech Tree
-techtree.select = Tech Tree Selection
-techtree.serpulo = Serpulo
-techtree.erekir = Erekir
+techtree = Технологичен план
+techtree.select = Избиране на технологичен план
+techtree.serpulo = Серпуло
+techtree.erekir = Ерекир
research.load = Зареди
research.discard = Захвърли
research.list = [lightgray]Проучване:
@@ -208,17 +211,17 @@ players.single = {0} играч
players.search = търси
players.notfound = [gray]няма намерени играчи
server.closing = [accent]Спиране на сървър...
-server.kicked.kick = Вие бяхте изгонен от сървъра!
+server.kicked.kick = Вие бяхте изгонени от сървъра!
server.kicked.whitelist = Нямате позволение да влезете в този сървър.
server.kicked.serverClose = Сървърът беше спрян.
-server.kicked.vote = Ти беше изгонен чрез гласуване. До скоро.
+server.kicked.vote = Бяхте изгонени чрез гласуване. До скоро.
server.kicked.clientOutdated = Остарял клиент!\nАктуализирайте играта си!
server.kicked.serverOutdated = Остарял сървър!\nПоискайте от собственика да го актуализира!
server.kicked.banned = Вие сте баннат в този сървър.
server.kicked.typeMismatch = Този сървър не е съвместим с вашата компилация.
server.kicked.playerLimit = Сървърът е пълен.\nИзчакайте някой да излезе.
-server.kicked.recentKick = Вие сте били изхвърлен наскоро.\nОпитайте отново по - късно.
-server.kicked.nameInUse = Вече има играч с\nтова име в сървъра.
+server.kicked.recentKick = Вие сте били изхвърлени наскоро.\nОпитайте отново по-късно.
+server.kicked.nameInUse = Вече има играч с\nтакова име в сървъра.
server.kicked.nameEmpty = Избрали сте невалидно име.
server.kicked.idInUse = Вие вече сте в този сървър! Не е позволено да влизате многократно.
server.kicked.customClient = Този сървър не поддържа неофициални компилации. Моля изтеглете официална версия.
@@ -229,7 +232,7 @@ host.info = Бутонът [accent]Отвори за лоцалната мреж
join.info = Тук можете да въведете [accent]IP адрес на сървър[] за да се свържете или да се присъедините към автоматично намерен сървър във вашата [accent]локална мрежа[] или [accent]публичен[] сървър.\nПоддържат се LAN и WAN мрежови игри.\n\n[lightgray]Ако искате да се свържете по IP ще трябва първо да поискате IP на собственика на сървъра, което той може да намери като напише "my ip" в Google от своята мрежа.
hostserver = Стартирай Мрежова Игра
invitefriends = Покани Приятели
-hostserver.mobile = Host Game
+hostserver.mobile = Организиране на игра
host = Отвори за Локалната Мрежа
hosting = [accent]Отваряне на сървър...
hosts.refresh = Обнови
@@ -237,10 +240,10 @@ hosts.discovering = Търсене на LAN сървъри
hosts.discovering.any = Тръсене на сървъри
server.refreshing = Обновяване на сървър
hosts.none = [lightgray]Няма намерени локални сървъри!
-host.invalid = [scarlet]Не може да се установи връска със сървъра.
+host.invalid = [scarlet]Не може да се установи връзка със сървъра.
servers.local = Локални Сървъри
-servers.local.steam = Open Games & Local Servers
+servers.local.steam = Отворени игри и локални сървъри
servers.remote = Отдалечени Сървъри
servers.global = Публични Сървъри
@@ -248,25 +251,25 @@ servers.disclaimer = Публичните сървъри [accent]не[] са п
servers.showhidden = Покажи Скритите Сървъри
server.shown = Показан
server.hidden = Скрит
-viewplayer = Viewing Player: [accent]{0}
+viewplayer = Гледате играч: [accent]{0}
trace = Проследи Играч
trace.playername = Име на играча: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = ID: [accent]{0}
-trace.language = Language: [accent]{0}
+trace.language = Език: [accent]{0}
trace.mobile = Мобилен Клиент: [accent]{0}
trace.modclient = Модифициран Клиент: [accent]{0}
trace.times.joined = Пъти участвал в игра: [accent]{0}
trace.times.kicked = Пъти изхвърлен от игра: [accent]{0}
trace.ips = IPs:
-trace.names = Names:
+trace.names = Имена:
invalidid = Невалидно ID на клиент. Съобщете за грешка.
-player.ban = Ban
-player.kick = Kick
-player.trace = Trace
-player.admin = Toggle Admin
-player.team = Change Team
+player.ban = Банване
+player.kick = Изгонване
+player.trace = Проследяване
+player.admin = Превключване на админ
+player.team = Промяна на отбора
server.bans = Банове
server.bans.none = Няма намерени баннати играчи!
server.admins = Администратори
@@ -283,26 +286,27 @@ confirmkick = Сигурни ли сте, че искате да изгонит
confirmunban = Сигурни ли сте че, искате да анулирате банването на този играч?
confirmadmin = Сигурни ли сте че, искате да направите "{0}[white]" администратор?
confirmunadmin = Сигурни ли сте че, искате да премахнете администраторските права на "{0}[white]"?
-votekick.reason = Vote-Kick Reason
-votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
+votekick.reason = Причина за изгонване
+votekick.reason.message = Сигурни ли сте, че искате да гласуване за изгонване "{0}[white]"?\nАко отговорът е да, посочете причината:
joingame.title = Присъединяване в игра
joingame.ip = IP адрес:
disconnect = Връзката беше прекъсната.
-disconnect.error = Проблем със връзката.
+disconnect.error = Проблем с връзката.
disconnect.closed = Връзката приключи.
disconnect.timeout = Загубена връзка.
disconnect.data = Грешка при зареждане на информация за света!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Неуспех при свързване към игра ([accent]{0}[]).
connecting = [accent]Свързване...
reconnecting = [accent]Повторно свързване...
connecting.data = [accent]Зареждане на информация за света...
server.port = Порт:
-server.addressinuse = Адресът вече се използва!
server.invalidport = Невалиден порт!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Грешка при стартиране на сървър.
save.new = Нов Запис
-save.overwrite = Сигурни ли сте, че искате\nда презапишете тази позиция за запиз?
-save.nocampaign = Individual save files from the campaign cannot be imported.
+save.overwrite = Сигурни ли сте, че искате\nда презапишете тази позиция за запис?
+save.nocampaign = Не може да импортирате индивидуални записи от кампанията.
overwrite = Презапиши
save.none = Не са намерени записи!
savefail = Грешка при записване на игра!
@@ -316,14 +320,14 @@ save.import = Внеси Запис
save.newslot = Име на запис:
save.rename = Преименувай
save.rename.text = Ново име:
-selectslot = Избери запис.
+selectslot = Избери запис
slot = [accent]Позиция {0}
editmessage = Редактирай Съобщение
save.corrupted = Невалиден или увреден запис!
empty = <празно>
on = Включено
off = Изключено
-save.search = Search saved games...
+save.search = Търсене на записани игри...
save.autosave = Автоматично записване: {0}
save.map = Карта: {0}
save.wave = Вълна {0}
@@ -339,18 +343,19 @@ ok = OK
open = Отвори
customize = Персонализирай правилата
cancel = Отказ
-command = Command
+command = Команда
command.queue = [lightgray][Queuing]
-command.mine = Mine
-command.repair = Repair
-command.rebuild = Rebuild
-command.assist = Assist Player
-command.move = Move
-command.boost = Boost
+command.mine = Изкопаване
+command.repair = Ремонт
+command.rebuild = Възстановяване
+command.assist = Помогни на играч
+command.move = Движение
+command.boost = Ускоряване
command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -361,7 +366,7 @@ openlink = Отвори Линк
copylink = Копирай Линк
back = Назад
max = Максимално
-objective = Map Objective
+objective = Цел на картата
crash.export = Изнеси информация за срив
crash.none = Няма намерена информация за срив.
crash.exported = Инесена информация за срив.
@@ -370,20 +375,20 @@ data.import = Внеси данните на играта
data.openfolder = Отвори директория с данни
data.exported = Данните на играта беше изнесена.
data.invalid = Това не е валиден файл с данни.
-data.import.confirm = Внасянето на външен файл с данни ще унищожи [scarlet]всички[] ваши данни.\n[accent]Това няма да може да се възстанови![]\n\nСлед като информацията се внесе играта ще се затвори.
+data.import.confirm = Внасянето на външен файл с данни ще унищожи [scarlet]всички[] Ваши данни.\n[accent]Това няма да може да се възстанови![]\n\nСлед като информацията се внесе, играта ще се затвори.
quit.confirm = Сигурни ли сте, че искате да излезете?
loading = [accent]Зареждане...
-downloading = [accent]Downloading...
+downloading = [accent]Изтегляне...
saving = [accent]Записване...
-respawn = [accent][[{0}][] за да се Върнете при Ядрото
-cancelbuilding = [accent][[{0}][] за да Изчистите Скицата
-selectschematic = [accent][[{0}][] за да Озберете+Копирате
-pausebuilding = [accent][[{0}][] за да Отложите на Строежа
-resumebuilding = [scarlet][[{0}][] за да Продължите Строежа
-enablebuilding = [scarlet][[{0}][] за да Позволите Строенето
+respawn = [accent][[{0}][] за да се върнете при Ядрото
+cancelbuilding = [accent][[{0}][] за да изчистите скицата
+selectschematic = [accent][[{0}][] за да изберете+копирате
+pausebuilding = [accent][[{0}][] за да отложите строежа
+resumebuilding = [scarlet][[{0}][] за да продължите строежа
+enablebuilding = [scarlet][[{0}][] за да позволите построяването
showui = Интерфейсът е скрит.\nНатиснете [accent][[{0}][] за да го покажете.
-commandmode.name = [accent]Command Mode
-commandmode.nounits = [no units]
+commandmode.name = [accent]Команден режим
+commandmode.nounits = [няма единици]
wave = [accent]Вълна {0}
wave.cap = [accent]Вълна {0}/{1}
wave.waiting = [lightgray]Вълна след {0}
@@ -393,7 +398,7 @@ waiting.players = Изчакване на играчи...
wave.enemies = [lightgray]{0} Оставащи врагове
wave.enemycores = [accent]{0}[lightgray] Вражески Ядра
wave.enemycore = [accent]{0}[lightgray] Вражеско Ядро
-wave.enemy = [lightgray]{0} Оставащи Врагове
+wave.enemy = [lightgray]{0} Оставащи врагове
wave.guardianwarn = Пазителят пристига след [accent]{0}[] вълни.
wave.guardianwarn.one = Пазителят пристига след [accent]{0}[] вълна.
loadimage = Зареди Изображение
@@ -401,29 +406,29 @@ saveimage = Запази Изображение
unknown = Неизвестно
custom = Персонализирано
builtin = Вградено
-map.delete.confirm = Сигурни ли сте, че искате да изтриете тази карта? Това действие няма да може да бъде отменено!
+map.delete.confirm = Сигурни ли сте, че искате да изтриете тази карта? Това действие не може да бъде отменено!
map.random = [accent]Случайна Карта
map.nospawn = Тази карта няма позиция за ядро на играча! Добавете поне едно {0} ядро от редактора на карти.
-map.nospawn.pvp = Тази карта няма достатъчно позиции за ядра на други играчи! Добавете поне едно [scarlet]неоранжево[] ядро от редактора на карти.
+map.nospawn.pvp = Тази карта няма достатъчно позиции за ядра на други играчи! Добавете поне едно [scarlet]не-оранжево[] ядро от редактора на карти.
map.nospawn.attack = Тази карта няма нито едно вражеско ядро! Добавете поне едно {0} ядро от редактора на карти.
map.invalid = Грешка при зареждане на карта: увреден или невалиден файл.
workshop.update = Обновяване на елемент
workshop.error = Грешка при изтегляне на данни от Работилницата: {0}
-map.publish.confirm = Сигурни ли сте, че искате да публикувате тази карта?\n\n[lightgray]Уверете се че сте приели EULA(Условия за използване) на Работилницата, иначе вашата карта няма да се покаже там!
+map.publish.confirm = Сигурни ли сте, че искате да публикувате тази карта?\n\n[lightgray]Уверете се че сте приели EULA (Условия за използване) на Работилницата, иначе Вашата карта няма да се покаже там!
workshop.menu = Изберете какво искате да сторите с този елемент.
workshop.info = Информация за елемент
changelog = История на промените (по избор):
-updatedesc = Overwrite Title & Description
+updatedesc = Презаписване на заглавието и описанието
eula = Steam EULA (Условия за използване на Steam)
missing = Този елемент е бил изтрит или преместен.\n[lightgray]Препратката към Работилницата беше автоматично изтрита.
publishing = [accent]Публикуване...
-publish.confirm = Сигурни ли сте, че искате да публикувате това?\n\n[lightgray]Уверете се че сте приели EULA(Условия за използване) на Работилницата, иначе вашият елемент няма да се показва там!
+publish.confirm = Сигурни ли сте, че искате да публикувате това?\n\n[lightgray]Уверете се че сте приели EULA (Условия за използване) на Работилницата, иначе Вашият елемент няма да се показва там!
publish.error = Грешка при публикуване на елемент: {0}
steam.error = Грешка при зареждане на Steam услуги.\nГрешка: {0}
-editor.planet = Planet:
-editor.sector = Sector:
-editor.seed = Seed:
-editor.cliffs = Walls To Cliffs
+editor.planet = Планета:
+editor.sector = Сектор:
+editor.seed = Семе:
+editor.cliffs = Стени към скали
editor.brush = Четка
editor.openin = Отвори в редактора
@@ -432,29 +437,30 @@ editor.oregen.info = Генериране на руди:
editor.mapinfo = Информация за картата
editor.author = Автор:
editor.description = Описание:
-editor.nodescription = Картата трябва да има описание от поне 4 символа преди да е публикувана.
+editor.nodescription = Картата трябва да има описание от поне 4 символа преди да бъде публикувана.
editor.waves = Вълни:
editor.rules = Правила:
editor.generation = Генериране:
-editor.objectives = Objectives
+editor.objectives = Задачи
editor.locales = Locale Bundles
editor.worldprocessors = World Processors
editor.worldprocessors.editname = Edit Name
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
+
editor.ingame = Редактирай в игра
-editor.playtest = Playtest
+editor.playtest = Тестване
editor.publish.workshop = Публикувай в Работилницата
editor.newmap = Нова Карта
editor.center = Център
-editor.search = Search maps...
-editor.filters = Filter Maps
-editor.filters.mode = Gamemodes:
-editor.filters.type = Map Type:
-editor.filters.search = Search In:
-editor.filters.author = Author
-editor.filters.description = Description
+editor.search = Търсене на карти...
+editor.filters = Фелтриране на карти
+editor.filters.mode = Режими на игра:
+editor.filters.type = Тип карта:
+editor.filters.search = Търсене в:
+editor.filters.author = Автор
+editor.filters.description = Описание
editor.shiftx = Shift X
editor.shifty = Shift Y
workshop = Работилница
@@ -462,52 +468,54 @@ waves.title = Вълни от нападатели
waves.remove = Премахни
waves.every = повтаряй през
waves.waves = вълна(и)
-waves.health = health: {0}%
+waves.health = здраве: {0}%
waves.perspawn = на вълна
waves.shields = броня на вълна
waves.to = до
-waves.spawn = spawn:
+waves.spawn = пускане:
waves.spawn.all =
-waves.spawn.select = Spawn Select
-waves.spawn.none = [scarlet]no spawns found in map
-waves.max = max units
+waves.spawn.select = Пускане на единици
+waves.spawn.none = [scarlet]няма открити единици на картата
+waves.max = макс. единици
waves.guardian = Пазител
waves.preview = Преглед
waves.edit = Редактирай...
-waves.random = Random
+waves.random = Случаен брой
waves.copy = Кобирай в Клипборд
waves.load = Зареди от Клипборда
waves.invalid = Клипборда съдържа невалидна информация за вълни.
waves.copied = Вълните бяха копирани.
waves.none = Няма дефинирани врагове.\nАко оставите описанието на вълните празно играта ще използва стандартния шаблон.
-waves.sort = Sort By
-waves.sort.reverse = Reverse Sort
-waves.sort.begin = Begin
-waves.sort.health = Health
-waves.sort.type = Type
-waves.search = Search waves...
-waves.filter = Unit Filter
-waves.units.hide = Hide All
-waves.units.show = Show All
+waves.sort = Сортиране чрез
+waves.sort.reverse = Обратно сортиране
+waves.sort.begin = Начало
+waves.sort.health = Здраве
+waves.sort.type = Вид
+waves.search = Търсене на вълни...
+waves.filter = Филтър за единици
+waves.units.hide = Скриване на всички
+waves.units.show = Показване на всички
#these are intentionally in lower case / тези умишлено са оставени без главни букви
wavemode.counts = бройки
wavemode.totals = общи бройки
wavemode.health = точки живот
+all = All
editor.default = [lightgray]<Стандартно>
details = Детайли...
edit = Редактирай...
-variables = Vars
+variables = Променливи
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables
+
editor.name = Име:
-editor.spawn = Създай Единица
-editor.removeunit = Премахни Единица
+editor.spawn = Създай единица
+editor.removeunit = Премахни единица
editor.teams = Отбори
editor.errorload = Грешка при зареждане на файл.
editor.errorsave = Грешка при записване на файл.
-editor.errorimage = Това е изображение, не карта.
+editor.errorimage = Това е изображение, а не карта.
editor.errorlegacy = Тази карта е твърде стара, играта вече не поддържа този формат.
editor.errornot = Този файл не е карта.
editor.errorheader = Този файл с карта е повреден или невалиден.
@@ -515,12 +523,12 @@ editor.errorname = Картата няма зададено име. Да не с
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Обнови
editor.randomize = Случайно
-editor.moveup = Move Up
-editor.movedown = Move Down
-editor.copy = Copy
+editor.moveup = Придвижи нагоре
+editor.movedown = Придвижи надолу
+editor.copy = Копирай
editor.apply = Приложи
editor.generate = Генерирай
-editor.sectorgenerate = Sector Generate
+editor.sectorgenerate = Генериране на сектор
editor.resize = Смени размера
editor.loadmap = Зареди Карта
editor.savemap = Запиши Карта
@@ -535,7 +543,7 @@ editor.importmap.description = Работи върху копие на карт
editor.importfile = Внеси файл
editor.importfile.description = Използвай карта от файл
editor.importimage = Внасяне от изображение
-editor.importimage.description = Внеси отфайл с изображение на терена
+editor.importimage.description = Внеси от файл с изображение на терена
editor.export = Изнеси...
editor.exportfile = Изнеси Файл
editor.exportfile.description = Изнеси като файл с карта
@@ -547,8 +555,8 @@ editor.unsaved = Сигурни ли сте, че искате да излезе
editor.resizemap = Преоразмери картата
editor.mapname = Име на картата:
editor.overwrite = [accent]ВНИМАНИЕ!\nТази карта презаписва друга карта.
-editor.overwrite.confirm = [scarlet]ВНИМАНИЕ![] Вече съществува карта с това име. Ако продължите ще запишете тази на нейно място. Желаете ли да продължите?\n"[accent]{0}[]"
-editor.exists = В ече съществува карта с това име.
+editor.overwrite.confirm = [scarlet]ВНИМАНИЕ![] Вече съществува карта с това име. Ако продължите, ще запишете тази на нейно място. Желаете ли да продължите?\n"[accent]{0}[]"
+editor.exists = Вече съществува карта с това име.
editor.selectmap = Изберете карта, която да заредите:
toolmode.replace = Заместване
@@ -563,14 +571,14 @@ toolmode.eraseores = Изтриване на руди
toolmode.eraseores.description = Изтрива само руди.
toolmode.fillteams = Запълване в отбори
toolmode.fillteams.description = Променя отбора, не типа на обектите, чрез запълване
-toolmode.fillerase = Fill Erase
-toolmode.fillerase.description = Erase blocks of the same type.
+toolmode.fillerase = Изпълващо изтриване
+toolmode.fillerase.description = Изтрива блокчета от същият вид.
toolmode.drawteams = Рисуване в отбори
-toolmode.drawteams.description = Променя отбора, не типа на обектите, чрез рисуване
-toolmode.underliquid = Under Liquids
-toolmode.underliquid.description = Draw floors under liquid tiles.
+toolmode.drawteams.description = Променя отбора, не типа на обектите, чрез рисуване.
+toolmode.underliquid = Под течности
+toolmode.underliquid.description = Рисува повърхности под течни полета.
-filters.empty = [lightgray]Няма избран филтър! Изберете чрез бутона отдоло.
+filters.empty = [lightgray]Няма избран филтър! Изберете чрез бутона отдолу.
filter.distort = Изкривяване
filter.noise = Шум
filter.enemyspawn = Избор на вражеска начална точка
@@ -596,20 +604,20 @@ filter.option.circle-scale = Кръгово мащабиране
filter.option.octaves = Октави
filter.option.falloff = Разпадане
filter.option.angle = Ъгъл
-filter.option.tilt = Tilt
-filter.option.rotate = Rotate
+filter.option.tilt = Наклон
+filter.option.rotate = Завърти
filter.option.amount = Количество
filter.option.block = Блок
filter.option.floor = Под
filter.option.flooronto = Целеви под
filter.option.target = Цел
-filter.option.replacement = Replacement
+filter.option.replacement = Заместване
filter.option.wall = Стена
filter.option.ore = Руда
filter.option.floor2 = Втори под
filter.option.threshold2 = Втори праг
filter.option.radius = Радиус
-filter.option.percentile = Перцентил
+filter.option.percentile = Процент
filter.option.code = Code
filter.option.loop = Loop
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
@@ -633,7 +641,7 @@ locales.addicon = Add Icon
width = Дължина:
height = Височина:
menu = Меню
-play = Играй
+play = Игра
campaign = Кампания
load = Зареди
save = Запиши
@@ -642,110 +650,114 @@ ping = Ping: {0}ms
tps = TPS: {0}
memory = Mem: {0}mb
memory2 = Mem:\n {0}mb +\n {1}mb
-language.restart = Рестартирайте вашата игра за да зареди настройките за език.
+language.restart = Рестартирайте играта, за да промените езика.
settings = Настройки
tutorial = Обучение
-tutorial.retake = Повтори Обучението
+tutorial.retake = Повтори обучението
editor = Редактор
-mapeditor = Редактор на Карта
+mapeditor = Редактор на карти
abandon = Изоставяне
abandon.text = Тази зона и всичките ѝ ресурси ще бъдат оставени на врага.
locked = Заключено
complete = [lightgray]Завършено:
requirement.wave = Стигнете вълна {0} в {1}
-requirement.core = Унищожете враженското ядро в {0}
+requirement.core = Унищожете вражеското ядро в {0}
requirement.research = Проучете {0}
requirement.produce = Произведете {0}
requirement.capture = Превземете {0}
-requirement.onplanet = Control Sector On {0}
-requirement.onsector = Land On Sector: {0}
+requirement.onplanet = Контролирайте сектор на {0}
+requirement.onsector = Кацнете върху сектор: {0}
launch.text = Изстреляй
-research.multiplayer = Само хостващият играч може да провежда изследвания.
-map.multiplayer = Само хостващият играч може да преглежда секторите.
+map.multiplayer = Само домакинът може да преглежда секторите.
uncover = Разкрий
configure = Избор на екипировка
-objective.research.name = Research
-objective.produce.name = Obtain
-objective.item.name = Obtain Item
-objective.coreitem.name = Core Item
-objective.buildcount.name = Build Count
-objective.unitcount.name = Unit Count
-objective.destroyunits.name = Destroy Units
-objective.timer.name = Timer
-objective.destroyblock.name = Destroy Block
-objective.destroyblocks.name = Destroy Blocks
-objective.destroycore.name = Destroy Core
-objective.commandmode.name = Command Mode
-objective.flag.name = Flag
-marker.shapetext.name = Shape Text
+objective.research.name = Проучване
+objective.produce.name = Събиране
+objective.item.name = Намиране на предмет
+objective.coreitem.name = Ключов предмет
+objective.buildcount.name = Брой строежи
+objective.unitcount.name = Брой единици
+objective.destroyunits.name = Унищожете единици
+objective.timer.name = Таймер
+objective.destroyblock.name = Унищожете блок
+objective.destroyblocks.name = Унищожете блокове
+objective.destroycore.name = Унищожете ядро
+objective.commandmode.name = Команден режим
+objective.flag.name = Поставете флаг
+marker.shapetext.name = Оформяне на текст
marker.point.name = Point
-marker.shape.name = Shape
-marker.text.name = Text
-marker.line.name = Line
-marker.quad.name = Quad
-marker.texture.name = Texture
-marker.background = Background
-marker.outline = Outline
-objective.research = [accent]Research:\n[]{0}[lightgray]{1}
-objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
-objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
-objective.destroyblocks = [accent]Destroy: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
-objective.item = [accent]Obtain: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
-objective.coreitem = [accent]Move into Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
-objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
-objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
-objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
-objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
-objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
-objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
-objective.destroycore = [accent]Destroy Enemy Core
-objective.command = [accent]Command Units
-objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
-announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
+marker.shape.name = Форма
+marker.text.name = Текст
+marker.line.name = Линия
+marker.quad.name = Квадрат
+marker.texture.name = Текстура
+marker.background = Фон
+marker.outline = Рамка
+objective.research = [accent]Проучете:\n[]{0}[lightgray]{1}
+objective.produce = [accent]Добийте:\n[]{0}[lightgray]{1}
+objective.destroyblock = [accent]Унищожете:\n[]{0}[lightgray]{1}
+objective.destroyblocks = [accent]Унищожете: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
+objective.item = [accent]Придобийте: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
+objective.coreitem = [accent]Пренесете в ядро:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
+objective.build = [accent]Построете: [][lightgray]{0}[]x\n{1}[lightgray]{2}
+objective.buildunit = [accent]Постройте единица: [][lightgray]{0}[]x\n{1}[lightgray]{2}
+objective.destroyunits = [accent]Унищожете: [][lightgray]{0}[]x Units
+objective.enemiesapproaching = [accent]Враговете наближават след [lightgray]{0}[]
+objective.enemyescelating = [accent]Вражеската продукция се увеличава след [lightgray]{0}[]
+objective.enemyairunits = [accent]Вражеското производство на въздушни сили започва след [lightgray]{0}[]
+objective.destroycore = [accent]Унищожете вражеско ядро
+objective.command = [accent]Командвайте единици
+objective.nuclearlaunch = [accent]⚠ Засечен е ядрен изстрел: [lightgray]{0}
+announce.nuclearstrike = [red]⚠ ЯДРЕН УДАР НАБЛИЖАВА ⚠
loadout = Екипировка
resources = Ресурси
-resources.max = Max
+resources.max = Макс.
bannedblocks = Забранени блокове
-objectives = Objectives
-bannedunits = Banned Units
-bannedunits.whitelist = Banned Units As Whitelist
-bannedblocks.whitelist = Banned Blocks As Whitelist
-addall = Добави Всички
+unbannedblocks = Unbanned Blocks
+objectives = Задачи
+bannedunits = Забранени единици
+unbannedunits = Unbanned Units
+bannedunits.whitelist = Забранени единици в бял списък
+bannedblocks.whitelist = Забранени блокчета в бял списък
+addall = Добави всички
launch.from = Изстреляй от: [accent]{0}
-launch.capacity = Launching Item Capacity: [accent]{0}
+launch.capacity = Капацитет на преносими предмети: [accent]{0}
launch.destination = Цел: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Количеството трябва да е между 0 и {0}.
add = Добави...
-guardian = Guardian
+guardian = Пазител
connectfail = [scarlet]Грешка при свързване:\n\n[accent]{0}
error.unreachable = Сървърът е недостъпен.\nТова ли е правилният адрес?
error.invalidaddress = Невалиден адрес.
-error.timedout = Времето за изчакване изтече!\nУверете се че адресът е правилен и собственикът е пренасочил правилно порта на играта!
-error.mismatch = Грешка в пакетите:\nвероятно е разминаване на версиите на клиента и сървъра.\nУверете се че клиентът и сървърът използват последната версия на Mindustry!
+error.timedout = Времето за изчакване изтече!\nУверете се, че адресът е правилен и, че собственикът е пренасочил правилно порта на играта!
+error.mismatch = Грешка в пакетите:\nВероятно е разминаване на версиите между клиента и сървъра.\nУверете се, че те използват последната версия на Mindustry!
error.alreadyconnected = Вече сте свързани.
error.mapnotfound = Не е намерен файл с карта!
error.io = Мрежова I/O грешка.
error.any = Неизвестна мрежова грешка.
error.bloom = Неуспешно инициализиране на Сияния.\nВашето устройство може да не поддържа този ефект.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Дъжд
-weather.snowing.name = Сняг
+weather.snowing.name = Snow
weather.sandstorm.name = Пясъчна буря
weather.sporestorm.name = Спорова буря
weather.fog.name = Мъгла
-campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
-campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
-sectorlist = Sectors
-sectorlist.attacked = {0} under attack
+campaign.playtime = \uf129 [lightgray]Време в този сектор: {0}
+campaign.complete = [accent]Поздравления.\n\nВрагът на {0} е надвит.\n[lightgray]Последният сектор е завладян.
+sectorlist = Сектори
+sectorlist.attacked = {0} е в опасност
sectors.unexplored = [lightgray]Неизследвано
sectors.resources = Ресурси:
sectors.production = Производство:
sectors.export = Изнеси:
-sectors.import = Import:
+sectors.import = Внеси:
sectors.time = Време:
sectors.threat = Заплаха:
sectors.wave = Вълна:
@@ -753,151 +765,181 @@ sectors.stored = Съхранени:
sectors.resume = Продължи
sectors.launch = Изстреляй
sectors.select = Избери
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]няма (Слънцето)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Преименувай Зоната
sectors.enemybase = [scarlet]Вражеска база
sectors.vulnerable = [scarlet]Уязвима
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
-sectors.underattack.nodamage = [scarlet]Uncaptured
+sectors.underattack.nodamage = [scarlet]Незавладяно
sectors.survives = [accent]Оцелява {0} вълни
sectors.go = Посети
-sector.abandon = Abandon
-sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
-sector.curcapture = Зоната превзета
-sector.curlost = Зоната загубена
-sector.missingresources = [scarlet]Недостатъчни ресурси в ядрото
+sector.abandon = Изоставяне
+sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
+sector.curcapture = Зоната е превзета
+sector.curlost = Зоната е изгубена
+sector.missingresources = [scarlet]Недостатъчно ресурси в ядрото
sector.attacked = Зона [accent]{0}[white] е под атака!
sector.lost = Зона [accent]{0}[white] беше загубена!
-sector.capture = Sector [accent]{0}[white]Captured!
+sector.capture = Sector [accent]{0}[white] Captured!
sector.capture.current = Sector Captured!
-sector.changeicon = Change Icon
-sector.noswitch.title = Unable to Switch Sectors
-sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
-sector.view = View Sector
+sector.changeicon = Промени икона
+sector.noswitch.title = Невъзможно е превключването на сектори
+sector.noswitch = Не можете да смените секторите, докато вече съществуващ сектор е под нападение.\nСектор: [accent]{0}[] на [accent]{1}[]
+sector.view = Виж сектор
threat.low = Ниска
threat.medium = Средна
threat.high = Висока
threat.extreme = Екстремна
threat.eradication = Унищожителна
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Планети
planet.serpulo.name = Серпуло
-planet.erekir.name = Erekir
+planet.erekir.name = Ерекир
planet.sun.name = Слънце
sector.impact0078.name = Сблъсък 0078
-sector.groundZero.name = Нулева точка
+sector.groundZero.name = Епицентър
sector.craters.name = Кратерите
-sector.frozenForest.name = Замръзнала Гора
+sector.frozenForest.name = Замръзнала гора
sector.ruinousShores.name = Брегови руини
sector.stainedMountains.name = Зацапаните планини
-sector.desolateRift.name = Опустял Разрив
+sector.desolateRift.name = Опустял разрив
sector.nuclearComplex.name = Ядрено-производствен комплекс
sector.overgrowth.name = Свръхрастеж
-sector.tarFields.name = Катранените Полета
-sector.saltFlats.name = Солените Равнини
-sector.fungalPass.name = Гъбеният Пролом
+sector.tarFields.name = Катранените полета
+sector.saltFlats.name = Солените равнини
+sector.fungalPass.name = Гъбеният пролом
sector.biomassFacility.name = Биосинтезиращо Съоръжение
-sector.windsweptIslands.name = Ветровитите Острови
+sector.windsweptIslands.name = Ветровитите острови
sector.extractionOutpost.name = Добивен лагер
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Терминал за космически мисии
-sector.coastline.name = Coastline
-sector.navalFortress.name = Naval Fortress
+sector.coastline.name = Крайбрежие
+sector.navalFortress.name = Крайморска крепост
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
-sector.groundZero.description = Перфектното място за започване отначало. Ниска заплаха. Ниски ресурси.\nСъбери колкото можеш мед и олово.\nПродължи напред.
-sector.frozenForest.description = Дори тук, близо до планините, спорите са се разпространили. Мразовитите температури не могат да ги задържат вечно.\n\nОвладейте електричеството. Постройте горивни генератори. Научете се да ползвате възстрановители.
-sector.saltFlats.description = На покрайнините на пустинята лежат Солените Равнини. Няма много ресурси на това място.\n\nВрагът е издигнал комплекс за съхранение на ресурси тук. Изкоренете неговото ядро. Сравнете всичко със земята.
-sector.craters.description = Събрала се е вода в този кратер, спомен от забравени войни. Възстановете региона. Съберете пясък. Помиришете метастъклото. Използвайте вода за да охлаждате вашите оръдия и свредла.
+sector.groundZero.description = Перфектното място за започване отначало. Ниска заплаха. Малко ресурси.\nСъберете колкото се може повече мед и олово.\nПродължете напред.
+sector.frozenForest.description = Дори тук, близо до планините, спорите са се разпространили. Мразовитите температури не могат да ги задържат вечно.\n\nОвладейте електричеството. Постройте горивни генератори. Научете се да ползвате възстановители.
+sector.saltFlats.description = На покрайнините на пустинята лежат Солените равнини. Няма много ресурси на това място.\n\nВрагът е издигнал комплекс за съхранение на ресурси тук. Изкоренете ядрото му. Сравнете всичко със земята.
+sector.craters.description = В този кратер се е събрала вода, спомен от забравени войни. Възстановете региона. Съберете пясък. Помиришете метастъклото. Използвайте вода за да охлаждате вашите оръдия и свредели.
sector.ruinousShores.description = Сред отпадъците е и бреговата линия. Някога тук е стояла бреговата защитна линия. Няма много следи от нея. Останали са само някои елементарни защитни механизми, всичко останало е сведено до скрап.\nПродължете разширяването навън. Преоткрийте технологията.
-sector.stainedMountains.description = По - навътре в континента се намират планините, все още незамърсени от спорите.\nИзвлечете изоставеният тита в тази зона. Научете се да го използвате.\n\nПрисъствието на врагове тук е по - високо. Не им оставяйте време да изпратят тежката артилерия.
+sector.stainedMountains.description = По-навътре в континента се намират планините, все още незамърсени от спорите.\nИзвлечете изоставеният титан в тази зона. Научете се да го използвате.\n\nПрисъствието на врагове тук е по-високо. Не им оставяйте време да изпратят тежката артилерия.
sector.overgrowth.description = Обладана от висока растителност, тази зона се намира изключително близо до източника на спорите. Врагът е установил военен лагер тук. Постройте единици модел 'Боздуган' и унищожете вражеската база.
sector.tarFields.description = Покрайнините на нефтено находище, намиращо се между планините и пустинята. Една от малкото зони с използваеми резерви на катран.\nМакар и изоставена, близо до тази зона има опасни вражески сили. Не ги подценявайте.\n\n[lightgray]Препоръчително е да проучите технология за обработка на нефт преди да започнете.
-sector.desolateRift.description = Много опасна зона. Изобилие на ресурси, но малко пространство. Висок риск от унищожение. Напуснете възможно най - скоро. Не се подлъгвайте от дългите интервали между атаките.
-sector.nuclearComplex.description = Бивш комплекс за добив и обработка на торий, от който са останали само руини.\n[lightgray]Проучете тория и многобройните му приложения.\n\nВражеското присъствие тук е многобройно и непрекъснато внимава за нападатели.
-sector.fungalPass.description = Преходна зона между високи планини и по - ниски, осеяни със спори земи. Тук врагът е разположил малка разузнавателна база.\nУнищожи я.\nИзползвайте единици модел 'Кинжал' и 'Къртица'. Унищожете двете вражески ядра.
-sector.biomassFacility.description = Това съоръжение е първоизточникът на спорите. Тук те са били проучвани и създавани за първи път.\nПроучете технологиите скрити в него. Култивирайте спори за да произвеждате гориво и пластмаси.\n\n[lightgray]След смъртта на съоръжението спорите били освободени. Нищо в местната екосистема не може да се конкурира с такъв инвазивен организъм.
-sector.windsweptIslands.description = По - нататък край бреговата линия се намира тази отдалечена верига от острови. Според някои записи тук някога е имало структури за производство на [accent]Пластаний[].\n\nОтблъснете вражеските морски войски. Подсигурете своя база на тези острови. Проучете тези фабрики.
-sector.extractionOutpost.description = Отдалечен аванпост, където врагът е разследвал технологии за пренасяне на ресурси на далечни растояния.\n\nТехнологии за транспорт на материали между зони е ключова за бъдещи действия. Унищожете вражеската база и проучете вражеските Изстрелващи площадки.
-sector.impact0078.description = Тук лежат останките от първия междузвезден транспортер, влязъл в тази система.\n\nСпасете колкото е възможно повече от останките. Проучете всяка непокътната технология.
-sector.planetaryTerminal.description = Крайна цел.\n\nТази крайбрежна база съдържа структура, създадена с цел междупланетарен транспорт на ядра, макар и само в рамките на локалната звездна система. Тази локация има изключително висока защита.\n\nИзползвайте военноморски единици. Елиминирайте врага възможно най - бързо. Проучете изстрелващата структура
-sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
-sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
-sector.onset.name = The Onset
-sector.aegis.name = Aegis
-sector.lake.name = Lake
-sector.intersect.name = Intersect
-sector.atlas.name = Atlas
-sector.split.name = Split
-sector.basin.name = Basin
-sector.marsh.name = Marsh
-sector.peaks.name = Peaks
-sector.ravine.name = Ravine
-sector.caldera-erekir.name = Caldera
-sector.stronghold.name = Stronghold
-sector.crevice.name = Crevice
-sector.siege.name = Siege
-sector.crossroads.name = Crossroads
-sector.karst.name = Karst
-sector.origin.name = Origin
-sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
-sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
-sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
-sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
-sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
-sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
-sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
-sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
-sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
-sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
-sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
-sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
-sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
-sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
-sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
-sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
-sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
+sector.desolateRift.description = Много опасна зона. Изобилие на ресурси, но малко пространство. Висок риск от унищожение. Напуснете възможно най-скоро. Не се подлъгвайте от дългите интервали между атаките.
+sector.nuclearComplex.description = Бивш комплекс за добив и обработка на торий, от който са останали само руини.\n[lightgray]Проучете тория и многобройните му приложения.\n\nВражеското присъствие тук е многобройно и непрекъснато внимава за неприятели.
+sector.fungalPass.description = Преходна зона между високи планини и по-ниски, осеяни със спори, земи. Тук врагът е разположил малка разузнавателна база.\nУнищожете я.\nИзползвайте единици модел 'Кинжал' и 'Къртица'. Унищожете двете вражески ядра.
+sector.biomassFacility.description = Това съоръжение е първоизточникът на спорите. Тук те са били проучвани и създадени за първи път.\nПроучете технологиите скрити в него. Култивирайте спори, за да произвеждате гориво и пластмаса.\n\n[lightgray]След смъртта на съоръжението спорите били освободени. Нищо в местната екосистема не може да съперничи на такъв инвазивен организъм.
+sector.windsweptIslands.description = По-нататък край бреговата линия се намира тази отдалечена верига от острови. Според някои записи, тук някога е имало структури за производство на [accent]Пластаний[].\n\nОтблъснете вражеските морски войски. Подсигурете своя база на тези острови. Проучете тези фабрики.
+sector.extractionOutpost.description = Отдалечен аванпост, където врагът е изследвал технологии за пренасяне на ресурси на далечни растояния.\n\nТехнологията за транспорт на материали между зоните е ключова за бъдещи действия. Унищожете вражеската база и проучете вражеските Изстрелващи площадки.
+sector.impact0078.description = Тук лежат останките от първия навлязал междузвезден транспортер в тази система.\n\nСпасете колкото е възможно повече. Проучете всяка непокътната технология.
+sector.planetaryTerminal.description = Крайна цел.\n\nТази крайбрежна база съдържа структура, създадена с цел междупланетарен транспорт на ядра, макар и само в рамките на локалната звездна система. Тази локация има изключително висока защита.\n\nИзползвайте военноморски единици. Елиминирайте врага възможно най-бързо. Проучете изстрелващата структура.
+sector.coastline.description = На това място са засечени останките от технология за производството на морски единици. Отблъснете вражеските атаки, завладейте този сектор и присвоете технологията.
+sector.navalFortress.description = Врагът е установил база на отдалечен, естествено укрепен остров. Унищожете базите им. Придобийте напредналата им морска технология и я проучете.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
+sector.onset.name = Началото
+sector.aegis.name = Егида
+sector.lake.name = Езеро
+sector.intersect.name = Пресичане
+sector.atlas.name = Атлас
+sector.split.name = Разрив
+sector.basin.name = Басейн
+sector.marsh.name = Тресавище
+sector.peaks.name = Върхове
+sector.ravine.name = Клисура
+sector.caldera-erekir.name = Калдера
+sector.stronghold.name = Крепост
+sector.crevice.name = Процеп
+sector.siege.name = Обсада
+sector.crossroads.name = Кръстопът
+sector.karst.name = Карст
+sector.origin.name = Произход
+sector.onset.description = Започнете овладяването на Ерекир. Събирайте ресурси, произвеждайте единици и започнете да проучвате технологии.
-status.burning.name = Горящ
-status.freezing.name = Замръзяващ
+sector.aegis.description = Този сектор съдържа депозит от волфрам.\nПроучете [accent]Пробивния свредел[], за да изкопавате този ресурс и унищожете вражеската база в района.
+sector.lake.description = Количеството слаг в този сектор значително ограничава подходящите единици. Единствено летците са възможни.\nПроучете [accent]Фабриката за кораби[] и произведете тази [accent]гъвкава[] единица час по-скоро.
+sector.intersect.description = Сканирането разкрива, че този сектор ще бъде нападнат от няколко страни веднага щом кацнете.\nРазположете защитите си и се разгърнете колкото се може по-бързо.\nЩе са Ви нужни [accent]Механизиране[] единици за тукашния суров терен.
+sector.atlas.description = Този сектор има разнообразен терен и ще са Ви нужни различни единици, за да атакувате ефективно.\nМоже да са Ви необходими подобрени единици, за да преодолеете някои от по-могъщите засечени бази на врага.\nПроучете [accent]Електролизатора[] и [accent]Фабриката за танкове[].
+sector.split.description = Този сектор има минимално вражеско присъствие и е идеален за изпробване на новата транспортна технология.
+sector.basin.description = В този сектор е засечено огромно вражеско присъствие.\nБързо направете единиците си и завладейте вражеските ядра, за да затвърдите присъствието си.
+sector.marsh.description = Този сектор изобилства от аркицит, но няма много шахти.\nИзградете [accent]Камери за химическо горене[], за да добивате електричество.
+sector.peaks.description = Планинският терен в този сектор прави повечето единици безполезни. Ще са Ви нужни летци.\nВнимавайте за вражески противовъздушни инсталации. Възможно е да обезоръжите някои от тях, ако се насочите към поддържащите им сгради.
+sector.ravine.description = В този сектор не са засечени вражески ядра, въпреки че е важен транспортен маршрут за тях. Очаквайте разнообразие от вражески сили.\nПроизведете [accent]импулсна сплав[]. Издигнете [accent]Мъчителни[] оръдия.
+sector.caldera-erekir.description = Ресурсите засечени в тази зона са разпръснати из няколко острова.\nПроучете и поставете дронове за транспорт.
+sector.stronghold.description = Големият вражески лагер в тази зона предпазва значителни залежи от [accent]торий[].\nИзползвайте го, за да произведете по-високо ниво единици и оръдия.
+sector.crevice.description = Врагът ще изпрати свирепи нападатели, за да унищожат базата Ви в този сектор.\nИзключително необходимо е да проучите [accent]карбид[] и [accent]Пиролизен генератор[], за да оцелеете.
+sector.siege.description = В този сектор има два паралелни каньона, които ще Ви тласнат в борба на два фронта.\nПроучете [accent]цианоген[], за да получите възможността да създавате още по-мощни танкове.\nВнимание: засечени са вражески далекобойни ракети. Възможно е да свалите ракетите, преди да Ви ударят.
+sector.crossroads.description = Вражеските бази в този сектор са изградени върху различни терени. Използвайте разнообразие от единици, за да се справите.\nОсвен това някои бази се пазят с щитове. Трябва да разберете откъде идва мощността им.
+sector.karst.description = Този сектор е богат на ресурси, но вероятно ще бъдете нападнат от врага веднага щом ядрото Ви кацне.\nВъзползвайте се от ресурсите и проучете [accent]фазова тъкан[].
+sector.origin.description = Последният сектор със значително вражеско присъствие.\nНищо значимо не Ви остава за проучване - съсредоточете се върху унищожаването на вражеските ядра.
+
+status.burning.name = Изгаря
+status.freezing.name = Замразен
status.wet.name = Мокър
status.muddy.name = Кален
status.melting.name = Разтопяван
status.sapped.name = Източван
-status.electrified.name = Electrified
+status.electrified.name = Наелектризиран
status.spore-slowed.name = Обрасъл в спори (забавен)
-status.tarred.name = Облят в катран
-status.overdrive.name = Overdrive
+status.tarred.name = Облян в катран
+status.overdrive.name = Свръхскорост
status.overclock.name = Ускорен
status.shocked.name = Зашеметен
status.blasted.name = Взривоопасен
status.unmoving.name = Неподвижен
-status.boss.name = Guardian
+status.boss.name = Пазител
settings.language = Език
settings.data = Данни на играта
-settings.reset = Възстанови до стандартните настройки
+settings.reset = Върни към стандартните настройки
settings.rebind = Смени
settings.resetKey = Нулирай
-settings.controls = Контроли
+settings.controls = Управление
settings.game = Игра
settings.sound = Звук
settings.graphics = Графики
settings.cleardata = Изчисти данните на играта...
settings.clear.confirm = Сигурни ли сте, че искате да изтриете данните на играта?\nСтореното не може да бъде отменено!
-settings.clearall.confirm = [scarlet]Внимание![]\nТова ще изчисти всички данни за играта, включително запазени игри, карти, отключени елементи и настройки на клавишите.\nАко натиснете 'ок' играта ще изчисти всичките си данни и автоматично ще се затвори.
+settings.clearall.confirm = [scarlet]Внимание![]\nТова ще изчисти всички данни за играта, включително запазени игри, карти, отключени елементи и настройки на клавишите.\nАко натиснете 'ок' играта ще изчисти всички данни и автоматично ще се затвори.
settings.clearsaves.confirm = Сигурни ли сте, че искате да изтриете всичките си запазени игри?
settings.clearsaves = Изчисти запазените игри
-settings.clearresearch = Изчисти Проучванията
-settings.clearresearch.confirm = Сигурни ли сте, че искате да изчистите всичките си проучвания в режим Кампания?
-settings.clearcampaignsaves = Изчисти запазените игри в Кампанията
-settings.clearcampaignsaves.confirm = Сигурни ли сте, че искате да изтриете всичките си записи от Кампанията?
+settings.clearresearch = Изчисти проучванията
+settings.clearresearch.confirm = Сигурни ли сте, че искате да изчистите всичките си проучвания от кампанията?
+settings.clearcampaignsaves = Изчисти запазените игри в кампанията
+settings.clearcampaignsaves.confirm = Сигурни ли сте, че искате да изтриете всичките си записи от кампанията?
paused = [accent]< Играта е в пауза >
clear = Изчисти
banned = [scarlet]Баннат
-unsupported.environment = [scarlet]Unsupported Environment
+unsupported.environment = [scarlet]Неподдържана среда
yes = Да
no = Не
info.title = Информация
@@ -905,45 +947,45 @@ error.title = [scarlet]Възникна грешка
error.crashtitle = Възникна грешка
unit.nobuild = [scarlet]Единицата не може да строи
lastaccessed = [lightgray]Последно достъпван: {0}
-lastcommanded = [lightgray]Last Commanded: {0}
+lastcommanded = [lightgray]Последно командван: {0}
block.unknown = [lightgray]???
-stat.showinmap =
+stat.showinmap = <заредете карта, за да се покаже>
stat.description = Предназначение
stat.input = Вход
stat.output = Изход
-stat.maxefficiency = Max Efficiency
+stat.maxefficiency = Макс. ефикасност
stat.booster = Двигатели
stat.tiles = Необходим терен
stat.affinities = Афинитети
stat.opposites = Противоположности
-stat.powercapacity = Електрически Капацитет
-stat.powershot = Електроенергия/Изтрел
+stat.powercapacity = Електрически капацитет
+stat.powershot = Електроенергия/Изстрел
stat.damage = Щети
-stat.targetsair = Напада по Въздух
-stat.targetsground = Напада по Земя
-stat.itemsmoved = Скорост на Движение
+stat.targetsair = Напада по въздух
+stat.targetsground = Напада по земя
+stat.itemsmoved = Скорост на движение
stat.launchtime = Време между изстрелванията
stat.shootrange = Обхват
stat.size = Размер
-stat.displaysize = Размер на Екрана
-stat.liquidcapacity = Капацитет на Течности
-stat.powerrange = Обхват на Електроенергията
+stat.displaysize = Размер на екрана
+stat.liquidcapacity = Капацитет на течности
+stat.powerrange = Обхват на електроенергията
stat.linkrange = Обхват на връзката
stat.instructions = Инструкции
stat.powerconnections = Максимален брой връзки
stat.poweruse = Консумация на електроенергия
-stat.powerdamage = Електроенергия/Щета
+stat.powerdamage = Електро-енергия/Щета
stat.itemcapacity = Ресурсен капацитет
stat.memorycapacity = Капацитет на паметта
stat.basepowergeneration = Основно производство на енергия
stat.productiontime = Време за производство
stat.repairtime = Време за пълна поправка на блок
-stat.repairspeed = Repair Speed
+stat.repairspeed = Скорост на поправяне
stat.weapons = Оръжия
stat.bullet = Муниции
-stat.moduletier = Module Tier
-stat.unittype = Unit Type
+stat.moduletier = Ниво на модул
+stat.unittype = Вид единица
stat.speedincrease = Ускорение
stat.range = Обхват
stat.drilltier = Изкопаеми ресурси
@@ -968,81 +1010,85 @@ stat.lightningdamage = Щети от светкавица
stat.flammability = Възпламенимост
stat.radioactivity = Радиоактивност
stat.charge = Заряд
-stat.heatcapacity = Топлинен Капацитет
+stat.heatcapacity = Топлинен капацитет
stat.viscosity = Вискозитет (гъстота)
stat.temperature = Температура
stat.speed = Скорост
stat.buildspeed = Скорост на изграждане
stat.minespeed = Скорост на добив
stat.minetier = Ниво на добив
-stat.payloadcapacity = Товарен Капацитет
+stat.payloadcapacity = Товарен капацитет
stat.abilities = Способности
stat.canboost = Може да ускорява
stat.flying = Летящ
-stat.ammouse = Употребе на Боеприпаси
-stat.ammocapacity = Ammo Capacity
-stat.damagemultiplier = Множител на Щети
-stat.healthmultiplier = Множител на Точки живот
-stat.speedmultiplier = Множител на Скорост
-stat.reloadmultiplier = Множител на Презареждане
+stat.ammouse = Употреба на боеприпаси
+stat.ammocapacity = Муниции
+stat.damagemultiplier = Множител на щети
+stat.healthmultiplier = Множител на точки живот
+stat.speedmultiplier = Множител на скорост
+stat.reloadmultiplier = Множител на презареждане
stat.buildspeedmultiplier = Множител на скорост за изграждане
stat.reactive = Реагира
-stat.immunities = Immunities
-stat.healing = Healing
+stat.immunities = Имунитет
+stat.healing = Лечение
+stat.efficiency = [stat]{0}% Efficiency
-ability.forcefield = Енергийно Поле
-ability.forcefield.description = Projects a force shield that absorbs bullets
-ability.repairfield = Възстановяващо Поле
-ability.repairfield.description = Repairs nearby units
-ability.statusfield = Подсилващо Поле
-ability.statusfield.description = Applies a status effect to nearby units
-ability.unitspawn = Factory
-ability.unitspawn.description = Constructs units
-ability.shieldregenfield = Възстановяващо броня Поле
-ability.shieldregenfield.description = Regenerates shields of nearby units
+ability.forcefield = Енергийно поле
+ability.forcefield.description = Проектира силово поле, което поглъща куршуми
+ability.repairfield = Възстановяващо поле
+ability.repairfield.description = Поправя околните единици
+ability.statusfield = Подсилващо поле
+ability.statusfield.description = Има определен ефект върху околните единици
+ability.unitspawn = Фабрика
+ability.unitspawn.description = Произвежда единици
+ability.shieldregenfield = Щитово поле
+ability.shieldregenfield.description = Възстановява щитовете на околните единици
ability.movelightning = Подвижна светкавица
-ability.movelightning.description = Releases lightning while moving
-ability.armorplate = Armor Plate
-ability.armorplate.description = Reduces damage taken while shooting
-ability.shieldarc = Shield Arc
-ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
-ability.suppressionfield = Regen Suppression Field
-ability.suppressionfield.description = Stops nearby repair buildings
-ability.energyfield = Energy Field
-ability.energyfield.description = Zaps nearby enemies
-ability.energyfield.healdescription = Zaps nearby enemies and heals allies
-ability.regen = Regeneration
-ability.regen.description = Regenerates own health over time
-ability.liquidregen = Liquid Absorption
-ability.liquidregen.description = Absorbs liquid to heal itself
-ability.spawndeath = Death Spawns
-ability.spawndeath.description = Releases units on death
-ability.liquidexplode = Death Spillage
-ability.liquidexplode.description = Spills liquid on death
-ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
-ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
-ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
-ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
-ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
-ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.movelightning.description = Отприщва светкавици, докато се движи
+ability.armorplate = Бронирани плочи
+ability.armorplate.description = Намалява вредата, която единицата претърпява, докато стреля
+ability.shieldarc = Щит-дъга
+ability.shieldarc.description = Проектира силово поле в дъга, която поглъща куршуми
+ability.suppressionfield = Потискащо поле
+ability.suppressionfield.description = Спира поправката на околните сгради
+ability.energyfield = Енергийно поле
+ability.energyfield.description = Удря с ток близките врагове
+ability.energyfield.healdescription = Удря с ток близките врагове и лекува приятелските единици
+ability.regen = Регенерация
+ability.regen.description = Възстановява здравето си с течение на времето
+ability.liquidregen = Попивателни свойства
+ability.liquidregen.description = Поглъща течност, за да се лекува
+ability.spawndeath = Малък подарък
+ability.spawndeath.description = Пуска единици, когато загине
+ability.liquidexplode = Разливане
+ability.liquidexplode.description = Разлива течността си, когато загине
+ability.stat.firingrate = [stat]{0}/в сек.[lightgray] скорост на огъня
+ability.stat.regen = [stat]{0}[lightgray] здраве/сек.
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
+ability.stat.shield = [stat]{0}[lightgray] щит
+ability.stat.repairspeed = [stat]{0}/в сек.[lightgray] скорост на поправка
+ability.stat.slurpheal = [stat]{0}[lightgray] здраве/количество течност
+ability.stat.cooldown = [stat]{0} в сек.[lightgray] презареждане
+ability.stat.maxtargets = [stat]{0}[lightgray] макс. мишени
+ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] еднакво количество поправка
+ability.stat.damagereduction = [stat]{0}%[lightgray] намаляване на вредата
+ability.stat.minspeed = [stat]{0} полета/в сек.[lightgray] мин. скорост
+ability.stat.duration = [stat]{0} в сек.[lightgray] продължителност
+ability.stat.buildtime = [stat]{0} в сек.[lightgray] време за строеж
-bar.onlycoredeposit = Only Core Depositing Allowed
+bar.onlycoredeposit = Доставянето е разрешено само до ядрото
-bar.drilltierreq = Необходимо е по-добро Свредло
-bar.noresources = Недостатъчни Ресурси
-bar.corereq = Необходимо е Ядро за основа
-bar.corefloor = Core Zone Tile Required
-bar.cargounitcap = Cargo Unit Cap Reached
+bar.drilltierreq = Необходимо е по-добро свредло
+bar.nobatterypower = Insufficient Battery Power
+bar.noresources = Недостатъчно ресурси
+bar.corereq = Необходимо е ядро за основа
+bar.corefloor = Необходимо е поле за ядрото
+bar.cargounitcap = Капацитета на преносвачите е достигнат
bar.drillspeed = Скорост на свредлото: {0}/сек
bar.pumpspeed = Скорост на помпата: {0}/сек
bar.efficiency = Ефективност: {0}%
bar.boost = Усилване: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Електроенергия: {0}/сек
bar.powerstored = Съхранена енергия: {0}/{1}
bar.poweramount = Електроенергия: {0}
@@ -1053,16 +1099,17 @@ bar.capacity = Капацитет: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Течност
bar.heat = Топлина
-bar.instability = Instability
-bar.heatamount = Heat: {0}
-bar.heatpercent = Heat: {0} ({1}%)
+bar.cooldown = Cooldown
+bar.instability = Нестабилност
+bar.heatamount = Горещина: {0}
+bar.heatpercent = Горещина: {0} ({1}%)
bar.power = Електроенергия
bar.progress = Напредък в производството
-bar.loadprogress = Progress
-bar.launchcooldown = Launch Cooldown
+bar.loadprogress = Напредък
+bar.launchcooldown = Презареждане на изстрела
bar.input = Вход
bar.output = Изход
-bar.strength = [stat]{0}[lightgray]x strength
+bar.strength = [stat]{0}[lightgray]x сила
units.processorcontrol = [lightgray]Контролиран от процесор
@@ -1070,37 +1117,41 @@ bullet.damage = [stat]{0}[lightgray] щети
bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета
bullet.incendiary = [stat]Подпалване
bullet.homing = [stat]Самонасочване
-bullet.armorpierce = [stat]armor piercing
-bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
-bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
-bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
-bullet.frags = [stat]{0}[lightgray]x frag bullets:
+bullet.armorpierce = [stat]Пробождане на броня
+bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
+bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
+bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал:
+bullet.frags = [stat]{0}[lightgray]x фрагменти:
bullet.lightning = [stat]{0}[lightgray]x светкавица ~ [stat]{1}[lightgray] щети
bullet.buildingdamage = [stat]{0}%[lightgray] щети на сгради
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] отблъскване
bullet.pierce = [stat]{0}[lightgray]x пробождане
bullet.infinitepierce = [stat]пробождане
bullet.healpercent = [stat]{0}[lightgray]% възстановяване
-bullet.healamount = [stat]{0}[lightgray] direct repair
+bullet.healamount = [stat]{0}[lightgray] директна поправка
bullet.multiplier = [stat]{0}[lightgray]x множител на боеприпаси
bullet.reload = [stat]{0}[lightgray]x скорост на стрелба
-bullet.range = [stat]{0}[lightgray] tiles range
+bullet.range = [stat]{0}[lightgray] обхват
+bullet.notargetsmissiles = [stat] ignores missiles
+bullet.notargetsbuildings = [stat] ignores buildings
-unit.blocks = блока
+unit.blocks = блокове
unit.blockssquared = блока²
unit.powersecond = електричество/секунда
-unit.tilessecond = tiles/second
+unit.tilessecond = полета/секунда
unit.liquidsecond = течност/секунда
unit.itemssecond = предмети/секунда
unit.liquidunits = течност
unit.powerunits = електричество
-unit.heatunits = heat units
+unit.heatunits = единици горещина
unit.degrees = градуси
unit.seconds = секунди
unit.minutes = минути
unit.persecond = /сек
unit.perminute = /мин
unit.timesspeed = x скорост
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = здравина на щита
unit.items = предмети
@@ -1116,274 +1167,288 @@ category.liquids = Течности
category.items = Предмети
category.crafting = Вход/Изход
category.function = Функционалност
-category.optional = Допълнителни Подобрения
-setting.alwaysmusic.name = Always Play Music
-setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
-setting.skipcoreanimation.name = Skip Core Launch/Land Animation
-setting.landscape.name = Заключване на Пейзажа
+category.optional = Допълнителни подобрения
+setting.alwaysmusic.name = Нека има музика
+setting.alwaysmusic.description = Когато тази опция е включена, музиката винаги ще продължава.\nИзключите ли опцията, музиката ще се задейства през неопределен интервал от време.
+setting.skipcoreanimation.name = Пропускане на анимацията на ядрото при изстрел/кацане
+setting.landscape.name = Заключване на пейзажа
setting.shadows.name = Сенки
-setting.blockreplace.name = Автоматични Предложения за Блокове
-setting.linear.name = Линейно Филтриране
+setting.blockreplace.name = Автоматични предложения за блокове
+setting.linear.name = Линейно филтриране
setting.hints.name = Съвети
-setting.logichints.name = Логически Съвети
+setting.logichints.name = Логически съвети
setting.backgroundpause.name = Пауза при загуба на фокус
-setting.buildautopause.name = Автоматична Пауза на Изграждането
-setting.doubletapmine.name = Двоен Клик за Добив на Ресурс
-setting.commandmodehold.name = Hold For Command Mode
-setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
+setting.buildautopause.name = Автоматична пауза на изграждането
+setting.doubletapmine.name = Двоен клик за добив на ресурс
+setting.commandmodehold.name = Задържане за команден режим
+setting.distinctcontrolgroups.name = Ограничаване на контролните групи за една единица
setting.modcrashdisable.name = Забрани Модовете При Стартиране След Срив
-setting.animatedwater.name = Анимирани Повърхности
-setting.animatedshields.name = Анимирани Щитове
-setting.playerindicators.name = Индикатори на играчите
-setting.indicators.name = Индикатори на враговете
-setting.autotarget.name = Автоматичен Прицел
-setting.keyboard.name = Контроли: Мишка и Клавиатура
-setting.touchscreen.name = Контроли: Тъчскрийн
+setting.animatedwater.name = Анимирани повърхности
+setting.animatedshields.name = Анимирани щитове
+setting.playerindicators.name = Индикатори за играчите
+setting.indicators.name = Индикатори за враговете
+setting.autotarget.name = Автоматичен прицел
+setting.keyboard.name = Управление: мишка/клавиатура
+setting.touchscreen.name = Управление: тъчскрийн
setting.fpscap.name = Максимални FPS
setting.fpscap.none = Няма
setting.fpscap.text = {0} FPS
-setting.uiscale.name = Размер на Интерфейсът[lightgray] (изисква рестарт)[]
-setting.uiscale.description = Restart required to apply changes.
-setting.swapdiagonal.name = Винаги Диагонално Поставяне
-setting.difficulty.training = Тренировка
-setting.difficulty.easy = Лесно
-setting.difficulty.normal = Нормално
-setting.difficulty.hard = Трудно
-setting.difficulty.insane = Безумно
-setting.difficulty.name = Трудност:
-setting.screenshake.name = Клатене на Екрата
-setting.bloomintensity.name = Bloom Intensity
-setting.bloomblur.name = Bloom Blur
-setting.effects.name = Показвай Ефекти
-setting.destroyedblocks.name = Показвай Унищожени Блокове
-setting.blockstatus.name = Показвай Статус на Блоковете
-setting.conveyorpathfinding.name = Намиране на Валидна Пътека при Поставяне на Транспортери
-setting.sensitivity.name = Чувствителност на Контролера
-setting.saveinterval.name = Време Между Автоматичен Запис
+setting.uiscale.name = Размер на интерфейса[lightgray] (изисква рестарт)[]
+setting.uiscale.description = Нужен е рестарт, за да се приложат промените.
+setting.swapdiagonal.name = Винаги диагонално поставяне
+setting.screenshake.name = Клатене на екрана
+setting.bloomintensity.name = Интензитет на сиянията
+setting.bloomblur.name = Замъгляване на сияние
+setting.effects.name = Показвай ефекти
+setting.destroyedblocks.name = Показвай унищожени блокове
+setting.blockstatus.name = Показвай статуса на блоковете
+setting.displayselection.name = Display Block Configs on Hover
+setting.conveyorpathfinding.name = Намиране на валидна пътека при поставяне на транспортери
+setting.sensitivity.name = Чувствителност на контролера
+setting.saveinterval.name = Време между автоматичен запис
setting.seconds = {0} секунди
setting.milliseconds = {0} милисекунди
-setting.fullscreen.name = Цял Екран
-setting.borderlesswindow.name = Прозорец без Рамка[lightgray] (може да изисква рестарт)
-setting.borderlesswindow.name.windows = Borderless Fullscreen
-setting.borderlesswindow.description = Restart may be required to apply changes.
-setting.fps.name = Показвай FPS & Ping
-setting.console.name = Enable Console
-setting.smoothcamera.name = Гладка Камера
+setting.fullscreen.name = Цял екран
+setting.borderlesswindow.name = Прозорец без рамка[lightgray] (може да изисква рестарт)
+setting.borderlesswindow.name.windows = Цял екран без рамка
+setting.borderlesswindow.description = Може да е нужен рестарт, за да се приложат промените.
+setting.fps.name = Показвай FPS & пинг
+setting.console.name = Включване на конзолата
+setting.smoothcamera.name = Гладка камера
setting.vsync.name = Вертикална синхронизация (VSync)
-setting.pixelate.name = Пикселизирай
-setting.minimap.name = Показвай Мини-Карта
-setting.coreitems.name = Показвай Ресурсите в Ядрото
-setting.position.name = Показвай Позиция на Играч
-setting.mouseposition.name = Show Mouse Position
-setting.musicvol.name = Сила на Звука
-setting.atmosphere.name = Показвай Атмосферата на Планетата
-setting.drawlight.name = Draw Darkness/Lighting
-setting.ambientvol.name = Сила на Звука на Околната Среда
-setting.mutemusic.name = Заглуши Музиката
-setting.sfxvol.name = Сила на Звуковите Ефекти
-setting.mutesound.name = Заглуши Звука
-setting.crashreport.name = ИЗпращай Анонимни Отчети за Сривове
-setting.savecreate.name = Автоматични Записи
+setting.pixelate.name = Пикселизация
+setting.minimap.name = Показвай мини-карта
+setting.coreitems.name = Показвай ресурсите в ядрото
+setting.position.name = Показвай позицията на играча
+setting.mouseposition.name = Показвай позицията на мишката
+setting.musicvol.name = Сила на звука
+setting.atmosphere.name = Показвай атмосферата на планетата
+setting.drawlight.name = Начертаване на мрак/светлина
+setting.ambientvol.name = Сила на звука на околната среда
+setting.mutemusic.name = Заглуши музиката
+setting.sfxvol.name = Сила на звуковите ефекти
+setting.mutesound.name = Заглуши звука
+setting.crashreport.name = Изпращай анонимни отчети за сривове
+setting.communityservers.name = Fetch Community Server List
+setting.savecreate.name = Автоматични записи
setting.steampublichost.name = Public Game Visibility
-setting.playerlimit.name = Лимит на Играчи
-setting.chatopacity.name = Плътност на Чата
-setting.lasersopacity.name = Плътност на Енергийните Лазери
-setting.bridgeopacity.name = Плътност на Мостовете
-setting.playerchat.name = Показвай Мехурчета с Чат
-setting.showweather.name = Показвай Графики за Климата
-setting.hidedisplays.name = Hide Logic Displays
+setting.playerlimit.name = Лимит на играчи
+setting.chatopacity.name = Плътност на чата
+setting.lasersopacity.name = Плътност на енергийните лазери
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
+setting.bridgeopacity.name = Плътност на мостовете
+setting.playerchat.name = Показвай балончета за чата
+setting.showweather.name = Показвай графики за климата
+setting.hidedisplays.name = Скрий логическите екрани
setting.macnotch.name = Адаптирайте интерфейса за показване на прорез
setting.macnotch.description = За прилагане на промените е необходимо рестартиране
-steam.friendsonly = Friends Only
-steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
+steam.friendsonly = Само приятели
+steam.friendsonly.tooltip = Дали вашите приятели от Steam ще могат да се включат в играта ви.\nИзключването на тази опция ще направи играта Ви публична и всеки ще може да се присъедини.
public.beta = Имайте в предвид, че бета версии на играта не могат да стартират публични игри.
uiscale.reset = Размерът на интерфейса беше променен.\nНатиснете "ОК" за да потвърдите този размер.\n[scarlet]Възстановяване и рестартиране след[accent] {0}[] секунди...
-uiscale.cancel = Отакз & Изход
+uiscale.cancel = Отказ и изход
setting.bloom.name = Сияние
-keybind.title = Промени Клавишите
-keybinds.mobile = [scarlet]Повечето клавиши тук не са използваеми за мобилната версия. Само основните движения се поддържат.
+keybind.title = Промени клавишите
+keybinds.mobile = [scarlet]Повечето клавиши не са приложими при мобилната версия. Поддържат се само основните движения.
category.general.name = Основни настройки
category.view.name = Изглед
-category.command.name = Unit Command
+category.command.name = Управление на единици
category.multiplayer.name = Мрежова игра
category.blocks.name = Избор на блок
placement.blockselectkeys = \n[lightgray]Клавиш: [{0},
-keybind.respawn.name = Връщане при Ядрото
+keybind.respawn.name = Връщане при ядрото
keybind.control.name = Управляване на единица
-keybind.clear_building.name = Изчистване на План За Строеж
+keybind.clear_building.name = Изчистване на строежен план
keybind.press = Натиснете клавиш...
keybind.press.axis = Натиснете ос или клавиш...
-keybind.screenshot.name = Екранна Снимка
-keybind.toggle_power_lines.name = Показвай/Скрий Енергийните лазери
-keybind.toggle_block_status.name = Показвай/Скрий Статуси на Блоковете
+keybind.screenshot.name = Екранна снимка
+keybind.toggle_power_lines.name = Показвай/Скрий енергийните лазери
+keybind.toggle_block_status.name = Показвай/Скрий статута на блоковете
keybind.move_x.name = Движение по X
keybind.move_y.name = Движение по Y
-keybind.mouse_move.name = Следвай Мишката
-keybind.pan.name = Панорамен Изглед
+keybind.mouse_move.name = Следвай мишката
+keybind.pan.name = Панорамен изглед
keybind.boost.name = Ускорение
-keybind.command_mode.name = Command Mode
-keybind.command_queue.name = Unit Command Queue
-keybind.create_control_group.name = Create Control Group
-keybind.cancel_orders.name = Cancel Orders
-keybind.unit_stance_shoot.name = Unit Stance: Shoot
-keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
-keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
-keybind.unit_stance_patrol.name = Unit Stance: Patrol
-keybind.unit_stance_ram.name = Unit Stance: Ram
-keybind.unit_command_move.name = Unit Command: Move
-keybind.unit_command_repair.name = Unit Command: Repair
-keybind.unit_command_rebuild.name = Unit Command: Rebuild
-keybind.unit_command_assist.name = Unit Command: Assist
-keybind.unit_command_mine.name = Unit Command: Mine
-keybind.unit_command_boost.name = Unit Command: Boost
-keybind.unit_command_load_units.name = Unit Command: Load Units
-keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
-keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
+keybind.command_mode.name = Команден режим
+keybind.command_queue.name = Последователни заповеди
+keybind.create_control_group.name = Създаване на обща група
+keybind.cancel_orders.name = Отменяне на заповедите
+keybind.unit_stance_shoot.name = Поведение: Стрелба
+keybind.unit_stance_hold_fire.name = Поведение: Не стреляй
+keybind.unit_stance_pursue_target.name = Поведение: Преследвай целта
+keybind.unit_stance_patrol.name = Поведение: Патрул
+keybind.unit_stance_ram.name = Поведение: Забий се
+keybind.unit_command_move.name = Команда: Движение
+keybind.unit_command_repair.name = Команда: Поправка
+keybind.unit_command_rebuild.name = Команда: Ремонт
+keybind.unit_command_assist.name = Команда: Съдействие
+keybind.unit_command_mine.name = Команда: Копаене
+keybind.unit_command_boost.name = Команда: Подсилване
+keybind.unit_command_load_units.name = Команда: Натовари единици
+keybind.unit_command_load_blocks.name = Команда: Натовари блокове
+keybind.unit_command_unload_payload.name = Команда: Разтовари
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
-keybind.rebuild_select.name = Rebuild Region
-keybind.schematic_select.name = Избери Регион
-keybind.schematic_menu.name = Меню със Схеми
-keybind.schematic_flip_x.name = Завърти Схема по X
-keybind.schematic_flip_y.name = Завърти Схема по Y
-keybind.category_prev.name = Предишна Категория
-keybind.category_next.name = Следваща Категория
-keybind.block_select_left.name = Избор на Блок: Наляво
-keybind.block_select_right.name = Избор на Блок: Надясно
-keybind.block_select_up.name = Избор на Блок: Нагоре
-keybind.block_select_down.name = Избор на Блок: Надолу
-keybind.block_select_01.name = Избор на Блок: Категория 1
-keybind.block_select_02.name = Избор на Блок: Категория 2
-keybind.block_select_03.name = Избор на Блок: Категория 3
-keybind.block_select_04.name = Избор на Блок: Категория 4
-keybind.block_select_05.name = Избор на Блок: Категория 5
-keybind.block_select_06.name = Избор на Блок: Категория 6
-keybind.block_select_07.name = Избор на Блок: Категория 7
-keybind.block_select_08.name = Избор на Блок: Категория 8
-keybind.block_select_09.name = Избор на Блок: Категория 9
-keybind.block_select_10.name = Избор на Блок: Категория 10
-keybind.fullscreen.name = Превключи на Цял Екран
-keybind.select.name = Избери/Стреляй
-keybind.diagonal_placement.name = Диагонално Поставяне
-keybind.pick.name = Вземи Блок
-keybind.break_block.name = Унищожи Блок
-keybind.select_all_units.name = Select All Units
-keybind.select_all_unit_factories.name = Select All Unit Factories
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
+keybind.rebuild_select.name = Възстановяване на региона
+keybind.schematic_select.name = Избери регион
+keybind.schematic_menu.name = Меню със схеми
+keybind.schematic_flip_x.name = Завърти схема по X
+keybind.schematic_flip_y.name = Завърти схема по Y
+keybind.category_prev.name = Предишна категория
+keybind.category_next.name = Следваща категория
+keybind.block_select_left.name = Избор на блок: Наляво
+keybind.block_select_right.name = Избор на блок: Надясно
+keybind.block_select_up.name = Избор на блок: Нагоре
+keybind.block_select_down.name = Избор на блок: Надолу
+keybind.block_select_01.name = Избор на блок: Категория 1
+keybind.block_select_02.name = Избор на блок: Категория 2
+keybind.block_select_03.name = Избор на блок: Категория 3
+keybind.block_select_04.name = Избор на блок: Категория 4
+keybind.block_select_05.name = Избор на блок: Категория 5
+keybind.block_select_06.name = Избор на блок: Категория 6
+keybind.block_select_07.name = Избор на блок: Категория 7
+keybind.block_select_08.name = Избор на блок: Категория 8
+keybind.block_select_09.name = Избор на блок: Категория 9
+keybind.block_select_10.name = Избор на блок: Категория 10
+keybind.fullscreen.name = Превключи на цял екран
+keybind.select.name = Избери/Стрелба
+keybind.diagonal_placement.name = Диагонално поставяне
+keybind.pick.name = Вземи блок
+keybind.break_block.name = Унищожи блок
+keybind.select_all_units.name = Избери всички единици
+keybind.select_all_unit_factories.name = Избиране на всички фабрики за единици
keybind.deselect.name = Премахни избора
-keybind.pickupCargo.name = Вземи Товар
-keybind.dropCargo.name = Остави Товар
+keybind.pickupCargo.name = Вземи товар
+keybind.dropCargo.name = Остави товар
keybind.shoot.name = Стреляй
keybind.zoom.name = Увеличи
keybind.menu.name = Меню
keybind.pause.name = Пауза
-keybind.pause_building.name = Спри/Продължи Строеж
-keybind.minimap.name = Мини-Карта
+keybind.pause_building.name = Спри/Продължи строеж
+keybind.minimap.name = Мини-карта
keybind.planet_map.name = Глобус/Карта на света
keybind.research.name = Проучвания
-keybind.block_info.name = Информация за Блок
+keybind.block_info.name = Информация за блок
keybind.chat.name = Чат
-keybind.player_list.name = Списък с Играчи
+keybind.player_list.name = Списък с играчи
keybind.console.name = Конзола
keybind.rotate.name = Завърти
-keybind.rotateplaced.name = Завърти Съществуващ Блок (задържане)
-keybind.toggle_menus.name = Покажи/Скрий Менюта
+keybind.rotateplaced.name = Завърти съществуващ блок (задържане)
+keybind.toggle_menus.name = Покажи/Скрий менюта
keybind.chat_history_prev.name = Предишно съобщение
keybind.chat_history_next.name = Следващо съобщение
keybind.chat_scroll.name = Превъртане на чата
keybind.chat_mode.name = Смени режим на чат
-keybind.drop_unit.name = Остави Единица
-keybind.zoom_minimap.name = Увеличи Мини-Карта
+keybind.drop_unit.name = Остави единица
+keybind.zoom_minimap.name = Увеличи мини-карта
mode.help.title = Описание на режими
-mode.survival.name = Оцеляване
-mode.survival.description = Нормалният режим на играта. Ограничени ресурси и автоматични вълни от нападатели.\n[gray]Картата трябва да съдържа начална точка на враговете.
+mode.survival.name = Survival
+
+mode.survival.description = Нормалният режим на играта. Ограничени ресурси и автоматични вълни от нападатели.\n[gray]Картата трябва да съдържа начална точка за враговете.
mode.sandbox.name = Пясъчник
mode.sandbox.description = Безкрайни ресурси и безкрайно време между вълните от нападатели.
mode.editor.name = Редактор
-mode.pvp.name = Играч Срещу Играч
+mode.pvp.name = Играч срещу играч
mode.pvp.description = Играйте срещу други играчи в локалната мрежа.\n[gray]Картата трябва да съдържа поне 2 ядра в различни цветове.
mode.attack.name = Нападение
mode.attack.description = Унищожете вражеската база. \n[gray]Картата трябва да съдържа червено ядро.
-mode.custom = Персонализирани Правила
-rules.invaliddata = Invalid clipboard data.
-rules.hidebannedblocks = Hide Banned Blocks
+mode.custom = Персонализирани правила
+rules.invaliddata = Невалидни данни от клипборда.
+rules.hidebannedblocks = Скрий забранените блокове
rules.infiniteresources = Безкрайни Ресурси
-rules.onlydepositcore = Only Allow Core Depositing
-rules.derelictrepair = Allow Derelict Block Repair
-rules.reactorexplosions = Експлозиращи Реактори
-rules.coreincinerates = Унищожаване на Ресурси при Преливане
-rules.disableworldprocessors = Disable World Processors
-rules.schematic = Позволена Употребата на Схеми
+rules.onlydepositcore = Разрешете доставяне само в ядрото
+rules.derelictrepair = Разрешете поправянето на изоставени блокове
+rules.reactorexplosions = Експлозивни реактори
+rules.coreincinerates = Унищожаване на ресурси при преливане
+rules.disableworldprocessors = Изключване на процесорите за света
+rules.schematic = Позволена употребата на схеми
rules.wavetimer = Таймер за Вълни
-rules.wavesending = Wave Sending
-rules.allowedit = Allow Editing Rules
-rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.wavesending = Изпращане на вълни
+rules.allowedit = Позволи е редактирането на правилата
+rules.allowedit.info = Когато включите тази опция, играчът може да променя правилата в играта чрез менюто Пауза и копчето в долният ляв ъгъл.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Вълни
-rules.airUseSpawns = Air units use spawn points
-rules.attack = Режим Атака
-rules.buildai = Base Builder AI
-rules.buildaitier = Builder AI Tier
+rules.airUseSpawns = Въздушните единици използват точки за поява
+rules.attack = Режим атака
+rules.buildai = ИИ на строителят на бази
+rules.buildaitier = Степен на ИИ строителя
rules.rtsai = RTS AI
-rules.rtsminsquadsize = Min Squad Size
-rules.rtsmaxsquadsize = Max Squad Size
-rules.rtsminattackweight = Min Attack Weight
-rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
-rules.corecapture = Capture Core On Destruction
-rules.polygoncoreprotection = Polygonal Core Protection
-rules.placerangecheck = Placement Range Check
-rules.enemyCheat = Безкрайни Ресурси за Ботът (Червеният Отбор)
-rules.blockhealthmultiplier = Множител на Точките Живот на Блокове
-rules.blockdamagemultiplier = Множител на Щетите на Блокове
-rules.unitbuildspeedmultiplier = Множител на Скоростта на Производство на Единици
-rules.unitcostmultiplier = Unit Cost Multiplier
-rules.unithealthmultiplier = Множител на Точките Живот на Единици
-rules.unitdamagemultiplier = Множител на Щетите на Единици
-rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
-rules.solarmultiplier = Solar Power Multiplier
-rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
-rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
-rules.unitcap = Максимален Брой Единици
-rules.limitarea = Limit Map Area
-rules.enemycorebuildradius = Радиус на Защитена от Строене Зона Около Ядрата:[lightgray] (полета)
-rules.wavespacing = Време Между Вълните:[lightgray] (секунди)
-rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
-rules.buildcostmultiplier = Множител на Необходимите Ресурси за Строене
-rules.buildspeedmultiplier = Множител на Скоростта за Строене
-rules.deconstructrefundmultiplier = Множител на Възстановени Ресурси при Деконструкция
-rules.waitForWaveToEnd = Вълните Изчакват за Врагове
-rules.wavelimit = Map Ends After Wave
-rules.dropzoneradius = Радиус на Начална Точка на Враговете:[lightgray] (полета)
-rules.unitammo = Единиците се Нуждаят от Боеприпаси
-rules.enemyteam = Enemy Team
-rules.playerteam = Player Team
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
+rules.rtsminsquadsize = Мин. размер на взводовете
+rules.rtsmaxsquadsize = Макс. размер на взводовете
+rules.rtsminattackweight = Мин. атакуваща тежест
+rules.cleanupdeadteams = Изчисти сградите на победения отбор (PvP)
+rules.corecapture = Завладей ядро при унищожение
+rules.polygoncoreprotection = Полигонална защита на ядрото
+rules.placerangecheck = Проверка за обхват при поставяне
+rules.enemyCheat = Безкрайни ресурси за компютъра (Червеният отбор)
+rules.blockhealthmultiplier = Множител на точките живот на блокове
+rules.blockdamagemultiplier = Множител на щетите на блокове
+rules.unitbuildspeedmultiplier = Множител на скоростта на производство на единици
+rules.unitcostmultiplier = Множител на цената за единици
+rules.unithealthmultiplier = Множител на точките живот на единици
+rules.unitdamagemultiplier = Множител на щетите на единици
+rules.unitcrashdamagemultiplier = Множител на вредата от разбиващи се единици
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
+rules.solarmultiplier = Множител на слънчевата енергия
+rules.unitcapvariable = Ядрата увеличават максималния брой единици
+rules.unitpayloadsexplode = Носеният товар експлодира с единицата
+rules.unitcap = Максимален брой единици
+rules.limitarea = Ограничаване на картата
+rules.enemycorebuildradius = Радиус на защитена от строене зона около ядрата:[lightgray] (полета)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
+rules.wavespacing = Време между вълните:[lightgray] (секунди)
+rules.initialwavespacing = Първоначално разполагане на вълните:[lightgray] (sec)
+rules.buildcostmultiplier = Множител на необходимите ресурси за строеж
+rules.buildspeedmultiplier = Множител на скоростта на строене
+rules.deconstructrefundmultiplier = Множител на възстановени ресурси при деконструкция
+rules.waitForWaveToEnd = Вълните изчакват враговете
+rules.wavelimit = Картата приключва след вълна
+rules.dropzoneradius = Радиус на начална точка на враговете:[lightgray] (полета)
+rules.unitammo = Единиците се нуждаят от боеприпаси
+rules.enemyteam = Вражески отбор
+rules.playerteam = Отбор на играча
+
rules.title.waves = Вълни
-rules.title.resourcesbuilding = Ресурси & Постройки
+rules.title.resourcesbuilding = Ресурси и постройки
rules.title.enemy = Врагове
rules.title.unit = Единици
rules.title.experimental = Експериментално
-rules.title.environment = Околна Среда
-rules.title.teams = Teams
-rules.title.planet = Planet
+rules.title.environment = Околна среда
+rules.title.teams = Отбори
+rules.title.planet = Планета
rules.lighting = Светкавици
-rules.fog = Fog of War
+rules.fog = Мъгла на войната
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Огън
rules.anyenv =
-rules.explosions = Block/Unit Explosion Damage
-rules.ambientlight = Светлина от Околната Среда
+rules.explosions = Блокирай/Единици вреда от експлозия
+rules.ambientlight = Светлина от околната среда
rules.weather = Климат
rules.weather.frequency = Честота:
rules.weather.always = Винаги
rules.weather.duration = Продължителност:
-rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
-rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
+rules.placerangecheck.info = Не позволява на играчите да поставят нещо в близост до вражеските сгради. Когато се опитват да поставят оръдие, обхватът е увеличен, за да не може оръдието да достигне врага.
+rules.onlydepositcore.info = Не позволява на единиците да поставят предмети, в която и да е сграда, с изключение на ядро.
+
content.item.name = Предмети
content.liquid.name = Течности
content.unit.name = Единици
-content.block.name = Блокчета
-content.status.name = Статус-Ефекти
+content.block.name = Блокове
+content.status.name = Статус-ефекти
content.sector.name = Сектори
-content.team.name = Factions
-wallore = (Wall)
+content.team.name = Групировки
+wallore = (Стена)
item.copper.name = Мед
item.lead.name = Олово
@@ -1394,30 +1459,30 @@ item.thorium.name = Торий
item.silicon.name = Силикон
item.plastanium.name = Пластаний
item.phase-fabric.name = Фазова тъкан
-item.surge-alloy.name = Импулсна Сплав
-item.spore-pod.name = Сгъстени Спори
+item.surge-alloy.name = Импулсна сплав
+item.spore-pod.name = Сгъстени спори
item.sand.name = Пясък
item.blast-compound.name = Взривно съединение
item.pyratite.name = Пиратит
-item.metaglass.name = Метастъкло
+item.metaglass.name = Мета-стъкло
item.scrap.name = Скрап
-item.fissile-matter.name = Fissile Matter
-item.beryllium.name = Beryllium
-item.tungsten.name = Tungsten
-item.oxide.name = Oxide
-item.carbide.name = Carbide
-item.dormant-cyst.name = Dormant Cyst
+item.fissile-matter.name = Шистена материя
+item.beryllium.name = Берилий
+item.tungsten.name = Волфрам
+item.oxide.name = Оксид
+item.carbide.name = Карбид
+item.dormant-cyst.name = Латентна циста
liquid.water.name = Вода
liquid.slag.name = Шлака
liquid.oil.name = Нефт
-liquid.cryofluid.name = Криофлуид
-liquid.neoplasm.name = Neoplasm
-liquid.arkycite.name = Arkycite
-liquid.gallium.name = Gallium
-liquid.ozone.name = Ozone
-liquid.hydrogen.name = Hydrogen
-liquid.nitrogen.name = Nitrogen
-liquid.cyanogen.name = Cyanogen
+liquid.cryofluid.name = Криотечност
+liquid.neoplasm.name = Неоплазма
+liquid.arkycite.name = Аркицид
+liquid.gallium.name = Галий
+liquid.ozone.name = Озон
+liquid.hydrogen.name = Водород
+liquid.nitrogen.name = Въглерод
+liquid.cyanogen.name = Цианоген
unit.dagger.name = Кинжал
unit.mace.name = Боздуган
@@ -1434,7 +1499,7 @@ unit.flare.name = Факел
unit.horizon.name = Хоризонт
unit.zenith.name = Зенит
unit.antumbra.name = Антумбра
-unit.eclipse.name = Еклипс
+unit.eclipse.name = Затъмнение
unit.mono.name = Моно
unit.poly.name = Поли
unit.mega.name = Мега
@@ -1445,865 +1510,881 @@ unit.minke.name = Минке
unit.bryde.name = Брайд
unit.sei.name = Сей
unit.omura.name = Омура
-unit.retusa.name = Retusa
-unit.oxynoe.name = Oxynoe
-unit.cyerce.name = Cyerce
-unit.aegires.name = Aegires
-unit.navanax.name = Navanax
+unit.retusa.name = Ретуза
+unit.oxynoe.name = Оксиное
+unit.cyerce.name = Цирсе
+unit.aegires.name = Ежир
+unit.navanax.name = Наванакс
unit.alpha.name = Алфа
unit.beta.name = Бета
-unit.gamma.name = Гана
+unit.gamma.name = Гама
unit.scepter.name = Скиптър
-unit.reign.name = Реиг
+unit.reign.name = Власт
unit.vela.name = Вела
-unit.corvus.name = Корвус
-unit.stell.name = Stell
-unit.locus.name = Locus
-unit.precept.name = Precept
-unit.vanquish.name = Vanquish
-unit.conquer.name = Conquer
-unit.merui.name = Merui
-unit.cleroi.name = Cleroi
-unit.anthicus.name = Anthicus
-unit.tecta.name = Tecta
-unit.collaris.name = Collaris
-unit.elude.name = Elude
-unit.avert.name = Avert
-unit.obviate.name = Obviate
-unit.quell.name = Quell
-unit.disrupt.name = Disrupt
-unit.evoke.name = Evoke
-unit.incite.name = Incite
-unit.emanate.name = Emanate
-unit.manifold.name = Manifold
-unit.assembly-drone.name = Assembly Drone
-unit.latum.name = Latum
-unit.renale.name = Renale
+unit.corvus.name = Гарван
+unit.stell.name = Щел
+unit.locus.name = Рояк
+unit.precept.name = Правило
+unit.vanquish.name = Победа
+unit.conquer.name = Завоевание
+unit.merui.name = Меруи
+unit.cleroi.name = Клерой
+unit.anthicus.name = Антик
+unit.tecta.name = Текта
+unit.collaris.name = Коларис
+unit.elude.name = Бегач
+unit.avert.name = Отклонение
+unit.obviate.name = Заличител
+unit.quell.name = Потушение
+unit.disrupt.name = Възпиране
+unit.evoke.name = Пробуждане
+unit.incite.name = Подстрекател
+unit.emanate.name = Еманация
+unit.manifold.name = Разклонение
+unit.assembly-drone.name = Дрон-строител
+unit.latum.name = Латум
+unit.renale.name = Ренал
block.parallax.name = Паралакс
block.cliff.name = Скала
-block.sand-boulder.name = Пясъчен Камък
-block.basalt-boulder.name = Базалтов Камък
+block.sand-boulder.name = Пясъчен камък
+block.basalt-boulder.name = Базалтов камък
block.grass.name = Трева
block.molten-slag.name = Шлака
-block.pooled-cryofluid.name = Cryofluid
+block.pooled-cryofluid.name = Криотечност
block.space.name = Космос
block.salt.name = Сол
-block.salt-wall.name = Стена от Сол
+block.salt-wall.name = Стена от сол
block.pebbles.name = Камъчета
block.tendrils.name = Пипала
-block.sand-wall.name = Стена от Пясък
-block.spore-pine.name = Топка от Спори
-block.spore-wall.name = Стена от Спори
+block.sand-wall.name = Стена от пясък
+block.spore-pine.name = Топка от спори
+block.spore-wall.name = Стена от спори
block.boulder.name = Камък
-block.snow-boulder.name = Снежна Скала
+block.snow-boulder.name = Снежна скала
block.snow-pine.name = Снежна топка
block.shale.name = Глина
-block.shale-boulder.name = Глинена Скала
+block.shale-boulder.name = Глинена скала
block.moss.name = Мъх
block.shrubs.name = Храсти
block.spore-moss.name = Спорест мъх
-block.shale-wall.name = Стена от Храсти
-block.scrap-wall.name = Стена от Скрап
-block.scrap-wall-large.name = Голяма Стена от Скрап
-block.scrap-wall-huge.name = Огромня Стена от Скрап
-block.scrap-wall-gigantic.name = Гигантска Стена от Скрап
+block.shale-wall.name = Стена от храсти
+block.scrap-wall.name = Стена от скрап
+block.scrap-wall-large.name = Голяма стена от скрап
+block.scrap-wall-huge.name = Огромна стена от скрап
+block.scrap-wall-gigantic.name = Гигантска стена от скрап
block.thruster.name = Двигател
block.kiln.name = Пещ
-block.graphite-press.name = Графитна Преса
-block.multi-press.name = Мулти-Преса
-block.constructing = {0} [lightgray](конструиране)
-block.spawn.name = Вражеска Начална Точка
-block.core-shard.name = Ядро: Шард
-block.core-foundation.name = Core: Фондация
-block.core-nucleus.name = Core: Център
-block.deep-water.name = Дълбока Вода
+block.graphite-press.name = Графитна преса
+block.multi-press.name = Мулти-преса
+block.constructing = {0} [lightgray](изграждане)
+block.spawn.name = Вражеска начална точка
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
+block.core-shard.name = Ядро: Частица
+block.core-foundation.name = Ядро: Фондация
+block.core-nucleus.name = Ядро: Център
+block.deep-water.name = Дълбока вода
block.shallow-water.name = Вода
-block.tainted-water.name = Замърсена Вода
-block.deep-tainted-water.name = Deep Tainted Water
-block.darksand-tainted-water.name = Тъмен Пясък - Замърсена Вода
+block.tainted-water.name = Замърсена вода
+block.deep-tainted-water.name = Дълбоко замърсена вода
+block.darksand-tainted-water.name = Тъмен пясък - Замърсена вода
block.tar.name = Катран
block.stone.name = Камък
block.sand-floor.name = Пясък
-block.darksand.name = Тъмен Пясък
+block.darksand.name = Тъмен пясък
block.ice.name = Лед
block.snow.name = Сняг
block.crater-stone.name = Кратери
block.sand-water.name = Пясък - Вода
block.darksand-water.name = Тъмен Пясък - Вода
-block.char.name = Овъглен Камък
+block.char.name = Овъглен камък
block.dacite.name = Дацит
-block.rhyolite.name = Rhyolite
-block.dacite-wall.name = Стена от Дацит
-block.dacite-boulder.name = Скала от Дацит
+block.rhyolite.name = Риолит
+block.dacite-wall.name = Стена от дацит
+block.dacite-boulder.name = Скала от дацит
block.ice-snow.name = Лед - Сняг
-block.stone-wall.name = Стена от Камък
-block.ice-wall.name = Стена от Лед
-block.snow-wall.name = Стена от Сняг
-block.dune-wall.name = Стена от Дюна
+block.stone-wall.name = Стена от камък
+block.ice-wall.name = Стена от лед
+block.snow-wall.name = Стена от сняг
+block.dune-wall.name = Стена от дюна
block.pine.name = Бор
block.dirt.name = Пръст
-block.dirt-wall.name = Стена от Пръст
+block.dirt-wall.name = Стена от пръст
block.mud.name = Кал
-block.white-tree-dead.name = Мъртво Бяло Дърво
-block.white-tree.name = Бяло Дърво
-block.spore-cluster.name = Клъстер от спори
-block.metal-floor.name = Метален Под 1
-block.metal-floor-2.name = Метален Под 2
-block.metal-floor-3.name = Метален Под 3
-block.metal-floor-4.name = Metal Floor 4
-block.metal-floor-5.name = Метален Под 4
-block.metal-floor-damaged.name = Увреден Метален Под
-block.dark-panel-1.name = Тъмен Панел 1
-block.dark-panel-2.name = Тъмен Панел 2
-block.dark-panel-3.name = Тъмен Панел 3
-block.dark-panel-4.name = Тъмен Панел 4
-block.dark-panel-5.name = Тъмен Панел 5
-block.dark-panel-6.name = Тъмен Панел 6
-block.dark-metal.name = Тъмен Метал
+block.white-tree-dead.name = Мъртво бяло дърво
+block.white-tree.name = Бяло дърво
+block.spore-cluster.name = Купчина спори
+block.metal-floor.name = Метален под 1
+block.metal-floor-2.name = Метален под 2
+block.metal-floor-3.name = Метален под 3
+block.metal-floor-4.name = Метален под 4
+block.metal-floor-5.name = Метален под 4
+block.metal-floor-damaged.name = Повреден метален под
+block.dark-panel-1.name = Тъмен панел 1
+block.dark-panel-2.name = Тъмен панел 2
+block.dark-panel-3.name = Тъмен панел 3
+block.dark-panel-4.name = Тъмен панел 4
+block.dark-panel-5.name = Тъмен панел 5
+block.dark-panel-6.name = Тъмен панел 6
+block.dark-metal.name = Тъмен метал
block.basalt.name = Базалт
-block.hotrock.name = Топла Скала
-block.magmarock.name = Магмена Скала
-block.copper-wall.name = Стена от Мед
-block.copper-wall-large.name = Голяма Стена от Мед
-block.titanium-wall.name = Стена от Титан
-block.titanium-wall-large.name = Голяма Стена от Титан
-block.plastanium-wall.name = Стена от Пластаний
-block.plastanium-wall-large.name = Голяма Стена от Пластаний
-block.phase-wall.name = Фазова Стена
-block.phase-wall-large.name = Голяма Фазова Стена
-block.thorium-wall.name = Стена от Торий
-block.thorium-wall-large.name = Голяма Стена от Торий
+block.hotrock.name = Топла скала
+block.magmarock.name = Магмена скала
+block.copper-wall.name = Стена от мед
+block.copper-wall-large.name = Голяма стена от мед
+block.titanium-wall.name = Стена от титан
+block.titanium-wall-large.name = Голяма стена от титан
+block.plastanium-wall.name = Стена от пластаний
+block.plastanium-wall-large.name = Голяма стена от пластаний
+block.phase-wall.name = Фазова стена
+block.phase-wall-large.name = Голяма фазова стена
+block.thorium-wall.name = Стена от торий
+block.thorium-wall-large.name = Голяма стена от торий
block.door.name = Врата
-block.door-large.name = Голяма Врата
+block.door-large.name = Голяма врата
block.duo.name = Дуо
block.scorch.name = Горелка
block.scatter.name = Пръскач
block.hail.name = Градушка
block.lancer.name = Улан
-block.conveyor.name = Конвейер
-block.titanium-conveyor.name = Титаниев Конвейер
-block.plastanium-conveyor.name = Пластаниев Конвейер
-block.armored-conveyor.name = Брониран Конвейер
+block.conveyor.name = Лента
+block.titanium-conveyor.name = Титаниева лента
+block.plastanium-conveyor.name = Пластаниева лента
+block.armored-conveyor.name = Бронирана лента
block.junction.name = Кръстовище
block.router.name = Рутер
block.distributor.name = Разпределител
-block.sorter.name = Сортирач
-block.inverted-sorter.name = Обърнат сортирач
+block.sorter.name = Сортировач
+block.inverted-sorter.name = Обърнат сортировач
block.message.name = Съобщение
-block.reinforced-message.name = Reinforced Message
-block.world-message.name = World Message
-block.world-switch.name = World Switch
+block.reinforced-message.name = Подсилено съобщение
+block.world-message.name = Глобално съобщение
+block.world-switch.name = Глобален превключвател
block.illuminator.name = Осветител
-block.overflow-gate.name = Преливаща Порта
-block.underflow-gate.name = Обратна Преливаща Порта
-block.silicon-smelter.name = Силиконова Пещ
-block.phase-weaver.name = Тъкач на Фазова тъкан
+block.overflow-gate.name = Преливаща порта
+block.underflow-gate.name = Обратна преливаща порта
+block.silicon-smelter.name = Силиконова пещ
+block.phase-weaver.name = Тъкач на фазова тъкан
block.pulverizer.name = Пулверизатор
-block.cryofluid-mixer.name = Криофлуид Миксер
+block.cryofluid-mixer.name = Миксер за криотечност
block.melter.name = Разтопител
-block.incinerator.name = Инсинератор
-block.spore-press.name = Преса за Спори
+block.incinerator.name = Крематорий
+block.spore-press.name = Преса за спори
block.separator.name = Разделител
-block.coal-centrifuge.name = Центрифуга за Въглища
-block.power-node.name = Електрически Възел
-block.power-node-large.name = Голям Електрически Възел
+block.coal-centrifuge.name = Центрифуга за въглища
+block.power-node.name = Електрически възел
+block.power-node-large.name = Голям електрически възел
block.surge-tower.name = Трафопост
block.diode.name = Диод
block.battery.name = Батерия
-block.battery-large.name = Голяма Батерия
-block.combustion-generator.name = Горивен Генератор
-block.steam-generator.name = Парен Генератор
-block.differential-generator.name = Диференциален Генератор
+block.battery-large.name = Голяма батерия
+block.combustion-generator.name = Горивен генератор
+block.steam-generator.name = Парен генератор
+block.differential-generator.name = Диференциален генератор
block.impact-reactor.name = Ударен реактор
-block.mechanical-drill.name = Механично Свредло
-block.pneumatic-drill.name = Пневматично Свредло
-block.laser-drill.name = Лазерно Свредло
-block.water-extractor.name = Водна Сонда
+block.mechanical-drill.name = Механично свредло
+block.pneumatic-drill.name = Пневматично свредло
+block.laser-drill.name = Лазерно свредло
+block.water-extractor.name = Водна сонда
block.cultivator.name = Култиватор
block.conduit.name = Тръбопровод
-block.mechanical-pump.name = Механична Помпа
-block.item-source.name = Материализатор на Предмети
-block.item-void.name = Дематериализатор на Предмети
-block.liquid-source.name = Материализатор на Течности
-block.liquid-void.name = Дематериализатор на Течности
-block.power-void.name = Материализатор на Енергия
-block.power-source.name = Дематериализатор на Енергия
+block.mechanical-pump.name = Механична помпа
+block.item-source.name = Материализатор на предмети
+block.item-void.name = Дематериализатор на предмети
+block.liquid-source.name = Материализатор на течности
+block.liquid-void.name = Дематериализатор натТечности
+block.power-void.name = Материализатор на енергия
+block.power-source.name = Дематериализатор на енергия
block.unloader.name = Разтоварващо устройство
block.vault.name = Склад
block.wave.name = Вълна
block.tsunami.name = Цунами
-block.swarmer.name = Ракетна Установка
+block.swarmer.name = Ракетен рояк
block.salvo.name = Салво
block.ripple.name = Рипъл
-block.phase-conveyor.name = Фазов Конвейер
-block.bridge-conveyor.name = Мостов Конвейер
-block.plastanium-compressor.name = Пластаниев Конвейер
-block.pyratite-mixer.name = Смесител на Пиратит
-block.blast-mixer.name = Смесител на Взривно съединение
+block.phase-conveyor.name = Фазова лента
+block.bridge-conveyor.name = Мостова лента
+block.plastanium-compressor.name = Пластаниева лента
+block.pyratite-mixer.name = Смесител на пиратит
+block.blast-mixer.name = Смесител на взривно съединение
block.solar-panel.name = Фотоволтаик
-block.solar-panel-large.name = Голям Фотоволтаик
-block.oil-extractor.name = Нефтена Сонда
+block.solar-panel-large.name = Голям фотоволтаик
+block.oil-extractor.name = Нефтена сонда
block.repair-point.name = Точка за поправка
-block.repair-turret.name = Repair Turret
+block.repair-turret.name = Поправящо уръдие
block.pulse-conduit.name = Импулсен тръбопровод
block.plated-conduit.name = Тръбопровод с покритие
-block.phase-conduit.name = Фазов Тръбопровод
-block.liquid-router.name = Рутер за Течности
-block.liquid-tank.name = Резервоар за Течности
-block.liquid-container.name = Liquid Container
-block.liquid-junction.name = Тръбопроводно Кръстовище
-block.bridge-conduit.name = Мост за Течности
+block.phase-conduit.name = Фазов тръбопровод
+block.liquid-router.name = Рутер за течности
+block.liquid-tank.name = Резервоар за течности
+block.liquid-container.name = Контейнер за течности
+block.liquid-junction.name = Тръбопроводно кръстовище
+block.bridge-conduit.name = Мост за течности
block.rotary-pump.name = Ротационна помпа
block.thorium-reactor.name = Ториев реактор
-block.mass-driver.name = Масов Преносител
+block.mass-driver.name = Масов преносител
block.blast-drill.name = Въздушно свредло
-block.impulse-pump.name = Термична Помпа
-block.thermal-generator.name = Термичен Генератор
-block.surge-smelter.name = Претопител за Импулсна сплав
+block.impulse-pump.name = Термична помпа
+block.thermal-generator.name = Термичен генератор
+block.surge-smelter.name = Претопител за импулсна сплав
block.mender.name = Възстановител
-block.mend-projector.name = Възстановяващ Проектор
-block.surge-wall.name = Импулсна Стена
-block.surge-wall-large.name = Голяма Импулсна Стена
+block.mend-projector.name = Възстановяващ проектор
+block.surge-wall.name = Импулсна стена
+block.surge-wall-large.name = Голяма импулсна стена
block.cyclone.name = Циклон
block.fuse.name = Електрошок
block.shock-mine.name = Мина
-block.overdrive-projector.name = Ускоряващ Проектор
-block.force-projector.name = Силов Проектор
-block.arc.name = Волтова Дъга
+block.overdrive-projector.name = Ускоряващ проектор
+block.force-projector.name = Силов проектор
+block.arc.name = Волтова дъга
block.rtg-generator.name = RTG генератор
block.spectre.name = Спектър
block.meltdown.name = Разтопител
block.foreshadow.name = Предвестител
block.container.name = Контейнер
-block.launch-pad.name = Изстрелваща Площадка
+block.launch-pad.name = Изстрелваща площадка
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Сегмент
-block.ground-factory.name = Наземна Фабрика
-block.air-factory.name = Въздушна Фабрика
-block.naval-factory.name = Морска Фабрика
-block.additive-reconstructor.name = Добавящ Реконструктор
-block.multiplicative-reconstructor.name = Умножаващ Реконструктор
-block.exponential-reconstructor.name = Експоненциален Реконструктор
-block.tetrative-reconstructor.name = Тетративен Реконструктор
-block.payload-conveyor.name = Товарен Конвейер
-block.payload-router.name = Товарен Рутер
-block.duct.name = Duct
-block.duct-router.name = Duct Router
-block.duct-bridge.name = Duct Bridge
-block.large-payload-mass-driver.name = Large Payload Mass Driver
-block.payload-void.name = Payload Void
-block.payload-source.name = Payload Source
+block.ground-factory.name = Наземна фабрика
+block.air-factory.name = Въздушна фабрика
+block.naval-factory.name = Морска фабрика
+block.additive-reconstructor.name = Добавящ реконструктор
+block.multiplicative-reconstructor.name = Умножаващ реконструктор
+block.exponential-reconstructor.name = Експоненциален реконструктор
+block.tetrative-reconstructor.name = Тетративен реконструктор
+block.payload-conveyor.name = Товарна лента
+block.payload-router.name = Товарен рутер
+block.duct.name = Канал
+block.duct-router.name = Канален рутер
+block.duct-bridge.name = Канален мост
+block.large-payload-mass-driver.name = Масиран доставчик на едър товар
+block.payload-void.name = Товарна бездна
+block.payload-source.name = Товарен източник
block.disassembler.name = Разглобител
-block.silicon-crucible.name = Силиконов Тигел
-block.overdrive-dome.name = Ускоряващ Купол
-block.interplanetary-accelerator.name = Междупланетен Ускорител
-block.constructor.name = Constructor
-block.constructor.description = Fabricates structures up to 2x2 tiles in size.
-block.large-constructor.name = Large Constructor
-block.large-constructor.description = Fabricates structures up to 4x4 tiles in size.
-block.deconstructor.name = Deconstructor
-block.deconstructor.description = Deconstructs structures and units. Returns 100% of build cost.
-block.payload-loader.name = Payload Loader
-block.payload-loader.description = Load liquids and items into blocks.
-block.payload-unloader.name = Payload Unloader
-block.payload-unloader.description = Unloads liquids and items from blocks.
-block.heat-source.name = Heat Source
-block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
-block.empty.name = Empty
-block.rhyolite-crater.name = Rhyolite Crater
-block.rough-rhyolite.name = Rough Rhyolite
-block.regolith.name = Regolith
-block.yellow-stone.name = Yellow Stone
-block.carbon-stone.name = Carbon Stone
-block.ferric-stone.name = Ferric Stone
-block.ferric-craters.name = Ferric Craters
-block.beryllic-stone.name = Beryllic Stone
-block.crystalline-stone.name = Crystalline Stone
-block.crystal-floor.name = Crystal Floor
-block.yellow-stone-plates.name = Yellow Stone Plates
-block.red-stone.name = Red Stone
-block.dense-red-stone.name = Dense Red Stone
-block.red-ice.name = Red Ice
-block.arkycite-floor.name = Arkycite Floor
-block.arkyic-stone.name = Arkyic Stone
-block.rhyolite-vent.name = Rhyolite Vent
-block.carbon-vent.name = Carbon Vent
-block.arkyic-vent.name = Arkyic Vent
-block.yellow-stone-vent.name = Yellow Stone Vent
-block.red-stone-vent.name = Red Stone Vent
-block.crystalline-vent.name = Crystalline Vent
-block.redmat.name = Redmat
-block.bluemat.name = Bluemat
-block.core-zone.name = Core Zone
-block.regolith-wall.name = Regolith Wall
-block.yellow-stone-wall.name = Yellow Stone Wall
-block.rhyolite-wall.name = Rhyolite Wall
-block.carbon-wall.name = Carbon Wall
-block.ferric-stone-wall.name = Ferric Stone Wall
-block.beryllic-stone-wall.name = Beryllic Stone Wall
-block.arkyic-wall.name = Arkyic Wall
-block.crystalline-stone-wall.name = Crystalline Stone Wall
-block.red-ice-wall.name = Red Ice Wall
-block.red-stone-wall.name = Red Stone Wall
-block.red-diamond-wall.name = Red Diamond Wall
-block.redweed.name = Redweed
-block.pur-bush.name = Pur Bush
-block.yellowcoral.name = Yellowcoral
-block.carbon-boulder.name = Carbon Boulder
-block.ferric-boulder.name = Ferric Boulder
-block.beryllic-boulder.name = Beryllic Boulder
-block.yellow-stone-boulder.name = Yellow Stone Boulder
-block.arkyic-boulder.name = Arkyic Boulder
-block.crystal-cluster.name = Crystal Cluster
-block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster
-block.crystal-blocks.name = Crystal Blocks
-block.crystal-orbs.name = Crystal Orbs
-block.crystalline-boulder.name = Crystalline Boulder
-block.red-ice-boulder.name = Red Ice Boulder
-block.rhyolite-boulder.name = Rhyolite Boulder
-block.red-stone-boulder.name = Red Stone Boulder
-block.graphitic-wall.name = Graphitic Wall
-block.silicon-arc-furnace.name = Silicon Arc Furnace
-block.electrolyzer.name = Electrolyzer
-block.atmospheric-concentrator.name = Atmospheric Concentrator
-block.oxidation-chamber.name = Oxidation Chamber
-block.electric-heater.name = Electric Heater
-block.slag-heater.name = Slag Heater
-block.phase-heater.name = Phase Heater
-block.heat-redirector.name = Heat Redirector
-block.heat-router.name = Heat Router
-block.slag-incinerator.name = Slag Incinerator
-block.carbide-crucible.name = Carbide Crucible
-block.slag-centrifuge.name = Slag Centrifuge
-block.surge-crucible.name = Surge Crucible
-block.cyanogen-synthesizer.name = Cyanogen Synthesizer
-block.phase-synthesizer.name = Phase Synthesizer
-block.heat-reactor.name = Heat Reactor
-block.beryllium-wall.name = Beryllium Wall
-block.beryllium-wall-large.name = Large Beryllium Wall
-block.tungsten-wall.name = Tungsten Wall
-block.tungsten-wall-large.name = Large Tungsten Wall
-block.blast-door.name = Blast Door
-block.carbide-wall.name = Carbide Wall
-block.carbide-wall-large.name = Large Carbide Wall
-block.reinforced-surge-wall.name = Reinforced Surge Wall
-block.reinforced-surge-wall-large.name = Large Reinforced Surge Wall
-block.shielded-wall.name = Shielded Wall
-block.radar.name = Radar
-block.build-tower.name = Build Tower
-block.regen-projector.name = Regen Projector
-block.shockwave-tower.name = Shockwave Tower
-block.shield-projector.name = Shield Projector
-block.large-shield-projector.name = Large Shield Projector
-block.armored-duct.name = Armored Duct
-block.overflow-duct.name = Overflow Duct
-block.underflow-duct.name = Underflow Duct
-block.duct-unloader.name = Duct Unloader
-block.surge-conveyor.name = Surge Conveyor
-block.surge-router.name = Surge Router
-block.unit-cargo-loader.name = Unit Cargo Loader
-block.unit-cargo-unload-point.name = Unit Cargo Unload Point
-block.reinforced-pump.name = Reinforced Pump
-block.reinforced-conduit.name = Reinforced Conduit
-block.reinforced-liquid-junction.name = Reinforced Liquid Junction
-block.reinforced-bridge-conduit.name = Reinforced Bridge Conduit
-block.reinforced-liquid-router.name = Reinforced Liquid Router
-block.reinforced-liquid-container.name = Reinforced Liquid Container
-block.reinforced-liquid-tank.name = Reinforced Liquid Tank
-block.beam-node.name = Beam Node
-block.beam-tower.name = Beam Tower
-block.beam-link.name = Beam Link
-block.turbine-condenser.name = Turbine Condenser
-block.chemical-combustion-chamber.name = Chemical Combustion Chamber
-block.pyrolysis-generator.name = Pyrolysis Generator
+block.silicon-crucible.name = Силиконов тигел
+block.overdrive-dome.name = Ускоряващ купол
+block.interplanetary-accelerator.name = Междупланетен ускорител
+block.constructor.name = Строител
+block.constructor.description = Изработва сгради до размер 2х2 полета.
+block.large-constructor.name = Едър строител
+block.large-constructor.description = Изработва сгради до размер 4х4 полета.
+block.deconstructor.name = Деконструктор
+block.deconstructor.description = Разглабя сгради и единици. Възстановява 100% от разходите.
+block.payload-loader.name = Товарител
+block.payload-loader.description = Товари течности и предмети в блокове.
+block.payload-unloader.name = Разтоварител
+block.payload-unloader.description = Разтоварва течности и предмети от блокове.
+block.heat-source.name = Топлинен източник
+block.heat-source.description = Блок в размер 1х1. Отделя почти безкрайна топлина.
+block.empty.name = Празно
+block.rhyolite-crater.name = Риолитен кратер
+block.rough-rhyolite.name = Суров риолит
+block.regolith.name = Реголит
+block.yellow-stone.name = Жълт камък
+block.carbon-stone.name = Въглероден камък
+block.ferric-stone.name = Железен камък
+block.ferric-craters.name = Железни кратери
+block.beryllic-stone.name = Камък от берил
+block.crystalline-stone.name = Кристален камък
+block.crystal-floor.name = Кристален под
+block.yellow-stone-plates.name = Жълти каменни плочи
+block.red-stone.name = Червен камък
+block.dense-red-stone.name = Гъст червен камък
+block.red-ice.name = Червен лед
+block.arkycite-floor.name = Аркициден под
+block.arkyic-stone.name = Аркичен камък
+block.rhyolite-vent.name = Риолитен отвор
+block.carbon-vent.name = Въглероден отвор
+block.arkyic-vent.name = Аркичен отвор
+block.yellow-stone-vent.name = Отвор за жълт камък
+block.red-stone-vent.name = Отвор за червен камък
+block.crystalline-vent.name = Кристален отвор
+block.redmat.name = Червен килим
+block.bluemat.name = Син килим
+block.core-zone.name = Зона за ядро
+block.regolith-wall.name = Реголитна стена
+block.yellow-stone-wall.name = Стена от жълт камък
+block.rhyolite-wall.name = Риолитна стена
+block.carbon-wall.name = Въглеродна стена
+block.ferric-stone-wall.name = Железна стена
+block.beryllic-stone-wall.name = Стена от берил
+block.arkyic-wall.name = Аркична стена
+block.crystalline-stone-wall.name = Кристална стена
+block.red-ice-wall.name = Стена от червен лед
+block.red-stone-wall.name = Стена от червен камък
+block.red-diamond-wall.name = Стена от червен диамант
+block.redweed.name = Червена тръстика
+block.pur-bush.name = Пур храст
+block.yellowcoral.name = Жълт корал
+block.carbon-boulder.name = Въглеродна скала
+block.ferric-boulder.name = Желязна скала
+block.beryllic-boulder.name = Скала от берил
+block.yellow-stone-boulder.name = Скала от жълт камък
+block.arkyic-boulder.name = Аркична скала
+block.crystal-cluster.name = Куп кристали
+block.vibrant-crystal-cluster.name = Куп от ярки кристали
+block.crystal-blocks.name = Кристални блокове
+block.crystal-orbs.name = Кристални кълба
+block.crystalline-boulder.name = Кристални скали
+block.red-ice-boulder.name = Скала от червен лед
+block.rhyolite-boulder.name = Риолитна скала
+block.red-stone-boulder.name = Скала от червен камък
+block.graphitic-wall.name = Стена от графит
+block.silicon-arc-furnace.name = Аркова фурна за силикон
+block.electrolyzer.name = Електролизатор
+block.atmospheric-concentrator.name = Концентратор на атмосфера
+block.oxidation-chamber.name = Оксидационна камера
+block.electric-heater.name = Електрически нагревател
+block.slag-heater.name = Нагревател за слаг
+block.phase-heater.name = Фазов нагревател
+block.heat-redirector.name = Разпределител на топлина
+block.small-heat-redirector.name = Small Heat Redirector
+block.heat-router.name = Топлинен рутер
+block.slag-incinerator.name = Фурна за слаг
+block.carbide-crucible.name = Тигел за карбид
+block.slag-centrifuge.name = Центрифуга за слаг
+block.surge-crucible.name = Импулсен тигел
+block.cyanogen-synthesizer.name = Цианогенен синтезатор
+block.phase-synthesizer.name = Фазов синтезатор
+block.heat-reactor.name = Топлинен реактор
+block.beryllium-wall.name = Стена от берилий
+block.beryllium-wall-large.name = Голяма стена от берилий
+block.tungsten-wall.name = Стена от волфрам
+block.tungsten-wall-large.name = Голяма стена от волфрам
+block.blast-door.name = Огнеупорна врата
+block.carbide-wall.name = Стена от карбид
+block.carbide-wall-large.name = Голяма стена от карбид
+block.reinforced-surge-wall.name = Подсилена импулсна стена
+block.reinforced-surge-wall-large.name = Голяма подсилена импулсна стена
+block.shielded-wall.name = Енергийна стена
+block.radar.name = Радар
+block.build-tower.name = Построй кула
+block.regen-projector.name = Прожектор за регенерация
+block.shockwave-tower.name = Шокова кула
+block.shield-projector.name = Щитов прожектор
+block.large-shield-projector.name = Голям щитов прожектор
+block.armored-duct.name = Брониран канал
+block.overflow-duct.name = Преливащ канал
+block.underflow-duct.name = Подливащ канал
+block.duct-unloader.name = Разтоварващ канал
+block.surge-conveyor.name = Импулсна лента
+block.surge-router.name = Импулсен рутер
+block.unit-cargo-loader.name = Товарител
+block.unit-cargo-unload-point.name = Точка за разтоварване
+block.reinforced-pump.name = Подсилена помпа
+block.reinforced-conduit.name = Подсилена тръба
+block.reinforced-liquid-junction.name = Подсилена свръзка за течности
+block.reinforced-bridge-conduit.name = Подсилена мостова тръба
+block.reinforced-liquid-router.name = Подсилен рутер за течности
+block.reinforced-liquid-container.name = Подсилен контейнер за течности
+block.reinforced-liquid-tank.name = Подсилен басейн за течности
+block.beam-node.name = Лъчева точка
+block.beam-tower.name = Лъчева кула
+block.beam-link.name = Лъчева свръзка
+block.turbine-condenser.name = Турбинен сгъстител
+block.chemical-combustion-chamber.name = Химическа камера за горене
+block.pyrolysis-generator.name = Пиролизен генератор
block.vent-condenser.name = Vent Condenser
-block.cliff-crusher.name = Cliff Crusher
-block.plasma-bore.name = Plasma Bore
-block.large-plasma-bore.name = Large Plasma Bore
-block.impact-drill.name = Impact Drill
-block.eruption-drill.name = Eruption Drill
-block.core-bastion.name = Core Bastion
-block.core-citadel.name = Core Citadel
-block.core-acropolis.name = Core Acropolis
-block.reinforced-container.name = Reinforced Container
-block.reinforced-vault.name = Reinforced Vault
-block.breach.name = Breach
-block.sublimate.name = Sublimate
-block.titan.name = Titan
-block.disperse.name = Disperse
-block.afflict.name = Afflict
-block.lustre.name = Lustre
-block.scathe.name = Scathe
-block.tank-refabricator.name = Tank Refabricator
-block.mech-refabricator.name = Mech Refabricator
-block.ship-refabricator.name = Ship Refabricator
-block.tank-assembler.name = Tank Assembler
-block.ship-assembler.name = Ship Assembler
-block.mech-assembler.name = Mech Assembler
-block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor
-block.reinforced-payload-router.name = Reinforced Payload Router
-block.payload-mass-driver.name = Payload Mass Driver
-block.small-deconstructor.name = Small Deconstructor
-block.canvas.name = Canvas
-block.world-processor.name = World Processor
-block.world-cell.name = World Cell
-block.tank-fabricator.name = Tank Fabricator
-block.mech-fabricator.name = Mech Fabricator
-block.ship-fabricator.name = Ship Fabricator
-block.prime-refabricator.name = Prime Refabricator
-block.unit-repair-tower.name = Unit Repair Tower
-block.diffuse.name = Diffuse
-block.basic-assembler-module.name = Basic Assembler Module
-block.smite.name = Smite
-block.malign.name = Malign
-block.flux-reactor.name = Flux Reactor
-block.neoplasia-reactor.name = Neoplasia Reactor
+block.cliff-crusher.name = Трошачка за скали
+block.large-cliff-crusher.name = Advanced Cliff Crusher
+block.plasma-bore.name = Плазмен свредел
+block.large-plasma-bore.name = Голям плазмен свредел
+block.impact-drill.name = Сблъсъчен свредел
+block.eruption-drill.name = Взривен свредел
+block.core-bastion.name = Ядро Убежище
+block.core-citadel.name = Ядро Цитадела
+block.core-acropolis.name = Ядро Акропол
+block.reinforced-container.name = Подсилен контейнер
+block.reinforced-vault.name = Подсилен трезор
+block.breach.name = Пробив
+block.sublimate.name = Сублимат
+block.titan.name = Титан
+block.disperse.name = Разпръсък
+block.afflict.name = Мъчител
+block.lustre.name = Блясък
+block.scathe.name = Поражение
+block.tank-refabricator.name = Рефабрикатор за танкове
+block.mech-refabricator.name = Рефабрикатор за машини
+block.ship-refabricator.name = Рефабрикатор за кораби
+block.tank-assembler.name = Производител на танкове
+block.ship-assembler.name = Производител на кораби
+block.mech-assembler.name = Производител на кораби
+block.reinforced-payload-conveyor.name = Подсилена лента за товар
+block.reinforced-payload-router.name = Подсилен рутер за товар
+block.payload-mass-driver.name = Масиран двигател за товари
+block.small-deconstructor.name = Малък разглобител
+block.canvas.name = Платно
+block.world-processor.name = Световен процесор
+block.world-cell.name = Световна клетка
+block.tank-fabricator.name = Фабрикатор за танкове
+block.mech-fabricator.name = Фабрикатор за роботи
+block.ship-fabricator.name = Фабрикатор за кораби
+block.prime-refabricator.name = Основен рефабрикатор
+block.unit-repair-tower.name = Поправяща кула за единици
+block.diffuse.name = Дифузия
+block.basic-assembler-module.name = Основен сглабящ модул
+block.smite.name = Небесен бич
+block.malign.name = Зло
+block.flux-reactor.name = Флюсов реактор
+block.neoplasia-reactor.name = Реактор на неоплазия
+
block.switch.name = Превключвател
block.micro-processor.name = Микропроцесор
block.logic-processor.name = Логически процесор
-block.hyper-processor.name = Хипер Процесор
-block.logic-display.name = Логически Дисплей
-block.large-logic-display.name = Голям Логически Дисплей
-block.memory-cell.name = Клетка Памет
-block.memory-bank.name = Банка Бамет
-team.malis.name = Malis
-team.crux.name = червен
-team.sharded.name = оранжев
-team.derelict.name = изоставен
-team.green.name = зелен
+block.hyper-processor.name = Хипер процесор
+block.logic-display.name = Логически дисплей
+block.large-logic-display.name = Голям логически дисплей
+block.memory-cell.name = Клетка памет
+block.memory-bank.name = Банка памет
+team.malis.name = Малис
+team.crux.name = Крукс
+team.sharded.name = Откъснатите
+team.derelict.name = Останки
+team.green.name = Зелен
-team.blue.name = син
+team.blue.name = Син
hint.skip = Прескочи
-hint.desktopMove = Използвайте [accent][[WASD][] за да се придвижвате.
+hint.desktopMove = Използвайте [accent][[WASD][], за да се придвижвате.
hint.zoom = [accent]Скролирайте[] за увеличаване или намаляване на мащаба.
-hint.desktopShoot = Задръжте [accent][[ляв клавиш][] за да стреляте.
-hint.depositItems = За да пренесете ресурси, завлачете от вашия кораб то ядрото.
+hint.desktopShoot = Задръжте [accent][[Ляв клавиш][], за да стреляте.
+hint.depositItems = За да пренесете ресурси, върнете кораба си при ядрото.
hint.respawn = За да се появите отново като кораб, натиснете [accent][[V][].
-hint.respawn.mobile = Вие активирахте режим на управление на единица/структура. За да се върнете във вашия кораб, [accent]докоснете аватара в горния ляв ъгъл[].
-hint.desktopPause = Натиснете [accent][[Интервал][] за да поставите играта на пауза или да я продължите.
-hint.breaking = Натиснете с [accent]Десен клавиш[] и плъзнете за да унищожите блокове.
+hint.respawn.mobile = Вие активирахте режим на управление на единица/структура. За да се върнете към Вашия кораб, [accent]докоснете аватара в горния ляв ъгъл[].
+hint.desktopPause = Натиснете [accent][[Интервал][], за да поставите играта на пауза или да я продължите.
+hint.breaking = Натиснете с [accent]Десен клавиш[] и местете мишката, за да унищожавате блокове.
hint.breaking.mobile = Активирайте \ue817 [accent]чука[] от долния десен ъгъл и натиснете за да унищожите блокове.\n\nЗадръжте за секунда и плъзнете за да унищожите всички блокове в избраната зона.
-hint.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
-hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources.
-hint.research = Използвайте бутонът \ue875 [accent]Проучване[] за да изследвате нови технологии.
-hint.research.mobile = Използвайте бутонът \ue875 [accent]Проучване[] в \ue88c [accent]Менюто[] за да изследвате нови технологии.
-hint.unitControl = Задръжте [accent][[L-Ctrl][] и [accent]кликнете[] за да управлявате ваша единици или кули.
-hint.unitControl.mobile = [accent][[Докоснете два пъти][] за да контролирате ваша единица или кула.
-hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
-hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
+hint.blockInfo = Вижте информация за даден блок, като го посочите в [accent]менюто за строителство[], а после цъкнете върху копчето [accent][[?][] вдясно.
+hint.derelict = [accent]Изоставените[] сгради са порутените останки на стари бази, които вече не функционират.\n\nМожете да [accent]деконструирате[] тези сгради за ресурси.
+hint.research = Използвайте бутона \ue875 [accent]Проучване[], за да изследвате нови технологии.
+hint.research.mobile = Използвайте бутона \ue875 [accent]Проучване[] в \ue88c [accent]Менюто[], за да изследвате нови технологии.
+hint.unitControl = Задръжте [accent][[L-Ctrl][] и [accent]кликнете[], за да управлявате Ваши единици или оръдия.
+hint.unitControl.mobile = [accent][[Докоснете два пъти][], за да контролирате Ваша единица или оръдия.
+hint.unitSelectControl = За да управлявате единици, влезте в [accent]командния режим[], като задържите [accent]L-shift.[]\nДокато сте в командния режим, цъкнете и влачете, за да избирате единици. Цъкнете с [accent]дясно копче[] върху земята или мишена, за да изпратите единиците си там.
+hint.unitSelectControl.mobile = За да управлявате единици, влезте в [accent]командния режим[], като цъкнете копчето за [accent]команда[] долу вляво.\nДокато сте в командния режим, задръжте задълго, за да избирате единици, после може да натиснете върху земята или мишена, за да изпратите единиците си там.
hint.launch = След като съберете достатъчно ресурси, можете да [accent]Изстреляте[] ядро като изберете близък сектор от \ue827 [accent]Глобуса[] в долния десен ъгъл.
hint.launch.mobile = След като съберете достатъчно ресурси, можете да [accent]Изстреляте[] ядро като изберете близък сектор от \ue827 [accent]Глобуса[] в \ue88c [accent]Менюто[].
-hint.schematicSelect = Задръжте [accent][[F][] и плъзнете за да изберете/копирате група от блокчета.\n\n[accent][[Среден клик][] за да копирате едно блокче.
-hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
-hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
-hint.conveyorPathfind = Задръжте [accent][[L-Ctrl][] докато поставяте пътека от конвейери за да генерирате пътека автоматично.
-hint.conveyorPathfind.mobile = Позволете \ue844 [accent]Диагонално Поставяне[] за автоматично намиране на пътека при поставяне на конвейери.
-hint.boost = Задръжте [accent][[L-Shift][] за да прелетите над препятствия с тази единица.\n\nСамо някои наземни единици имат двигатели за летене.
-hint.payloadPickup = Натиснете [accent][[[] за да вдигнете малки блокчета ил единици.
-hint.payloadPickup.mobile = [accent]Докоснете и задръжте[] върху малко блокче или единица за да го вдигнете.
-hint.payloadDrop = Натиснете [accent]][] за да оставите вашия товар.
-hint.payloadDrop.mobile = [accent]Докоснете и задръжте[] върху празна позиция за да оставите вашия товар там.
-hint.waveFire = Кулите [accent]Вълна[] заредени със вода ще действат и като пожарогасители.
-hint.generator = \uf879 [accent]Горивните генератори[] горят въглища и зареждат с електроенергия съседни блокове.\n\nРазстоянието за предаване на енергия може да се увеличи чрез \uf87f [accent]Електрически Възли[].
-hint.guardian = [accent]Пазителите[] са единици с повече броня. Слаби боеприпаси като [accent]Мед[] и [accent]Олово[] са [scarlet]неефективни[] срещу тях.\n\nИзползвайте по - мощни кули или заредете ващите \uf861Дуо/\uf859Салво с \uf835 [accent]Графит[] за да ги повалите.
-hint.coreUpgrade = Ядрата могат да бъдат подобрявани като [accent]поставите по - добро ядро върху тях[].\n\nПоставете \uf868 [accent]Фондация[] върху \uf869 [accent]Шард[] ядрото. Уверете се че няма други препятствия там, където поставяте ядрото.
-hint.presetLaunch = Към сивите [accent]сектори за кацане[], какъвто е [accent]Замръзнала Гора[] можете да изстреляте ядро от всякъде. Не е необходимо да превземането на съседна територия.\n\n[accent]Номерираните сектори[], като този, са [accent]пожелателни[].
-hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
-hint.coreIncinerate = След като ядрото се препълни с конкретен тип ресурс, всички допълнителни доставени количества от него ще бъдат [accent]унищожени[].
-hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
-hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
-gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
-gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
-gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
-gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
-gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
-gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
-gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
-gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
-gz.moveup = \ue804 Move up for further objectives.
-gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
-gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
-gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
-gz.defend = Enemy incoming, prepare to defend.
-gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
-gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
-gz.supplyturret = [accent]Supply Turret
-gz.zone1 = This is the enemy drop zone.
-gz.zone2 = Anything built in the radius is destroyed when a wave starts.
-gz.zone3 = A wave will begin now.\nGet ready.
-gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
-onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
-onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
-onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
-onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
-onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
-onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
-onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
-onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
-onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
-onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
-onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
-onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
-onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
-onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
-onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
-onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
-onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
-onset.enemies = Enemy incoming, prepare to defend.
-onset.defenses = [accent]Set up defenses:[lightgray] {0}
-onset.attack = The enemy is vulnerable. Counter-attack.
-onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
-onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
-onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
-onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
-aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
-split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
-split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
-split.acquire = You must acquire some tungsten to build units.
-split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
-split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
+hint.schematicSelect = Задръжте [accent][[F][] и плъзнете за да изберете/копирате група от блокчета.\n\n[accent][[Среден клик][], за да копирате едно блокче.
+hint.rebuildSelect = Задръжте [accent][[B][] и влачете, за да изберете унищожени блокове.\nТова ще ги застрои наново автоматично.
+hint.rebuildSelect.mobile = Изберете копчето за \ue874 копиране, после натиснете копчето за \ue80f построяване и изтеглете, за да изберете унищожените блокове.\nТова ще ги застрои отново автоматично.
+hint.conveyorPathfind = Задръжте [accent][[L-Ctrl][] докато поставяте пътека от ленти за да генерирате пътека автоматично.
+hint.conveyorPathfind.mobile = Позволете \ue844 [accent]Диагонално поставяне[] за автоматично намиране на пътека при поставяне на конвейери.
+hint.boost = Задръжте [accent][[L-Shift][], за да прелетите над препятствия с тази единица.\n\nСамо някои наземни единици имат двигатели за летене.
+hint.payloadPickup = Натиснете [accent][[[], за да вдигнете малки блокчета или единици.
+hint.payloadPickup.mobile = [accent]Докоснете и задръжте[] върху малко блокче или единица, за да го вдигнете.
+hint.payloadDrop = Натиснете [accent]][], за да оставите товара си.
+hint.payloadDrop.mobile = [accent]Докоснете и задръжте[] върху празна позиция, за да оставите товара си там.
+hint.waveFire = Оръдията [accent]Вълна[] заредени със вода ще действат и като пожарогасители.
+hint.generator = \uf879 [accent]Горивните генератори[] горят въглища и зареждат с електроенергия съседни блокове.\n\nРазстоянието за предаване на енергия може да се увеличи чрез \uf87f [accent]Електрически възли[].
+hint.guardian = [accent]Пазителите[] са единици с повече броня. Слаби боеприпаси като [accent]Мед[] и [accent]Олово[] са [scarlet]неподходящи[] срещу тях.\n\nИзползвайте по-мощни оръдия или заредете Вашите \uf861Дуо/\uf859Салво с \uf835 [accent]Графит[], за да ги повалите.
+hint.coreUpgrade = Ядрата могат да бъдат подобрявани като [accent]поставите по-добро ядро върху тях[].\n\nПоставете \uf868 [accent]Фондация[] върху \uf869 ядрото [accent]Частица[]. Уверете се че няма други препятствия там, където поставяте ядрото.
+hint.presetLaunch = Към сивите [accent]сектори за кацане[], какъвто е [accent]Замръзнала Гора[] можете да изстреляте ядро отвсякъде. Не е необходимо да превземате съседна територия.\n\n[accent]Номерираните сектори[], като този, са [accent]пожелателни[].
+hint.presetDifficulty = Този сектор има [scarlet]висока вражеска заплаха[].\nИзстрелването към такива сектори е [accent]нежелателно[] без нухната технология и подготовка.
+hint.coreIncinerate = След като ядрото се препълни с конкретен тип ресурс, всички допълнителни доставени количества в него ще бъдат [accent]унищожени[].
+hint.factoryControl = За да поставите [accent]изходната точка [] на някоя единица, изберете фабричен блок, докато сте в команден режим, после цъкнете с дясно копче върху някое място.\nЕдиници, които се произвеждат оттам ще отидат автоматично до посоченото място.
+hint.factoryControl.mobile = За да поставите [accent]изходната точка [] на някоя единица, изберете фабричен блок, докато сте в команден режим, после натиснете върху някое мяст.\nЕдиници, които се произвеждат оттам ще отидат автоматично до посоченото място.
+gz.mine = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и цъкнете, за да започнете изкопаването.
+gz.mine.mobile = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и натиснете върху земята, за да започнете изкопаването.
+gz.research = Отворете \ue875 технологичния план.\nПроучете \uf870 [accent]Механичния свредел[], после го изберете от менюто долу вдясно.\nЦъкнете върху поле с мед, за да го поставите.
+gz.research.mobile = Отворете \ue875 технологичния план.\nПроучете \uf870 [accent]Механичния свредел[], после го изберете от менюто долу вдясно.\nНатиснете върху поле с мед, за да го поставите.\n\nНатиснете върху \ue800 [accent]тикчето[] долу вдясно, за да потвърдите.
+gz.conveyors = Проучете и поставете \uf896 [accent]ленти[], за да придвижите изкопани ресурси от \nсвредели към ядрото.\n\nЦъкнете и влачете, за да разположите множество ленти.\n[accent]Скролирайте[], за да завъртите.
+gz.conveyors.mobile = Проучете и поставете \uf896 [accent]ленти[], за да придвижите изкопани ресурси от \nсвредели към ядрото.\n\nЗадръжте пръста си една секунда, за да разположите множество ленти.
+gz.drills = Разришете изкопната дейност.\nПоставете повече механични свредели.\nИзкопайте 100 мед.
+gz.lead = \uf837 [accent]Оловото[] е друг често използван ресурс.\nПоставете свредели, за да го изкопавате.
+gz.moveup = \ue804 Придвижете се нагоре за следващите си задачи.
+gz.turrets = Проучете и поставете 2 оръдия \uf861 [accent]Дуо[], за да защитите ядрото.\nДуо се нуждаят от \uf838 [accent]муниции[] чрез лентите.
+gz.duoammo = Доставете [accent]мед[] на оръдията, като използвате ленти.
+gz.walls = [accent]Стените[] попречват на вражеския огън да достигне до сградите Ви.\nРазположете медни \uf8ae [accent]медни стени[] около оръдията си.
+gz.defend = Врагът наближава, пригответе се за отбрана.
+gz.aa = На обикновените оръдия им е непосилно да се справят с летящи единици.\n\uf860 [accent]Пръскачките[] предоставят отлична противовъздушна сила, но се нуждаят от \uf837 [accent]Олово[], за да функционират.
+gz.scatterammo = Снабдете Пръскачките с [accent]Олово[], използвайки ленти.
+gz.supplyturret = [accent]Снабдете оръдие.
+gz.zone1 = Това е вражеската начална зона.
+gz.zone2 = Всичко построено в нейния радиус ще бъде унищожено, когато настъпи новата вълна.
+gz.zone3 = Сега ще започне една такава вълна.\nПригответе се.
+gz.finish = Издигнете още оръдия, изкопайте повече ресурси\nи се защитете от всички прииждащи вълни, за да [accent]завладеете този сектор[].
+onset.mine = Цъкнете, за да копаете \uf748 [accent]берилий[] от стените.\n\nИзползвайте [accent][[WASD], за да се придвижвате.
+onset.mine.mobile = Натиснете, за да копаете \uf748 [accent]берилий[] от стените.
+onset.research = Отворете \ue875 технологичния план.\nПроучете, после поставете \uf73e [accent]турбинен сгъстител[] върху отвора.\nТова ще генерира [accent]електричество[].
+onset.bore = Проучете и поставете \uf741 [accent]плазмена бургия[].\nТя ще копае ресурси от стените автоматично.
+onset.power = За да [accent]задействате[] плазмената бургия, проучете и поставете \uf73d [accent]лъчева точка[].\nСвържете турбинния сгъстител към плазмената бургия.
+onset.ducts = Проучете и поставете \uf799 [accent]тръби[], за да придвижване изкопаните ресурси от плазмената бургия към ядрото.\nЦъкнете и изтеглете, за да поставите множество тръби.\n[accent]Скролирайте[], за да завъртите.
+onset.ducts.mobile = Проучете и поставете \uf799 [accent]тръби[], за да придвижване изкопаните ресурси от плазмената бургия към ядрото.\nЗадръжте пръста си за една секунда, за да поставите множество тръби.
+onset.moremine = Разришете минната си операция.\nПоставете повече плазмени бургии и използвайте лъчеви точки и тръби, за да ги поддържате.\nИзкопайте 200 берилий.
+onset.graphite = По-сложните блокове се нуждаят от \uf835 [accent]Графит[].\nПоставете плазмени бургии, за да копаете графит.
+onset.research2 = Започнете проучването на [accent]фабрики[].\nПроучете \uf74d [accent]Скалотрошача[] и \uf779 [accent]Аркова фурна за силикон[].
+onset.arcfurnace = Арковата фурна се нуждае от \uf834 [accent]Пясък[] и \uf835 [accent]Графит[], за да произведе \uf82f [accent]Силикон[].\n[accent]Електричеството[] също е важно.
+onset.crusher = Използвайте \uf74d [accent]Скалотрошачите[], за да копаете пясък.
+onset.fabricator = Използвайте [accent]единици[], за да изследвате картата, да пазите сгради и да атакувате врага. Проучете и поставете \uf6a2 [accent]Фабрика за танкове[].
+onset.makeunit = Произведете единица.\nИзползвайте копчето "?", за да видите изискванията на избраната фабрика.
+onset.turrets = Единиците са полезни, ала [accent]Оръдията[] предоставят повече защитни възможности, когато се използват правилно.\nПоставете \uf6eb [accent]Пробивно[] оръдие.\nОръдията се нуждаят от \uf748 [accent]муниции[].
+onset.turretammo = Снабдете оръдието с [accent]берилий.[]
+onset.walls = [accent]Стените[] пазят сградите Ви от вражески огън.\nПоставете няколко \uf6ee [accent]стени от берилий[] около оръдието.
+onset.enemies = Врагът приближава, пригответе се за защита.
+onset.defenses = [accent]Поставяне на защити:[lightgray] {0}
+onset.attack = Врагът е уязвим. Отвърнете на удара.
+onset.cores = Можете да поставите нови ядра върху [accent]полета за ядро[].\nНовите ядра вършат работа като предни бази и споделят ресурсен инвентар с други ядра.\nПоставете \uf725 ядро.
+onset.detect = Врагът ще Ви засече след 2 минути.\nРазположете защити, изкопна дейност и продукция.
+onset.commandmode = Задръжте [accent]shift[], за да влезете в [accent]командния режим[].\n[accent]Цъкнете с ляво копче и влачете[], за да избирате единици.\n[accent]Дясно копче[] дава заповеди за придвижване или атака
+onset.commandmode.mobile = Натиснете [accent]командното копче[], за да влезете в [accent]командния режим[].\nЗадръжте пръста си, после го [accent]придвижете[], за да изберете единици.\n[accent]Докоснете[], за да дадете заповед за придвижване или атака.
+aegis.tungsten = Можете да копаете волфрам чрез [accent]сблъсъчен свредел[].\nТази сграда се нуждае от [accent]вода[] и [accent]електричество[].
+split.pickup = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(Основните копчета за вдигане и поставяне са [ и ])
+split.pickup.mobile = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(За да вдигнете или оставите нещо, задръжте задълго върху него.)
+split.acquire = Нуждаете се от волфрам, за да строите единици.
+split.build = Единиците трябва да бъдат пренасяни до другата страна на стената.\nПоставете два [accent]Масирани товарители[], върху всяка от страните на стената.\nСвържете ги, като натиснете върху единия, после върху другия.
+split.container = Подобно на контейнерите, можете да пренасяте единици с [accent]масиран товарител[].\nПоставете фабрикатор за единици до масиран двигател, за да ги натоварите, после ги пратете зад стената, за да нападнат вражеската база.
-item.copper.description = Използван във всякакви типове конструкции и боеприпаси.
-item.copper.details = Мед. Copper. Необичайно изобилен метал на Serpulo. Структурно слаб, освен ако не е подсилен.
-item.lead.description = Използван в транспорт на течности и електрически структури.
-item.lead.details = Плътен. Инертен. Широко използван при изграждане на батерии.\nБележка: Вероятно токсичен за биологични форми на живот. Не че има много такива останали наоколо.
+item.copper.description = Използва се във всякакви типове конструкции и боеприпаси.
+item.copper.details = Мед. Необичайно изобилен метал на Серпул. Структурно слаб, освен ако бъде подсилен.
+item.lead.description = Използва се за транспорт на течности и електрически структури.
+item.lead.details = Плътен. Инертен. Широко използван при изграждане на батерии.\nБележка: Вероятно е токсичен за биологичните форми на живот. Не, че има много останали наоколо.
item.metaglass.description = Използва се в структури за транспорт и съхранение на течности.
item.graphite.description = Използва се в електрически компоненти и като боеприпас за някои видове кули.
item.sand.description = Използва се за производство на други рафинирани материали.
-item.coal.description = Използва се като гориво и за производство на радинирани материали.
-item.coal.details = Изглежда като вкаменена растителна материя, образувана много преди разпръсването на спорите.
-item.titanium.description = Използван в структури за транспорт, свредла и летящи технологии.
-item.thorium.description = Използван в здрави конструкции или като ядрено гориво.
-item.scrap.description = Използван в Разтопители и Пулверизатори за рафиниране в други материали.
+item.coal.description = Използва се като гориво и за производство на рафинирани материали.
+item.coal.details = Изглежда като вкаменена растителна материя, образувана много преди разпръскването на спорите.
+item.titanium.description = Използва се в транспортни структури, свредели и летателни технологии.
+item.thorium.description = Използва се в здрави конструкции или като ядрено гориво.
+item.scrap.description = Използва се в Разтопители и Пулверизатори за преработване в други материали.
item.scrap.details = Останки от стари структури и единици.
-item.silicon.description = Използва се в фотоволтаици, сложни електроники и самонасочващи се боеприпаси.
+item.silicon.description = Използва се във фотоволтаици, сложни електроники и самонасочващи се боеприпаси.
item.plastanium.description = Използва се в усъвършенствани единици, като изолация и за фрагментационни боеприпаси.
item.phase-fabric.description = Използва се в усъвършенствана електроника и възстановяващи структури.
item.surge-alloy.description = Използва се в усъвършенствани оръжия и импулсни защитни структури.
-item.spore-pod.description = Използва се за производство на нефт, експлозиви и гориво.
-item.spore-pod.details = Спори. Вероятно синтетична форма на живот. Изпускат токсични за останалите биологични организми газове. Изключително инвазивни. Лесно запалими при определени условия.
-item.blast-compound.description = Използва се в бомби и експлозивни боеприпаси.
-item.pyratite.description = Използва се в подпалващи оръжия и горивни генератори.
-item.beryllium.description = Used in many types of construction and ammunition on Erekir.
-item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
-item.oxide.description = Used as a heat conductor and insulator for power.
-item.carbide.description = Used in advanced structures, heavier units, and ammunition.
+item.spore-pod.description = Използва се за производството на нефт, експлозиви и гориво.
+item.spore-pod.details = Спори. Вероятно синтетична форма на живот. Изпускат газове, които са токсични за биологични организми. Изключително инвазивни. Лесно запалими при определени условия.
+item.blast-compound.description = Използва се за бомби и експлозивни боеприпаси.
+item.pyratite.description = Използва се за подпалващи оръжия и горивни генератори.
+item.beryllium.description = Използва се в много видове строежи и муниции на Ерекир.
+item.tungsten.description = Използва се от свредели, броня и муниции. Нужен е за строежа на по-сложни структури.
+item.oxide.description = Използва се като топлопроводник и инсулатор за електричество.
+item.carbide.description = Използва се в сложни структури, тежки единици и муниции.
liquid.water.description = Използва се за охлаждане на машини и преработка на отпадъци.
-liquid.slag.description = Може да се рафинира в Разделители до съставните ѝ метали или да се пръска върху врагове като оръжие.
-liquid.oil.description = Използва се в напредналото производство на материали или като запалителен боеприпас.
-liquid.cryofluid.description = Използва се като охладител в реактори, кули и фабрики.
-liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
-liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
-liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
-liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
-liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
-liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
-liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
-block.derelict = \uf77e [lightgray]Derelict
+liquid.slag.description = Може да се рафинира в Разделители до съставните си метали или да се използване за обливане на враговете.
+liquid.oil.description = Използва се в напредналото производство на материали или като запалимо оръжие.
+liquid.cryofluid.description = Използва се като охладител в реактори, оръдия и фабрики.
+liquid.arkycite.description = Използва се в химическите реакции за производство на електричество и синтез на материали.
+liquid.ozone.description = Използва се като окисляващ агент в производството на материал, както и за гориво. Относително експлозивен.
+liquid.hydrogen.description = Използва се в извличането на ресурси, производството на единици и в ремонти. Запалимо вещество.
+liquid.cyanogen.description = Използва се за муниции, строеж и напреднали единици, както и при различни реакции на по-сложните блокове. Силно запалим.
+liquid.nitrogen.description = Използва се в извличането на ресурси, създаването на газ и производство на единици. Инертен газ.
+liquid.neoplasm.description = Опасен биологичен страничен продукт от неоплазмения реактор. Бързо се разпростира до всеки съседен водосъдържащ блок и го поврежда. Леплив материал.
+liquid.neoplasm.details = Нео-плазма. Неконтрелируема маса от бързо делящи се синтетични клетки с консистенция подобна на тиня. Устойчива на жега. Изключително опасна за всяка сграда, която използва вода.\n\nТвърде сложна и нестабилна за стандартен анализ. Потенциалните приложения са неизвестни. Препоръчва се изгарянето в басейни от слаг.
+block.derelict = \uf77e [lightgray]Останки
block.armored-conveyor.description = Придвижва предмети напред. Не приема вход от страни.
block.illuminator.description = Излъчва светлина.
block.message.description = Съхранява съобщение за комуникация между съюзници.
-block.reinforced-message.description = Stores a message for communication between allies.
-block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
-block.graphite-press.description = Компресира въглища в графит.
-block.multi-press.description = Компресира въглища в графит. Изисква вода като охладител.
+block.reinforced-message.description = Съхранява съобщение за комуникация между съюзници.
+block.world-message.description = Съобщителен блок. Използван при създаването на карти. Неунищожим.
+block.graphite-press.description = Компресира въглища до графит.
+block.multi-press.description = Компресира въглища до графит. Изисква вода като охладител.
block.silicon-smelter.description = Рафинира силикон от пясък и въглища.
-block.kiln.description = Претяпя пясък и олово в метастъкло.
+block.kiln.description = Претапя пясък и олово в мета-стъкло.
block.plastanium-compressor.description = Произвежда пластаний от нефт и титан.
block.phase-weaver.description = Синтезира фазова тъкан от торий и пясък.
-block.surge-smelter.description = Разтопява титан, олово, силиций и мед в импулсна сплав.
-block.cryofluid-mixer.description = Смесва вода и фин титанов прах за производство на криофлуид.
+block.surge-smelter.description = Разтопява титан, олово, силиций и мед до импулсна сплав.
+block.cryofluid-mixer.description = Смесва вода и фин титаниев прах за производство на криотечност.
block.blast-mixer.description = Произвежда взривно съединение от пиратит и сгъстени спори.
block.pyratite-mixer.description = Смесва въглища, олово и пясък в пиратит.
-block.melter.description = Претапя скрап в шлака.
-block.separator.description = Разделя шлаката на нейните минерални компоненти.
-block.spore-press.description = Компресира сгъстени спори в нефт.
+block.melter.description = Претапя скрап до шлака.
+block.separator.description = Раздробява шлаката до нейните минерални компоненти.
+block.spore-press.description = Компресира сгъстени спори на нефт.
block.pulverizer.description = Натрошава скрап до състояние на фин пясък.
-block.coal-centrifuge.description = Преобразува нефт в въглища.
+block.coal-centrifuge.description = Преобразува нефт във въглища.
block.incinerator.description = Изпарява всеки предмет или течност, които получава.
block.power-void.description = Неутрализира цялата енергия в мрежата. Достъпно само в Пясъчника.
-block.power-source.description = Произвежда безкрайно енергия. Достъпно само в Пясъчника.
+block.power-source.description = Произвежда безкрайна енергия. Достъпно само в Пясъчника.
block.item-source.description = Извежда безкрайно количество предмети. Достъпно само в Пясъчника.
block.item-void.description = Унищожава всякакви предмети. Достъпно само в Пясъчника.
block.liquid-source.description = Извежда безкрайно количество течности. Достъпно само в Пясъчника.
block.liquid-void.description = Унищожава всякакви течности. Достъпно само в Пясъчника.
-block.payload-source.description = Infinitely outputs payloads. Sandbox only.
-block.payload-void.description = Destroys any payloads. Sandbox only.
+block.payload-source.description = Извежда безкрайни товари. Достъпно само в Пясъчника.
+block.payload-void.description = Унищожава всеки товар. Достъпно само в Пясъчника.
block.copper-wall.description = Защитава структури от вражески огън.
block.copper-wall-large.description = Защитава структури от вражески огън.
block.titanium-wall.description = Защитава структури от вражески огън.
block.titanium-wall-large.description = Защитава структури от вражески огън.
-block.plastanium-wall.description = Защитава структури от вражески огън. Абсорбира лазери и волтови дъги. Блокира автоматични електрически връзки.
-block.plastanium-wall-large.description = Защитава структури от вражески огън. Абсорбира лазери и волтови дъги. Блокира автоматични електрически връзки.
+block.plastanium-wall.description = Защитава структури от вражески огън. Поглъща лазери и волтови дъги. Блокира автоматични електрически връзки.
+block.plastanium-wall-large.description = Защитава структури от вражески огън. Поглъща лазери и волтови дъги. Блокира автоматични електрически връзки.
block.thorium-wall.description = Защитава структури от вражески огън.
block.thorium-wall-large.description = Защитава структури от вражески огън.
-block.phase-wall.description = Защитава структури от вражески огън, отразявайки повечето куршуми при удар.
-block.phase-wall-large.description = Защитава структури от вражески огън, отразявайки повечето куршуми при удар.
+block.phase-wall.description = Защитава структури от вражески огън, отразявайки повечето куршуми при контакт.
+block.phase-wall-large.description = Защитава структури от вражески огън, отразявайки повечето куршуми при контакт.
block.surge-wall.description = Защитава структури от вражески огън, периодично освобождавайки волтови дъги при контакт.
block.surge-wall-large.description = Защитава структури от вражески огън, периодично освобождавайки волтови дъги при контакт.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Стена, която може да бъде отворена и затворена.
block.door-large.description = Стена, която може да бъде отворена и затворена.
-block.mender.description = Периодично поправя близки блокове.\nОпционално използва силикон за да увеличи обхвата и ефективността си.
-block.mend-projector.description = Периодично поправя близки блокове.\nОпционално използва тъкан за да увеличи обхвата и ефективността си.
-block.overdrive-projector.description = Ускорява близки постройки.\nОпционално използва тъкан за да увеличи обхвата и ефективността си.
-block.force-projector.description = Създава шестоъгълно силово поле около себе си, предпазвайки сградите и единиците в него от повреда.\nПрегрява, ако претърпи твърде много щети. Можете да използвате охладителна течност за да предотвратите това. Можете да използвате фазова тъкан за да увеличите обхвата на силовото поле.
+block.mender.description = Периодично поправя близки блокове.\nМоже да използва силикон, за да увеличи обхвата и ефективността си.
+block.mend-projector.description = Периодично поправя близки блокове.\nМоже да използва силикон, за да увеличи обхвата и ефективността си.
+block.overdrive-projector.description = Ускорява близки постройки.\nМоже да използва фазова тъкан, за да увеличи обхвата и ефективността си.
+block.force-projector.description = Създава шестоъгълно силово поле около себе си, предпазвайки сградите и единиците в него от повреда.\nПрегрява, ако претърпи твърде много щети. Използвайте охладителна течност, за да предотвратите прегряване. Можете да използвате фазова тъкан, за да увеличите обхвата на силовото поле.
block.shock-mine.description = Освобождава електрически дъги при контакт с вражески единици.
block.conveyor.description = Пренася предмети напред.
-block.titanium-conveyor.description = Пренася предмети напред. По - бърз от стандартния конвейер.
-block.plastanium-conveyor.description = Пренася предмети напред на партиди. Приема предмети само в началото на веригата и ги разтоварва в края в 3 посоки. Изисква товарене и разтоварване от няколко страни за максимална ефективност.
+block.titanium-conveyor.description = Пренася предмети напред. По-бърз от стандартната лента.
+block.plastanium-conveyor.description = Пренася предмети напред на партиди. Приема предмети само в началото на веригата и ги разтоварва в 3 посоки. Изисква товарене и разтоварване от няколко страни за максимална ефективност.
block.junction.description = Действа като мост за две кръстосани конвейерни линии.
block.bridge-conveyor.description = Пренася предмети над терен или постройки.
-block.phase-conveyor.description = Мигновенно пренася предмети над терен или постройки. Има по - голям обхват от мостовия конвейер, но се нуждае от електроенергия.
+block.phase-conveyor.description = Мигновенно пренася предмети над терен или постройки. Има по-голям обхват от мостовата лента, но се нуждае от електроенергия.
block.sorter.description = Ако предметът съвпада на избрания го пренася напред, иначе го изкарва настрани.
-block.inverted-sorter.description = Подобно на стандартния сортирач, но извежда избрания предмет настрани.
-block.router.description = Разпределя внесените предмети в до 3 посоки равномерно.
+block.inverted-sorter.description = Подобно на стандартния сортировач, но извежда избраният предмет настрани.
+block.router.description = Разпределя внесените предмети на до 3 посоки равномерно.
block.router.details = Необходимо зло. Употребата му като вход на фабрики не се препоръчва, защото ще се запуши от изходните материали.
block.distributor.description = Разпределя внесените предмети в до 7 посоки равномерно.
-block.overflow-gate.description = Насочва предмети настрани само ако лентат отпред е препълнена или блокирана.
+block.overflow-gate.description = Насочва предмети настрани само ако лентата отпред е препълнена или блокирана.
block.underflow-gate.description = Насочва предмети напред само ако лентите отстрани са препълнени или блокирани.
-block.mass-driver.description = Структура за пренасяне на предмети на далечни растояния. Събира партиди от предмети и ги изстрелва до други Масови Преносители.
+block.mass-driver.description = Структура за пренасяне на предмети на далечни растояния. Събира партиди от предмети и ги изстрелва до други Масови преносители.
block.mechanical-pump.description = Изпомпва течности. Не изисква електричество.
block.rotary-pump.description = Изпомпва течности. Изисква електричество.
block.impulse-pump.description = Изпомпва течности.
block.conduit.description = Пренася течности еднопосочно. Използва се в комбинация с помпи и други тръбопроводи.
-block.pulse-conduit.description = Пренася течности еднопосочно. Пренася по - бързо и съхранява повече от стандартния тръбопровод.
-block.plated-conduit.description = Пренася течности еднопосочно. Не приема вход от страни. Не позволява течове.
-block.liquid-router.description = Разпределя внесените течности в до 3 посоки равномерно. Също може да съхранява някакво количество течност.
-block.liquid-container.description = Stores a sizeable amount of liquid. Outputs to all sides, similarly to a liquid router.
+block.pulse-conduit.description = Пренася течности еднопосочно. Пренася по-бързо и съхранява повече от стандартния тръбопровод.
+block.plated-conduit.description = Пренася течности еднопосочно. Не приема вход от страни. Не пропуска течове.
+block.liquid-router.description = Разпределя внесените течности в до 3 посоки равномерно. Също може да съхранява малко количество течност.
+block.liquid-container.description = Съхранява значително количество течност. Може да изкарва течност във всички посоки, подобно на рутер за течности.
block.liquid-tank.description = Съхранява голямо количество течност. Може да изкарва течност във всички посоки, подобно на рутер за течности.
block.liquid-junction.description = Действа като мост за два кръстосани тръбопровода.
block.bridge-conduit.description = Транспортира течности над терен или сгради.
-block.phase-conduit.description = TТранспортира течности над терен или сгради. Има по - голям обхват от мост за течности, но се нуждае от електроенергия.
+block.phase-conduit.description = Транспортира течности над терен или сгради. Има по-голям обхват от моста за течности, но се нуждае от електроенергия.
block.power-node.description = Пренася енергия между свързани или съседни структури.
-block.power-node-large.description = Подобрена версия на електрическия възел с по - голям обхват.
-block.surge-tower.description = Далекообхватен електрически възел, но може да се свърже само до две структури.
+block.power-node-large.description = Подобрена версия на електрическия възел с по-голям обхват.
+block.surge-tower.description = Далекообхватен електрически възел, но може да се свърже само две структури.
block.diode.description = Пренася енергия между батерии само в една посока, само ако източника има повече съхранена енергия от целта.
-block.battery.description = Съхранява мощност във времена на енергиен излишък. Извежда мощност по времена на енергиен дефицит.
-block.battery-large.description = Съхранява мощност във времена на енергиен излишък. Извежда мощност по времена на енергиен дефицит. Има по - голям капацитет от нормалната батерия.
-block.combustion-generator.description = Произвежда електроенергия като гори запалими материали, като въглища.
-block.thermal-generator.description = Генерира енергия когато е поставен върху нагорещена повърхност.
+block.battery.description = Съхранява мощност, когато има излишък. Извежда мощност по време на на дефицит.
+block.battery-large.description = Съхранява мощност, когато има излишък. Извежда мощност по време на дефицит. Има по-голям капацитет от нормалната батерия.
+block.combustion-generator.description = Произвежда електроенергия като гори запалими материали, например въглища.
+block.thermal-generator.description = Генерира енергия, когато е поставен върху нагорещена повърхност.
block.steam-generator.description = Генерира енергия като гори запалими материали и изпарява вода.
block.differential-generator.description = Генерира енергия в големи количества. Използва температурната разлика между криофлуида и изгарящия пиратит.
block.rtg-generator.description = Използва топлината на разлагащи се радиоактивни съединения, за да произвежда енергия с бавна скорост.
block.solar-panel.description = Осигурява малко количество енергия от слънцето.
-block.solar-panel-large.description = Осигурява малко количество енергия от слънцето. По - ефективен от стандартния фотоволтаик.
-block.thorium-reactor.description = Генерира значителни количества енергия, използвайки торий. Изисква постоянно охлаждане. Избухва агресивно ако се доставят недостатъчни количества охлаждаща течност.
-block.impact-reactor.description = Генерира огромни количества енергия при пикова ефективност. Изисква значителна входна мощност, за да стартира процеса.
+block.solar-panel-large.description = Осигурява малко количество енергия от слънцето. По-ефективен от стандартния фотоволтаик.
+block.thorium-reactor.description = Генерира значителни количества енергия, използвайки торий. Изисква постоянно охлаждане. Избухва агресивно ако се доставят недостатъчни количества охлаждане.
+block.impact-reactor.description = Генерира огромни количества енергия с пикова ефективност. Изисква значителна входова мощност, за да стартира процеса.
block.mechanical-drill.description = Когато се постави върху руда добива конкретния материал с бавно темпо за неопределено време. Може да добива само основни ресурси.
-block.pneumatic-drill.description = Подобрено свредло, което може да добива титан. Работи с по - бързо темпо от механичното свредло.
-block.laser-drill.description = Използва лазерна технология за да добива ресурси с още по - висока скорост, но консумира електроенергия. Може да добива торий.
-block.blast-drill.description = Използва изключително усъвършенствана технология за да постигне невероятна скорост на добив. Консумира голямо количество електроенергия.
-block.water-extractor.description = Извлича подземни води. Използва се на места без налична повърхностна вода.
+block.pneumatic-drill.description = Подобрено свредло, което може да добива титан. Работи с по-бързо темпо от механичното свредло.
+block.laser-drill.description = Използва лазерна технология, за да добива ресурси с още по-висока скорост, но консумира електроенергия. Може да добива торий.
+block.blast-drill.description = Използва изключително усъвършенствана технология, за да постигне невероятна скорост на добив. Консумира голямо количество електроенергия.
+block.water-extractor.description = Извлича подземни води. Използва се на места без повърхностна вода.
block.cultivator.description = Култивира малки концентрации на атмосферни спори под формата на плътно биологично вещество.
-block.cultivator.details = Възстановена технология. Използва се за да произвежда масивно количество биомаса с максимална ефективност. Вероятно първоначалният инкубатор на спорите, който сега покрива Серпуло.
-block.oil-extractor.description = Използва голямо количество електроенергия, пясък и вода за да добива нефт.
-block.core-shard.description = Ядро на базата. Веднъж унищожено, секторът се губи.
-block.core-shard.details = Първата итерация. Компактно. Самовъзпроизвеждащо се.Оборудвано с едноктарни стартови двигатели. Не е предназначено за междупланетарни полети.
-block.core-foundation.description = Ядро на базата. Добре бронирано. Съдържа повече ресурси от модел Шард.
+block.cultivator.details = Възстановена технология. Използва се, за да произвежда масивно количество биомаса с максимална ефективност. Вероятно първоначалният инкубатор на спорите, който сега покрива Серпуло.
+block.oil-extractor.description = Използва голямо количество електроенергия, пясък и вода, за да добива нефт.
+block.core-shard.description = Ядро на базата. Ако бъде унищожено, секторът се губи.
+block.core-shard.details = Първата итерация. Компактна. Самовъзпроизвежда се. Оборудвана с едноктарни стартови двигатели. Не е предназначена за междупланетарни полети.
+block.core-foundation.description = Ядро на базата. Добре бронирано. Съдържа повече ресурси от модел Частица.
block.core-foundation.details = Втората итерация.
block.core-nucleus.description = Ядро на базата. Изключително добре бронирано. Съхранява огромни количества ресурси.
block.core-nucleus.details = Третата и финална итерация.
-block.vault.description = Съхранява голямо количество материали от всеки тип. Съдържанието може да бъде достъпено чрез разтоварач.
-block.container.description = Съхранява малко количество материали от всеки тип. Съдържанието може да бъде достъпено чрез разтоварач.
+block.vault.description = Съхранява голямо количество материали от всеки тип. Съдържанието може да бъде достъпено чрез разтоварител.
+block.container.description = Съхранява малко количество материали от всеки тип. Съдържанието може да бъде достъпено чрез разтоварител.
block.unloader.description = Разтоварва избран материал от близки блокове.
block.launch-pad.description = Изстрелва патриди от елементи в избраните сектори.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Изстрелва редуващи се куршуми по враговете.
block.scatter.description = Изстрелва топки олово, скрап или метастъкло на съчми срещу вражески въздушни единици.
block.scorch.description = Изгаря всички наземни врагове в близост. Висока ефективност от близко разстояние.
block.hail.description = Изстрелва малки снаряди по наземни врагове на големи разстояния.
-block.wave.description = Изстрелва потоци течност по враговете. Автоматично гаси пожари, когато е се снабдява с вода.
+block.wave.description = Изстрелва потоци течност по враговете. Автоматично гаси пожари, когато се снабдява с вода.
block.lancer.description = Зарежда и изстрелва мощни лъчи енергия по наземни цели.
block.arc.description = Изстрелва волтови дъги по наземни цели.
-block.swarmer.description = Изстрелва ракети с автоматично насочване по врагове.
-block.salvo.description = Изстрелва бързи залпове от куршуми по врагове.
+block.swarmer.description = Изстрелва ракети с автоматично насочване.
+block.salvo.description = Изстрелва бързи залпове от куршуми.
block.fuse.description = Изстрелва три пробиващи взрива по врагове на близко разстояние.
block.ripple.description = Изстрелва клъстери от снаряди по наземни врагове на големи разстояния.
block.cyclone.description = Изстрелва взривоопасни топки от съчми по близки врагове.
block.spectre.description = Изстрелва големи бронепробивни куршуми по въздушни и наземни мишени.
-block.meltdown.description = Зарежда и изстрелва продължителен лазерен лъч по близки врагове. Изисква охладител за да функционира.
-block.foreshadow.description = Произвежда единични силни изстрели на дълго растояние. Приоритизира враговете с по - високи максимални точки живот.
-block.repair-point.description = Непрекъснато ремонтира най - близката повредена единица в обхват.
+block.meltdown.description = Зарежда и изстрелва продължителен лазерен лъч по близки врагове. Изисква охладител, за да функционира.
+block.foreshadow.description = Произвежда единични силни изстрели на дълго растояние. Приоритизира враговете с повече точки живот.
+block.repair-point.description = Непрекъснато ремонтира най-близката повредена единица в обхват.
block.segment.description = Поврежда и унищожава вражески снаряди. Не действа на лазери.
block.parallax.description = Активира прихващаш лъч, с който придърпва и уврежда въздушни единици.
block.tsunami.description = Изстрелва мощни потоци течност по враговете. Автоматично гаси пожари, когато се снабдява с вода.
-block.silicon-crucible.description = Рафинира силикон от пясък и въглища, използвайки пиратит като допълнителен източник на топлина. Действа по - ефективно върху топли повърхности.
-block.disassembler.description = Бавно извлича редки минерални компоненти от шлаката. Има шанс да извлече и торий.
-block.overdrive-dome.description = Повишава скоростта на близки сгради. Нуждае се от фазова тъкан и силикон за да оперира.
+block.silicon-crucible.description = Рафинира силикон от пясък и въглища, използвайки пиратит като допълнителен източник на топлина. Работи по-ефективно върху топли повърхности.
+block.disassembler.description = Бавно извлича редки минерални компоненти от шлака. Има шанс да извлече торий.
+block.overdrive-dome.description = Повишава скоростта на близки сгради. Нуждае се от фазова тъкан и силикон, за да работи.
block.payload-conveyor.description = Пренася големи товари, като единици от фабрика.
block.payload-router.description = Разпределя натоварените единици в 3 различни посоки.
-block.ground-factory.description = Произвежда наземни единици. Произведените единици могат да бъдат използвани директно или пренесени във Реконструктори за да бъдат подобрени.
-block.air-factory.description = Произвежда въздушни единици. Произведените единици могат да бъдат използвани директно или пренесени във Реконструктори за да бъдат подобрени.
-block.naval-factory.description = Произвежда морски единици. Произведените единици могат да бъдат използвани директно или пренесени във Реконструктори за да бъдат подобрени.
+block.ground-factory.description = Произвежда наземни единици. Произведените единици могат да бъдат използвани директно или пренесени във Реконструктори за подобрение.
+block.air-factory.description = Произвежда въздушни единици. Произведените единици могат да бъдат използвани директно или пренесени във Реконструктори за подобрение.
+block.naval-factory.description = Произвежда морски единици. Произведените единици могат да бъдат използвани директно или пренесени във Реконструктори за подобрение.
block.additive-reconstructor.description = Подобрява доставените единици до второ ниво.
block.multiplicative-reconstructor.description = Подобрява доставените единици до трето ниво.
block.exponential-reconstructor.description = Подобрява доставените единици до четвърто ниво.
block.tetrative-reconstructor.description = Подобрява доставените единици до петото и последно ниво.
block.switch.description = Превключвател. Може да се превключва ръчно и да се следи и управлява с процесор.
block.micro-processor.description = Многократно изпълнява поредица от логически инструкции. Може да управлява единици и постройки.
-block.logic-processor.description = Многократно изпълнява поредица от логически инструкции. Може да управлява единици и постройки. По - бърз от микропроцесор.
-block.hyper-processor.description = Многократно изпълнява поредица от логически инструкции. Може да управлява единици и постройки. По - бърз от логически процесор.
+block.logic-processor.description = Многократно изпълнява поредица от логически инструкции. Може да управлява единици и постройки. По-бърз от микропроцесор.
+block.hyper-processor.description = Многократно изпълнява поредица от логически инструкции. Може да управлява единици и постройки. По-бърз от логически процесор.
block.memory-cell.description = Съхранява информация, която може да се достъпва или променя от процесор.
block.memory-bank.description = Съхранява информация, която може да се достъпва или променя от процесор. Има голям капацитет.
block.logic-display.description = Позволява изобразяването на графика чрез процесор.
block.large-logic-display.description = Позволява изобразяването на графика чрез процесор.
-block.interplanetary-accelerator.description = Масивна електромагнитна релсова кула. Ускорява ядрата до необходимата скорост за междупланетно изстрелване.
-block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
-block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
-block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
-block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
-block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
-block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
-block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
-block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
-block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
-block.disperse.description = Fires bursts of flak at aerial targets.
-block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
-block.scathe.description = Launches a powerful missile at ground targets over vast distances.
-block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
-block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
-block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
-block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
-block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
-block.slag-heater.description = Heats facing blocks. Requires slag.
-block.phase-heater.description = Heats facing blocks. Requires phase fabric.
-block.heat-redirector.description = Redirects accumulated heat to other blocks.
-block.heat-router.description = Spreads accumulated heat in three output directions.
-block.electrolyzer.description = Converts water into hydrogen and ozone gas.
-block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
-block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
-block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
-block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
-block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
-block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
-block.vent-condenser.description = Condenses vent gases into water. Consumes power.
-block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
-block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
-block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
-block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
-block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
-block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
-block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
-block.reinforced-liquid-tank.description = Stores a large amount of fluids.
-block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
-block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
-block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
-block.beryllium-wall.description = Protects structures from enemy projectiles.
-block.beryllium-wall-large.description = Protects structures from enemy projectiles.
-block.tungsten-wall.description = Protects structures from enemy projectiles.
-block.tungsten-wall-large.description = Protects structures from enemy projectiles.
-block.carbide-wall.description = Protects structures from enemy projectiles.
-block.carbide-wall-large.description = Protects structures from enemy projectiles.
-block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
-block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
-block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
-block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
-block.duct.description = Moves items forward. Only capable of storing a single item.
-block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
-block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
-block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
-block.duct-bridge.description = Moves items over structures and terrain.
-block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
-block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
-block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
-block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
-block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
-block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
-block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
-block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
-block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
-block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
-block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
-block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
-block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
-block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
-block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
-block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
-block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
-block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
-block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
-block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
-block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
-block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
-block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
-block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
-block.prime-refabricator.description = Upgrades inputted units to the third tier.
+block.interplanetary-accelerator.description = Масивна електромагнитна релсова кула. Ускорява ядрото до необходимата за междупланетно изстрелване скорост.
+block.repair-turret.description = Непрекъснато ремонтира най-близката повредена единица в обхват. Може да приема охладител.
+block.core-bastion.description = Ядро на базата. Добре бронирано. Ако бъде унищожено, секторът е загубен.
+block.core-citadel.description = Ядро на базата. Много добре бронирано. Съхранява повече ресурси от ядро Убежище.
+block.core-acropolis.description = Ядро на базата. Изключтилено бронирано. Съхранява повече ресурси от ядро Цитадела.
+block.breach.description = Изстрелва пробождащи муниции от берилий или волфрам.
+block.diffuse.description = Изстрелва облак от куршуми в широк конус. Изтласква враговете назад.
+block.sublimate.description = Изпуска продължителна струя от пламък към врага. Пробожда брони.
+block.titan.description = Изстрелва масивен артилерийски снаряд към наземни мишени. Нуждае се от водород.
+block.afflict.description = Изстрелва масивна заредена сфера от фрагментарна противовъздушна сила. Нуждае се от нагряване.
+block.disperse.description = Изстрелва противовъздушни снаряди към летящи мишени.
+block.lustre.description = Изстрелва бавноподвижен лазер към една мишена.
+block.scathe.description = Изстрелва могъща ракета към наземни мишени през огромни разстояния.
+block.smite.description = Изстрелва серия от пробождащи, наелектризирани куршуми.
+block.malign.description = Изстрелва порой от самонасочващи се лазерни заряди. Нуждае се от значително нагряване.
+block.silicon-arc-furnace.description = Рефинира силикон от пясък и графит.
+block.oxidation-chamber.description = Преобразува берилий и озон в оксид. Излъчва топлина като страничен продукт.
+block.electric-heater.description = Нагрява срещуположни блокове. Нуждае се от големи количества електричество.
+block.slag-heater.description = Нагрява срещуположни блокове. Нуждае се от слаг.
+block.phase-heater.description = Нагрява срещуположни блокове. Нуждае се от фазова тъкан.
+block.heat-redirector.description = Пренасочва натрупана топлина към други блокове.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
+block.heat-router.description = Разпределя натрупаната топлина в три изходящи посоки.
+block.electrolyzer.description = Превръща вода във водород и озонов газ.
+block.atmospheric-concentrator.description = Концентрира азот от атмосферата. Нуждае се от нагряване.
+block.surge-crucible.description = Образува импулсна сплав от слаг и силикон. Нуждае се от нагряване.
+block.phase-synthesizer.description = Синтезира фазова тъкан от торий, пясък и озон. Нуждае се от нагряване.
+block.carbide-crucible.description = Слива графит и волфрам в карбид. Нуждае се от нагряване.
+block.cyanogen-synthesizer.description = Синтезира цианоген от акрицид и графит. Нуждае се от нагряване.
+block.slag-incinerator.description = Изгаря устойчиви предмети или течности. Нуждае се от слаг.
+block.vent-condenser.description = Кондензира изпуснати газове във вода. Поглъща електричество.
+block.plasma-bore.description = Когато се постави срещуположно на стена с руда, извежда предмети безкрайно. Нуждае се от малко електричество.
+block.large-plasma-bore.description = По-голяма плазмена бургия. Способна е да изкопава волфрам и торий. Нуждае се от водород и електричество.
+block.cliff-crusher.description = Натрошава стени, за да генерира безкрайно количество пясък. Нуждае се от ток. Ефикасността варира спрямо вида стена.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
+block.impact-drill.description = Когато се постави върху руда, извежда предмети безкрайно на тласъци. Нуждае се от ток и вода.
+block.eruption-drill.description = Подобрен сблъсъчен свредел. Способен е да изкопава торий. Нуждае се от водород.
+block.reinforced-conduit.description = Придвижва течности напред. Не приема непроводими материали от страни.
+block.reinforced-liquid-router.description = Разпределя течности поравно на всички страни.
+block.reinforced-liquid-tank.description = Съхранява голямо количество течности.
+block.reinforced-liquid-container.description = Съхранява значително количество течности.
+block.reinforced-bridge-conduit.description = Пренася течности над структури и над терен.
+block.reinforced-pump.description = Изпомпва и изнася течности. Нуждае се от водород.
+block.beryllium-wall.description = Защитава сградите от вражески огън.
+block.beryllium-wall-large.description = Защитава сградите от вражески огън.
+block.tungsten-wall.description = Защитава сградите от вражески огън.
+block.tungsten-wall-large.description = Защитава сградите от вражески огън.
+block.carbide-wall.description = Защитава сградите от вражески огън.
+block.carbide-wall-large.description = Защитава сградите от вражески огън.
+block.reinforced-surge-wall.description = Защитава структури от вражески огън, периодично освобождавайки електрически дъги при контакт.
+block.reinforced-surge-wall-large.description = Защитава структури от вражески огън, периодично освобождавайки волтови дъги при контакт.
+block.shielded-wall.description = Защитава структури от вражески огън. Пуска щит, който поглъща повечето снаряди, докато има електричество. Нуждае се от ток.
+block.blast-door.description = Стена, която се отваря, когато в близост има приятелски наземни единици. Не може да се управлява ръчно.
+block.duct.description = Придвижва предмети напред. Може да съхранява само по един предмет.
+block.armored-duct.description = Придвижва предмети напред. Не приема чужди предмети от страни.
+block.duct-router.description = Разпределя предмети поравно в три посоки. Приема предмети единствено от задната си страна. Може да се настрои като сортировач на предмети.
+block.overflow-duct.description = Извежда предмети към стените единствено, ако предният път е възпрепятстван.
+block.duct-bridge.description = Придвижва предмети над сгради и терен.
+block.duct-unloader.description = Разтоварва избраният предмет от блока зад него. Не може да разтоварва от ядра.
+block.underflow-duct.description = Обратното на преливащ тръбопровод. Извежда напред, когато левият и десният път са блокирани.
+block.reinforced-liquid-junction.description = Действа като пресечна точка между два пресичащи се потока.
+block.surge-conveyor.description = Придвижва предмети на партити. Може да се ускори с електричество. Електропроводим.
+block.surge-router.description = Разпределя предмети в три посоки поравно от импулсни ленти. Може да се ускори с електричество. Електропроводим.
+block.unit-cargo-loader.description = Построява товарителни дрони. Дроните автоматично разпределят предмети към Разтоварителни точки със съвпадащ филтър.
+block.unit-cargo-unload-point.description = Действа като разтоварваща точка за товарителни дрони. Приема предмети, които съвпадат с посочения филтър.
+block.beam-node.description = Предава електричество ортогонално към други блокове. Съхранява малко количество ток.
+block.beam-tower.description = Предава електричество ортогонално към други блокове. Съхранява голямо количество ток. Висок обхват.
+block.turbine-condenser.description = Създава ток, когато се постави върху отвори. Произвежда малко количество вода.
+block.chemical-combustion-chamber.description = Създава ток от аркицид и озон.
+block.pyrolysis-generator.description = Създава голямо количество ток от аркицид и слаг. Произвежда вода като страничен продукт.
+block.flux-reactor.description = Когато се нагрее, създава големи количества електричество. Изисква цианоген, за да се стабилизира. Изходящият ток и нуждата от цианоген са пропорционални с подадената топлина.\nЕксплодира, ако не получи достатъчно цианоген.
+block.neoplasia-reactor.description = Използва аркицид, вода и фазова тъкан, за да създава високи количества електричество. Произвежда топлина и опасна нео-плазма като странични продукти.\nЕкслодира жестоко, когато нео-плазмата не се извежда от реактора с тръбопроводи.
+block.build-tower.description = Автоматично възстановява сгради в обхвата си и единици в производство.
+block.regen-projector.description = Бавно поправя приятелски сгради в квадратен периметър. Нуждае се от водород.
+block.reinforced-container.description = Съхранява малко количество предмети. Съдържанието може да бъде извеждано с разтоварители. Не увеличава размера на хранилището на ядрото.
+block.reinforced-vault.description = Съхранява голямо количество предмети. Съдържанието може да бъде извеждано с разтоварители. Не увеличава размера на хранилището на ядрото.
+block.tank-fabricator.description = Произвежда единици тип "Стел". Изведените единици могат да се управляват директно или да бъдат изпратени към рефабрикаторите за подобрение.
+block.ship-fabricator.description = Произвежда единици тип "Елуд". Изведените единици могат да се управляват директно или да бъдат изпратени към рефабрикаторите за подобрение.
+block.mech-fabricator.description = Произвежда единици тип "Меруи". Изведените единици могат да се управляват директно или да бъдат изпратени към рефабрикаторите за подобрение.
+block.tank-assembler.description = Изгражда огромни танкове от въведени блокове и единици. Изходящиата единица може да бъде подобрен чрез модули.
+block.ship-assembler.description = Изгражда огромни кораби от въведени блокове и единици. Изходящиата единица може да бъде подобрен чрез модули.
+block.mech-assembler.description = Изгражда огромни машини от въведени блокове и единици. Изходящиата единица може да бъде подобрен чрез модули.
+block.tank-refabricator.description = Подобрява въведените танкове до второ ниво.
+block.ship-refabricator.description = Подобрява въведените кораби до второ ниво.
+block.mech-refabricator.description = Подобрява въведените машини до второ ниво.
+block.prime-refabricator.description = Подобрява въведените единици до трето ниво.
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
-block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
-block.reinforced-payload-conveyor.description = Moves payloads forward.
-block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
-block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
-block.large-payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
-block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
-block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
-block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
-block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
+block.small-deconstructor.description = Деконструира въведени сгради и единици. Възвръща 100% от разхода им за производство.
+block.reinforced-payload-conveyor.description = Придвижва товарите напред.
+block.reinforced-payload-router.description = Разпределя товари в съседни блокове. Когато има посочен филтър, действа като сортировач.
+block.payload-mass-driver.description = Далекообхватна сграда за транспорт на товари. Изстрелва получените товари към свързани масирани двигатели.
+block.large-payload-mass-driver.description = Далекообхватна сграда за транспорт на товари. Изстрелва получените товари към свързани масирани двигатели.
+block.unit-repair-tower.description = Поправя всички единици в своя обхват. Нуждае се от озон.
+block.radar.description = Постепенно разкрива терена и вражески единици в широк радиус. Нуждае се от електричество.
+block.shockwave-tower.description = Поврежда и унищожава вражески снаряди в обхвата си. Нуждае се от цианоген.
+block.canvas.description = Показва просто изображение с предзададена палитра. Може да се редактира.
unit.dagger.description = Изстрелва стандартни боеприпаси по всички близки врагове.
unit.mace.description = Изстрелва поток от пламък по всички близки врагове.
unit.fortress.description = Далекообхватна атака срещу наземни единици.
unit.scepter.description = Изстрелва залп от заредени куршуми по всички близки врагове.
unit.reign.description = Изстрелва залп от масивни пронизващи куршуми по всички близки врагове.
-unit.nova.description = Изстрелва лазерни лъчи, които повреждат врагове и поправят приятелски структури. Може да лети.
-unit.pulsar.description = Активира волтови дъги, които повреждат врагове и поправят приятелски структури. Може да лети.
-unit.quasar.description = Изстрелва пронизващи лазерни лъчи, които повреждат врагове и поправят приятелски структури. Може да лети. Има защитно поле.
-unit.vela.description = Изстрелва масивен продължителен лазерен лъч, който поврежда врагове, причинява пожари и поправя приятелски структури. Може да лети.
-unit.corvus.description = Изстрелва масивен лазерен взрив, който поврежда врагове и поправя приятелски структури. Може да преминава над повечето терени.
-unit.crawler.description = Бяга към врагове и се самоунищожава, причинявайки голяма експлозия.
-unit.atrax.description = Изстрелва инвалидизиращи кълба от шлака по наземни цели. Може да прекрачи повечето терени.
-unit.spiroct.description = Изстрелва пронизващи лазерни лъчи по враговете, като се самовъзстановява в процеса. Може да преминава над повечето терени.
-unit.arkyid.description = Атакува врагове със големи източващи лазерни лъчи, самопоправяйки се в процеса. Може да преминава над повечето терени.
-unit.toxopid.description = Изстрелва големи електрически клъстерни снаряди и пронизващи лазери по врагове. Може да преминава над повечето терени.
+unit.nova.description = Изстрелва лазерни лъчи, които повреждат врагове и поправят приятелски сгради. Може да лети.
+unit.pulsar.description = Активира волтови дъги, които повреждат врагове и поправят приятелски сгради. Може да лети.
+unit.quasar.description = Изстрелва пронизващи лазерни лъчи, които повреждат врагове и поправят приятелски сгради. Може да лети. Има защитно поле.
+unit.vela.description = Изстрелва масивен продължителен лазерен лъч, който поврежда врагове, причинява пожари и поправя приятелски сгради. Може да лети.
+unit.corvus.description = Изстрелва масивен лазерен взрив, който поврежда врагове и поправя приятелски сгради. Може да преминава над повечето терени.
+unit.crawler.description = Бяга към врагове и се самоунищожава, предизвиквайки голяма експлозия.
+unit.atrax.description = Изстрелва обездвижващи кълба от шлака по наземни цели. Може да прекосява почти всякакъв терен.
+unit.spiroct.description = Изстрелва пронизващи лазерни лъчи по враговете и се самовъзстановява. Може да прекосява почти всякакъв терен.
+unit.arkyid.description = Атакува врагове с големи източващи лазерни лъчи и се самовъзстановява. Може да прекосява почти всякакъв терен.
+unit.toxopid.description = Изстрелва големи електрически клъстерни снаряди и пронизващи лазери по врагове. Може да прекосява почти всякакъв терен.
unit.flare.description = Изстрелва стандартни снаряди по близки наземни врагове.
-unit.horizon.description = Пуска серии от бомби по наземни мишени.
+unit.horizon.description = Пуска серия от бомби по наземни мишени.
unit.zenith.description = Изстрелва залпове от ракети по всички близки врагове.
-unit.antumbra.description = Изстрелва залп от боеприпаси по всички врагове в обхват.
+unit.antumbra.description = Изстрелва залп от боеприпаси по всички врагове в обхвата си.
unit.eclipse.description = Изстрелва два пробиващи лазера и залп от сачми по близки врагове.
unit.mono.description = Автоматично добива мед и олово, след което ги пренася в ядрото.
-unit.poly.description = Автоматично поправя или построява увредени и унищожени структури. Помага на други единици в строежи.
-unit.mega.description = Автоматично поправя повредени структури. Може да пренася блокове и малки наземни единици.
-unit.quad.description = Пуска големи бомби по земни мишени, поправяйки приятелски структури и повреждайки врагове. Може да пренася средни по размер наземни единици.
+unit.poly.description = Автоматично поправя или построява увредени и унищожени сгради. Помага на други единици в строежи.
+unit.mega.description = Автоматично поправя повредени сгради. Може да пренася блокове и малки наземни единици.
+unit.quad.description = Пуска големи бомби по наземни мишени, поправя приятелски сгради и поврежда враговете. Може да пренася средни по размер наземни единици.
unit.oct.description = Защитава приятелски единици чрез регенериращо защитно поле. Може да пренася повечето наземни единици.
unit.risso.description = Изстрелва залпове от ракети и боеприпаси по всички близки врагове.
unit.minke.description = Изстрелва сачми и стандартни муниции по наземни мишени.
unit.bryde.description = Изстрелва далекообхватни боеприпаси и ракети по врагове.
unit.sei.description = Изстрелва поредица от ракети и бронебойни куршуми по врагове.
unit.omura.description = Изстрелва далечни пробивни релсови лазери по врагове. Изгражда единици модел Факел.
-unit.alpha.description = Защитава ядро Шард от врагове. Строи структури.
-unit.beta.description = Защитава ядро Фондация от врагове. Строи структури.
-unit.gamma.description = Защитава ядро Център от врагове. Строи структури.
-unit.retusa.description = Fires homing torpedoes at nearby enemies. Repairs allied units.
-unit.oxynoe.description = Fires structure-repairing streams of flame at nearby enemies. Targets nearby enemy projectiles with a point defense turret.
-unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
-unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
-unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
-unit.stell.description = Fires standard bullets at enemy targets.
-unit.locus.description = Fires alternating bullets at enemy targets.
-unit.precept.description = Fires piercing cluster bullets at enemy targets.
-unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
-unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
-unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
-unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
-unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
-unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
-unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
-unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
-unit.avert.description = Fires twisting pairs of bullets at enemy targets.
-unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
-unit.quell.description = Fires long-range homing missiles at enemy targets. Suppresses enemy structure repair blocks.
-unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks.
-unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
-unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
-unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
+unit.alpha.description = Защитава ядро Частица от врагове. Строи сгради.
+unit.beta.description = Защитава ядро Фондация от врагове. Строи сгради.
+unit.gamma.description = Защитава ядро Център от врагове. Строи сгради.
+unit.retusa.description = Изстрелва самонасочващи се торпеда към близки врагове. Поправя приятелски единици.
+unit.oxynoe.description = Изстрелва потоци от огън, които вредят на враговете и поправят сгради. Насочва се към вражески снаряди с кула за точкова защита.
+unit.cyerce.description = Изстрелва търсещи клъстерни ракети по враговете. Поправя приятелски единици.
+unit.aegires.description = Шокира всички вражески единици и сгради в енергийното си поле. Поправя всички приятелски единици.
+unit.navanax.description = Изстрелва експлозивни ЕМП снаряди, които нанасят значителна вреда на вражеските силови мрежи и поправя приятелски сгради. Разтопява близки врагове с 4 автономни лазерни оръдия.
+unit.stell.description = Стреля със стандартни куршуми по вражески цели.
+unit.locus.description = Стреля последователни куршуми по вражески цели.
+unit.precept.description = Стреля с пронизващи клъстерни куршуми по вражески цели.
+unit.vanquish.description = Стреля с едри пронизващи и разцепващи се куршуми по вражески цели.
+unit.conquer.description = Стреля с едри пронизващи каскади от куршуми по вражески цели.
+unit.merui.description = Стреля с далекообхватна артилерия по вражески наземни цели. Може да прекосява почти всякакъв терен.
+unit.cleroi.description = Стреля с двойни снаряди по вражески цели. Насочва се към вражески снаряди с кули с точкова защита. Може да прекосява почти всякакъв терен.
+unit.anthicus.description = Изстрелва далекообхватни самонасочващи се ракети по вражески цели. Може да прекосява почти всякакъв терен.
+unit.tecta.description = Изстрелва самонасочващи се плазмени ракети по вражески цели. Защитава се с насочен щит. Може да прекосява почти всякакъв терен.
+unit.collaris.description = Изстрелва далекообхватна фрагментарна артилерия по вражески цели. Може да прекосява почти всякакъв терен.
+unit.elude.description = Изстрелва чифт самонасочващи се куршуми по вражески цели. Може да прелита над течни басейни.
+unit.avert.description = Изстрелва усукващи се чифтове куршуми по вражески цели.
+unit.obviate.description = Изстрелва усукващи се чифтове електрически сфери по вражески цели.
+unit.quell.description = Изстрелва далекообхватни самонасочващи се ракети по вражески цели. Възпира поправките на вражески блокове.
+unit.disrupt.description = Изстрелва далекообхватни самонасочващи се и възпиращи ракети по вражески цели. Възпира поправките на вражески блокове.
+unit.evoke.description = Строи сгради, за да защитава ядро Убежище. Поправя сгради с лъч.
+unit.incite.description = Строи сгради, за да защитава ядро Цитадела. Поправя сгради с лъч.
+unit.emanate.description = Строи сгради, за да защитава ядро Акропол. Поправя сгради с лъч.
lst.read = Прочети число от свързано хранилище за памет.
lst.write = Запиши число в свързано хранилище за памет.
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
@@ -2315,33 +2396,33 @@ lst.sensor = Взима информация от сграда или едини
lst.set = Задава променлива.
lst.operation = Изпълнява операция с 1 или 2 променливи.
lst.end = Започва списъка с инструкции от начало.
-lst.wait = Wait a certain number of seconds.
-lst.stop = Halt execution of this processor.
-lst.lookup = Look up an item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
-lst.jump = Прескача до друга позиция в програмата ако дадено условие е изпълнено.
+lst.wait = Изчаква определен брой секунди.
+lst.stop = Спира изпълнението на този процесор.
+lst.lookup = Търси предмет/течност/единица/вид блок чрез неговото ID.\nМожете да видите общият брой на всеки вид чрез:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
+lst.jump = Прескача до друга позиция в програмата, когато дадено условие бъде изпълнено.
lst.unitbind = Поема контрол над следващата единица от избран тип и я записва в променливата [accent]@unit[].
lst.unitcontrol = Управлява контролираната в момента единица.
lst.unitradar = Засича единици около контролираната единица.
lst.unitlocate = Намира конкретен тип постройка/позиция на картата.\nНеобходимо е да контролирате единица за да го използвате.
-lst.getblock = Get tile data at any location.
-lst.setblock = Set tile data at any location.
-lst.spawnunit = Spawn unit at a location.
-lst.applystatus = Apply or clear a status effect from a uniut.
+lst.getblock = Получаване на данни за повърхност от всяка локация.
+lst.setblock = Задаване на данни за повърхност от всяка локация.
+lst.spawnunit = Създава единица върху дадена повърхност.
+lst.applystatus = Прилага или премахва определено състояние от единица.
lst.weathersense = Check if a type of weather is active.
lst.weatherset = Set the current state of a type of weather.
-lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
-lst.explosion = Create an explosion at a location.
+lst.spawnwave = Симулира пусната вълна на произволно място.\nНяма да увеличи бройката на вълните.
+lst.explosion = Създава експлозия на избрано място.
lst.setrate = Set processor execution speed in instructions/tick.
lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
-lst.setrule = Set a game rule.
-lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
-lst.cutscene = Manipulate the player camera.
-lst.setflag = Set a global flag that can be read by all processors.
-lst.getflag = Check if a global flag is set.
-lst.setprop = Sets a property of a unit or building.
+lst.setrule = Поставяне на правило за игра.
+lst.flushmessage = Извежда съобщение на екрана от текстовия буфер.\nИзчаква до приключването на предишното съобщение.
+lst.cutscene = Манипулира камерата на играча.
+lst.setflag = Поставяне на глобално знаме, което може да се разчете от всички процесори.
+lst.getflag = Проверява дали е поставено глобално знаме.
+lst.setprop = Поставя притежанието на единица или сграда.
lst.effect = Create a particle effect.
-lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
+lst.sync = Синхронизира променлива през мрежата.\nПредизвиква се най-много 10 пъти в секунда.
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
@@ -2385,36 +2466,36 @@ lglobal.@clientMobile = True is the client running the code is on mobile, false
logic.nounitbuild = [red]Действия за строене на единици не са позволени тук.
-lenum.type = Тип сграда/единица\nНапример, за рутер това ще върне [accent]@router[].\nНе е текст.
+lenum.type = Тип сграда/единица\nНапример, за рутер, това ще върне [accent]@router[].\nНе е текст.
lenum.shoot = Стреля към позиция.
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Дали блокът е активиран или забранен.
-laccess.currentammotype = Current ammo item/liquid of a turret.
+laccess.currentammotype = Текущите муниции/течност на оръдието.
laccess.color = Цвят на осветителя.
-laccess.controller = Връща кой контролира единицата.\nАко е управляване от процесор, връща процесора.\nАко е във формация, връща лидера.\nИначе, връща самата единица.
+laccess.controller = Показва кой контролира единицата.\nАко се управлява от процесор, показва него.\nАко е във формация, показва водача й.\nИначе ще покаже самата единица.
laccess.dead = Дали дадена единица/сграда е била унищожена или вече е невалидна.
-laccess.controlled = Връща:\n[accent]@ctrlProcessor[] ако единицата е контролирана от процесор\n[accent]@ctrlPlayer[] ако единицата/сградата е контролирана от играч\n[accent]@ctrlFormation[] ако единицата участва във формация\nИначе, връща 0.
+laccess.controlled = Показва:\n[accent]@ctrlProcessor[] ако единицата е контролирана от процесор\n[accent]@ctrlPlayer[] ако единицата/сградата е контролирана от играч\n[accent]@ctrlFormation[] ако единицата участва във формация\nИначе, връща 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
-laccess.speed = Top speed of a unit, in tiles/sec.
-laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
-lcategory.unknown = Unknown
-lcategory.unknown.description = Uncategorized instructions.
-lcategory.io = Input & Output
-lcategory.io.description = Modify contents of memory blocks and processor buffers.
-lcategory.block = Block Control
-lcategory.block.description = Interact with blocks.
-lcategory.operation = Operations
-lcategory.operation.description = Logical operations.
-lcategory.control = Flow Control
-lcategory.control.description = Manage execution order.
-lcategory.unit = Unit Control
-lcategory.unit.description = Give units commands.
-lcategory.world = World
-lcategory.world.description = Control how the world behaves.
+laccess.speed = Най-висока скорост за единица, измерено в полета/секунда.
+laccess.id = ID на единица/блок/предмет/течност.\nТази операция е обратната на търсенето.
+lcategory.unknown = Неизвестно
+lcategory.unknown.description = Некатегоризирани указания.
+lcategory.io = Вход и изход
+lcategory.io.description = Модифицира съдържанията на помнещи блокове и процесорни буфери.
+lcategory.block = Контрол на блок
+lcategory.block.description = Взаимодействие с блокове.
+lcategory.operation = Операции
+lcategory.operation.description = Логически операции.
+lcategory.control = Контрол на течението
+lcategory.control.description = Управление на изпълнителния ред.
+lcategory.unit = Управление на единица
+lcategory.unit.description = Управляване на единици.
+lcategory.world = Свят
+lcategory.world.description = Управлява поведението на света.
-graphicstype.clear = Запълва с цвятr.
+graphicstype.clear = Запълва с цвят.
graphicstype.color = Задава цвят за следващи операции.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Задава дебелина на линията.
@@ -2425,7 +2506,7 @@ graphicstype.poly = Запълва правилен многоъгълник.
graphicstype.linepoly = Очертава правилен многоъгълник.
graphicstype.triangle = Запълва триъгълник.
graphicstype.image = Рисува изображение.\nНапример: [accent]@router[] или [accent]@dagger[].
-graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
+graphicstype.print = Чертае текст от принтеровия буфер.\nИзчиства буфера.
lenum.always = Винаги вярно
lenum.idiv = Деление с цели числа.
@@ -2445,14 +2526,14 @@ lenum.xor = Побитово ИЗКЛЮЧВАЩО ИЛИ.
lenum.min = Минимална стойност от 2 числа.
lenum.max = Максимална стойност от 2 числа.
lenum.angle = Ъгъл на вектор в градуси.
-lenum.anglediff = Absolute distance between two angles in degrees.
+lenum.anglediff = Абсолютното разстояние между два ъгъла в градуси.
lenum.len = Дължина на вектор.
lenum.sin = Синус, в градуси.
lenum.cos = Косинус, в градуси.
lenum.tan = Тангенс, в градуси.
-lenum.asin = Arc sine, in degrees.
-lenum.acos = Arc cosine, in degrees.
-lenum.atan = Arc tangent, in degrees.
+lenum.asin = Дъгов синус, в градуси.
+lenum.acos = Дъгов косинус, в градуси.
+lenum.atan = Дъгов тангенс, в градуси.
#not a typo, look up 'range notation'
lenum.rand = Случайно число в регион [0, стойност).
lenum.log = Естествен логаритъм (ln).
@@ -2481,20 +2562,20 @@ lenum.generator = Електрогенератор.
lenum.factory = Сграда която обработва ресурси, фабрика.
lenum.repair = Точка за ремонт.
lenum.battery = Батерия.
-lenum.resupply = Точка за снабдяване.\nИма смисъл само ако [accent]"Единиците се Нуждаят от Боеприпаси"[] е активирано.
+lenum.resupply = Точка за снабдяване.\nИма смисъл само ако [accent]"Единиците се нуждаят от боеприпаси"[] е активирано.
lenum.reactor = Ударен или Ториев реактор.
lenum.turret = Всякаква кула.
sensor.in = Сградата/единицата, от която да вземе информация.
radar.from = Постройка от която да вземе информация.\nОбхватът е ограничен от обхвата за строене.
-radar.target = Филтър за единици, които да усети.
+radar.target = Филтър за единици, които ще засича.
radar.and = Допълнителни филтри.
radar.order = Ред на сортиране. 0 за обръщане.
radar.sort = Показател за сортиране.
-radar.output = Променлива в която да извете намерената единица.
+radar.output = Променлива, в която да изведе намерената единица.
-unitradar.target = Филтър за единици, които да усети.
+unitradar.target = Филтър за единици, които ще засича.
unitradar.and = Допълнителни филтри.
unitradar.order = Ред на сортиране. 0 за обръщане.
unitradar.sort = Показател за сортиране.
@@ -2510,28 +2591,28 @@ unitlocate.building = Променлива в която да запише на
unitlocate.outx = Резултатна X координата.
unitlocate.outy = Резултатна Y координата.
unitlocate.group = Група постройки за които да търси.
-playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
+playsound.limit = Ако е вярно, предотвратява този звук,\nв случай, че вече е прозвучал в същия кадър.
-lenum.idle = Не се движи, но продължи да строиш/добиваш ресурси.\nСтандартното поведение.
+lenum.idle = Не се движи, но продължи да строиш/добиваш ресурси.\nСтандартно поведение.
lenum.stop = Спри да се движиш/добиваш ресурси/строиш.
-lenum.unbind = Completely disable logic control.\nResume standard AI.
+lenum.unbind = Напълно изключва логически контрол.\nПродължава стандартно поведение.
lenum.move = Премести се на конкретна позиция.
lenum.approach = Доближи се до позиция на определено разстояние.
lenum.pathfind = Намери пътека до вражеската начална точка.
-lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
+lenum.autopathfind = Автоматично намира пътя до най-близкото вражеско ядро или точка на кацане.\nТова е същото като обичайното ориентиране на вражеските вълни.
lenum.target = Стреляй към позиция.
lenum.targetp = Стреляй към цел, изчислявайки нейната скорост.
lenum.itemdrop = Разтовари предмет(и).
lenum.itemtake = Вземи предмет(и) от сграда.
lenum.paydrop = Разтовари товар.
lenum.paytake = Вземи товар от сегашната позиция.
-lenum.payenter = Enter/land on the payload block the unit is on.
+lenum.payenter = Влез/кацни на товарния блок, върху който се намира единицата.
lenum.flag = Числов флаг на единица.
lenum.mine = Добивай ресурси от позиция.
lenum.build = Построй структура.
-lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
+lenum.getblock = Провери типа на постройката на дадени координати.\nПозицията трябва да е в обхвата на единицата.\nСолидни не-сгради ще имат типа [accent]@solid[].
lenum.within = Проверете дали дадена позиция е в обхват на единицата.
-lenum.boost = Започни/Спри ускорението.
+lenum.boost = Започни/Спри ускорението
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
@@ -2539,3 +2620,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_ca.properties b/core/assets/bundles/bundle_ca.properties
index 17f09fa10d..f537e3582f 100644
--- a/core/assets/bundles/bundle_ca.properties
+++ b/core/assets/bundles/bundle_ca.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Activat
mod.disabled = [scarlet]Desactivat
mod.multiplayer.compatible = [gray]Compatible amb el mode multijugador
mod.disable = Desactiva
+mod.version = Version:
mod.content = Contingut:
mod.delete.error = El mod no es pot esborrar. Potser el fitxer està en ús.
mod.incompatiblegame = [red]Versió no compatible
@@ -192,6 +193,7 @@ campaign.select = Trieu la campanya inicial
campaign.none = [lightgray]Trieu en quin planeta voleu començar.\nEs pot canviar en qualsevol moment.
campaign.erekir = [accent]Recomanat per a jugadors novells.[]\n\nContingut revisat nou. Una campanya de progressió més o menys lineal.\n\nMapes de qualitat més alta i experiència més satisfactòria.
campaign.serpulo = [scarlet]No recomanat per a jugadors novells.[]\n\nContingut antic; l’experiència clàssica. Campanya més oberta.\n\nPotser els mapes i mecàniques de la campanya no estan massa equilibrats. Contingut en general menys polit que el d’Erekir.
+campaign.difficulty = Difficulty
completed = [accent]Completat
techtree = Arbre tecnològic
techtree.select = Selecció de l’arbre tecnològic
@@ -292,13 +294,14 @@ disconnect.error = Error de connexió.
disconnect.closed = Connexió tancada.
disconnect.timeout = S’ha esgotat el temps d’espera.
disconnect.data = No s’han pogut carregar les dades del món!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = No és possible unir-se a la partida ([accent]{0}[]).
connecting = [accent]Es connecta…
reconnecting = [accent]Es torna a connectar…
connecting.data = [accent]Es carreguen les dades del món…
server.port = Port:
-server.addressinuse = L’adreça ja es fa servir!
server.invalidport = El número de port no és vàlid!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]S’ha produït un error mentre s’allotjava el servidor.
save.new = Desa en un fitxer nou
save.overwrite = Esteu segur que voleu sobreescriure\naquesta ranura de desades?
@@ -351,6 +354,7 @@ command.enterPayload = Entra bloc
command.loadUnits = Carrega unitats
command.loadBlocks = Carrega blocs
command.unloadPayload = Descarrega
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel·la les ordres
stance.shoot = Comportament: Dispara
stance.holdfire = Comportament: Mantén el foc
@@ -494,6 +498,7 @@ waves.units.show = Mostra-les totes
wavemode.counts = comptades
wavemode.totals = totals
wavemode.health = salut
+all = All
editor.default = [lightgray]
details = Detalls
@@ -664,7 +669,6 @@ requirement.capture = Captureu {0}.
requirement.onplanet = Controleu el sector {0}.
requirement.onsector = Aterreu al sector {0}.
launch.text = Inicia el llançament
-research.multiplayer = Només l’amfitrió pot recercar tecnologies.
map.multiplayer = Només l’amfitrió pot veure els sectors.
uncover = Descobreix
configure = Configura la càrrega inicial
@@ -712,14 +716,18 @@ loadout = Càrrega inicial
resources = Recursos
resources.max = Màx.
bannedblocks = Blocs no permesos
+unbannedblocks = Unbanned Blocks
objectives = Objectius
bannedunits = Unitats no permeses
+unbannedunits = Unbanned Units
bannedunits.whitelist = Unitats no permeses com a llista blanca
bannedblocks.whitelist = Blocs no permesos com a llista blanca
addall = Afegeix-ho tot
launch.from = Llançant des de [accent]{0}.
launch.capacity = Capacitat de càrrega per llançament: [accent]{0}
launch.destination = Destinació: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = La quantitat ha de ser un nombre entre 0 i {0}.
add = Afegeix
guardian = Guardià
@@ -734,6 +742,7 @@ error.mapnotfound = El fitxer del mapa no s’ha trobat!
error.io = S’ha produït un error d’entrada/sortida de la xarxa.
error.any = S’ha produït un error de xarxa desconegut.
error.bloom = No s’ha pogut inicialitzar l’efecte «bloom».\nPotser el dispositiu no admet aquesta funció.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Pluja
weather.snowing.name = Neu
@@ -757,7 +766,9 @@ sectors.stored = Emmagatzemat:
sectors.resume = Continua
sectors.launch = Llança
sectors.select = Selecciona
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]cap (sol)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Reanomena el sector
sectors.enemybase = [scarlet]Base enemiga
sectors.vulnerable = [scarlet]Vulnerable
@@ -784,6 +795,11 @@ threat.medium = Mitjana
threat.high = Alta
threat.extreme = Extrema
threat.eradication = Erradicació
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planetes
@@ -806,9 +822,19 @@ sector.fungalPass.name = El port de muntanya dels fongs
sector.biomassFacility.name = Centre de síntesi de biomassa
sector.windsweptIslands.name = Les illes escombrades pel vent
sector.extractionOutpost.name = Post avançat d’extracció
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Terminal de llançament interplanetari
sector.coastline.name = Línia de costa
sector.navalFortress.name = Fortalesa naval
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = El lloc adequat per a començar de nou. Amenaça enemiga baixa. Pocs recursos.\nRecolliu tot el coure i plom que pugueu.\nDesprés, continueu en un altre sector.
sector.frozenForest.description = Les espores han arribat fins aquí, prop de les muntanyes. Les temperatures baixes no les podran contenir per sempre.\n\nComenceu el camí del poder. Construïu generadors a combustió. Apreneu a fer servir els reparadors.
@@ -828,6 +854,18 @@ sector.impact0078.description = Aquí hi ha les restes de la primera nau de tran
sector.planetaryTerminal.description = L’objectiu final.\n\nAquesta base costera conté una estructura capaç de llançar nuclis a altres planetes. Està molt ben vigilida.\n\nProduïu unitats navals, elimineu l’enemic tan aviat com pugueu i investigueu l’estructura de llançament.
sector.coastline.description = S’han detectat restes de tecnologia naval a prop. Repel·liu els atacs enemics, captureu el sector i aconseguiu la tecnologia.
sector.navalFortress.description = L’enemic ha establert una base en una illa distant amb defenses geològiques naturals. Destruïu el post avançat i aconseguiu i investigueu les seves tecnologies navals avançades.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = El principi
sector.aegis.name = L’ègida
@@ -993,6 +1031,7 @@ stat.buildspeedmultiplier = Multiplicador de velocitat de construcció
stat.reactive = Reacciona amb
stat.immunities = Immunitats
stat.healing = Reparador
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Camp de força
ability.forcefield.description = Projecta un camp de força que absorbeix les bales.
@@ -1025,6 +1064,7 @@ ability.liquidexplode = Vessament mortal
ability.liquidexplode.description = Vessa líquid quan mor.
ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
ability.stat.regen = [stat]{0}[lightgray] de salut/seg
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] d’escut
ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
@@ -1038,6 +1078,7 @@ ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
bar.onlycoredeposit = Només es permet depositar al nucli.
bar.drilltierreq = Cal una perforadora millor.
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Falten recursos.
bar.corereq = Cal un nucli base.
bar.corefloor = Cal col·locar-ho en una zona designada per a nuclis.
@@ -1046,6 +1087,7 @@ bar.drillspeed = Velocitat de perforació: {0}/s
bar.pumpspeed = Velocitat de bombeig: {0}/s
bar.efficiency = Eficiència: {0} %
bar.boost = Potenciador: +{0} %
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Potència: {0}/s
bar.powerstored = Emmagatzemat: {0}/{1}
bar.poweramount = Energia: {0}
@@ -1056,6 +1098,7 @@ bar.capacity = Capacitat: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Líquid
bar.heat = Calor
+bar.cooldown = Cooldown
bar.instability = Inestabilitat
bar.heatamount = Calor: {0}
bar.heatpercent = Calor: {0} ({1} %)
@@ -1080,6 +1123,7 @@ bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:
bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació:
bullet.lightning = [stat]{0}[lightgray]× llampec ~ [stat]{1}[lightgray] de dany
bullet.buildingdamage = [stat]{0}%[lightgray] de dany a les estructures
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] de bloqueig
bullet.pierce = [stat]{0}[lightgray]× de perforació
bullet.infinitepierce = [stat]perforador
@@ -1088,6 +1132,8 @@ bullet.healamount = [stat]{0}[lightgray] de reparació directa
bullet.multiplier = [stat]{0}[lightgray]× de multiplicador de munició
bullet.reload = [stat]{0}[lightgray]× de cadència de tir
bullet.range = [stat]abast de {0}[lightgray] caselles
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocs
unit.blockssquared = blocs²
@@ -1104,6 +1150,7 @@ unit.minutes = min
unit.persecond = /s
unit.perminute = /min
unit.timesspeed = × velocitat
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = salut d’escut
unit.items = elements
@@ -1148,18 +1195,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Escala de la interfície
setting.uiscale.description = Cal reiniciar perquè s’apliquin els canvis.
setting.swapdiagonal.name = Permet sempre construir en diagonal
-setting.difficulty.training = Entrenament
-setting.difficulty.easy = Fàcil
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Difícil
-setting.difficulty.insane = Molt difícil
-setting.difficulty.name = Dificultat:
setting.screenshake.name = Sacseig de pantalla
setting.bloomintensity.name = Intensitat de l’efecte «bloom»
setting.bloomblur.name = Desenfocament «bloom»
setting.effects.name = Mostra els efectes
setting.destroyedblocks.name = Mostra els blocs destruïts
setting.blockstatus.name = Mostra l’estat dels blocs
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Construcció intel·ligent de cintes transportadores
setting.sensitivity.name = Sensitivitat del controlador
setting.saveinterval.name = Interval de les desades automàtiques
@@ -1186,11 +1228,13 @@ setting.mutemusic.name = Silencia la música
setting.sfxvol.name = Volums dels efectes de so
setting.mutesound.name = Silencia el so
setting.crashreport.name = Envia informes d’error anònims
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Desa automàticament la partida
setting.steampublichost.name = Visibilitat de la partida pública
setting.playerlimit.name = Límit de jugadors
setting.chatopacity.name = Opacitat del xat
setting.lasersopacity.name = Opacitat dels làsers d’energia
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Opacitat de cintes i canonades subterrànies
setting.playerchat.name = Mostra el xat bombolla de jugadors
setting.showweather.name = Mostra l’estat meteorològic
@@ -1243,6 +1287,7 @@ keybind.unit_command_load_units.name = Ordre d’unitat: Carrega unitats
keybind.unit_command_load_blocks.name = Ordre d’unitat: Carrega blocs
keybind.unit_command_unload_payload.name = Ordre d’unitat: Descarrega blocs
keybind.unit_command_enter_payload.name = Ordre d’unitat: Entra blocs
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Reconstrueix la regió
keybind.schematic_select.name = Selecciona una regió
keybind.schematic_menu.name = Menú de plànols
@@ -1320,12 +1365,16 @@ rules.wavetimer = Temporitzador d’onades
rules.wavesending = Enviament d’onades
rules.allowedit = Permet editar les regles
rules.allowedit.info = Quan està activat, el jugador pot editar les regles de la partida amb el botó que hi ha a la part inferior esquerra del menú de pausa.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Onades
rules.airUseSpawns = Les unitats aèries fan servir els punts d’aparició
rules.attack = Mode d’atac
rules.buildai = IA constructora de bases
rules.buildaitier = Nivell de construcció de la IA
rules.rtsai = IA avançada (RTS AI)
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Mida mínima de l’esquadró
rules.rtsmaxsquadsize = Mida màxima de l’esquadró
rules.rtsminattackweight = Pes d’atac mínim
@@ -1341,12 +1390,14 @@ rules.unitcostmultiplier = Multiplicador del cost de les unitats
rules.unithealthmultiplier = Multiplicador de la salut de les unitats
rules.unitdamagemultiplier = Multiplicador del dany de les unitats
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Multiplicador de l’energia solar
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
rules.unitcap = Capacitat base d’unitats
rules.limitarea = Limita l’àrea del mapa
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Interval entre onades:[lightgray] (s)
rules.initialwavespacing = Retard de l’onada inicial:[lightgray] (s)
rules.buildcostmultiplier = Multiplicador del cost de construcció
@@ -1368,6 +1419,12 @@ rules.title.teams = Equips
rules.title.planet = Planeta
rules.lighting = Il·luminació
rules.fog = Amaga el terreny inexplorat
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Foc
rules.anyenv =
rules.explosions = Dany de les explosions als blocs/unitats
@@ -1376,6 +1433,7 @@ rules.weather = Estat meteorològic
rules.weather.frequency = Freqüència:
rules.weather.always = Sempre
rules.weather.duration = Durada:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = No es permet que els jugadors puguin posar res a prop dels edificis enemics. Quan s’intenta posar una torreta, l’abast augmenta i la torreta no podrà arribar a l’enemic.
rules.onlydepositcore.info = No es permet que les unitats deixin elements a dins dels edificis excepte els nuclis.
@@ -1520,6 +1578,8 @@ block.graphite-press.name = Premsa de grafit
block.multi-press.name = Premsa múltiple
block.constructing = {0} [lightgray](Construint)
block.spawn.name = Punt d’aparició d’enemics
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Nucli: Estella
block.core-foundation.name = Nucli: Fonament
block.core-nucleus.name = Nucli: Punt neuràlgic
@@ -1683,6 +1743,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Contenidor
block.launch-pad.name = Plataforma de llançament
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Fàbrica d’unitats terrestres
block.air-factory.name = Fàbrica d’unitats aèries
@@ -1779,6 +1841,7 @@ block.electric-heater.name = Escalfador elèctric
block.slag-heater.name = Escalfador d’escòria
block.phase-heater.name = Escalfador de fase
block.heat-redirector.name = Redirector tèrmic
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Encaminador tèrmic
block.slag-incinerator.name = Incineradora d’escòria
block.carbide-crucible.name = Gresol de carbur
@@ -1826,6 +1889,7 @@ block.chemical-combustion-chamber.name = Cambra de combustió química
block.pyrolysis-generator.name = Generador pirolític
block.vent-condenser.name = Respirador de condensació
block.cliff-crusher.name = Picadora d’espadats
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Perforadora de plasma
block.large-plasma-bore.name = Perforadora de plasma grossa
block.impact-drill.name = Perforadora d’impacte
@@ -2053,6 +2117,10 @@ block.phase-wall.description = Protegeix les estructures dels projectils enemics
block.phase-wall-large.description = Protegeix les estructures dels projectils enemics, reflectint la majoria de munició que hi impacta.
block.surge-wall.description = Protegeix les estructures dels projectils enemics, alliberant descàrregues elèctriques periòdicament quan algun enemic el toca.
block.surge-wall-large.description = Protegeix les estructures dels projectils enemics, alliberant descàrregues elèctriques periòdicament quan algun enemic el toca.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Un mur que es pot obrir i tancar.
block.door-large.description = Un mur gros que es pot obrir i tancar.
block.mender.description = Repara blocs propers periòdicament.\nTambé pot usar silici per a potenciar el seu abast i eficiència.
@@ -2119,7 +2187,9 @@ block.vault.description = Emmagatzema una quantitat gran d’elements de cada ti
block.container.description = Emmagatzema una quantitat petita d’elements de cada tipus. Millora la capacitat d’emmagatzemament al sector si es situa al costat d’un nucli. Es poden recuperar els continguts amb un descarregador.
block.unloader.description = Descarrega els elements seleccionats dels blocs adjacents.
block.launch-pad.description = Llança lots d’elements al sector seleccionat.
-block.launch-pad.details = Sistema suborbital de transport de recursos punt a punt. Les càpsules de càrrega només sobreviuen una sola reentrada i no es poden reutilitzar.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Dispara munició als enemics.
block.scatter.description = Dispara projectils antiaeris de plom, ferralla o metavidre a les aeronaus enemigues.
block.scorch.description = Crema els enemics terrestres que tingui a prop. La torreta és molt efectiva a distàncies curtes.
@@ -2180,6 +2250,7 @@ block.electric-heater.description = Escalfa els blocs als que està orientat. Ne
block.slag-heater.description = Escalfa els blocs als que està orientat. Requereix escòria.
block.phase-heater.description = Escalfa els blocs als que està orientat. Requereix teixit de fase.
block.heat-redirector.description = Redirigeix l’escalfor acumulada a altres blocs.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Distribueix l’escalfor acumulada en tres direccions de sortida.
block.electrolyzer.description = Converteix l’aigua en hidrogen i gas ozó.
block.atmospheric-concentrator.description = Concentra el nitrogen de l’atmosfera. Requereix escalfor.
@@ -2192,6 +2263,7 @@ block.vent-condenser.description = Condensa els gasos procedents de conductes de
block.plasma-bore.description = Quan es posa orientat a un mur de mineral, en treu recursos indefinidament. Requereix una mica d’energia per funcionar.
block.large-plasma-bore.description = Una perforadora de plasma grossa. Pot extraure tungstè i tori. Requereix hidrogen i energia.
block.cliff-crusher.description = Trenca murs, extraient-ne sorra indefinidament. Necessita energia. La seva eficàcia depèn del tipus de mur.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Quan es posa a sobre de minerals, n’extrau indefinidament. Necessita energia i aigua.
block.eruption-drill.description = Una perforadora d’impacte millorada. Pot extraure tori. Necessita hidrogen.
block.reinforced-conduit.description = Impulsa i fa circular els fluids. No accepta entrades des dels laterals si no és a través de conductes.
@@ -2314,6 +2386,7 @@ unit.emanate.description = Construeix estructures per defensar el nucli Acròpol
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
lst.write = Escriu un nombre en una cel·la de memòria connectada.
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Reemplaça el següent marcador de posició a la cua d’impressió amb un valor.\nNo fa res si el patró del marcador no és vàlid.\nPatró del marcador: "{[accent]número 0-9[]}"\nExemple:\n[accent]print "test {0}"\nformat "example"
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
@@ -2552,3 +2625,29 @@ lenum.autoscale = Indica si cal escalar el marcador segons el nivell de zoom del
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_cs.properties b/core/assets/bundles/bundle_cs.properties
index e24ff023e2..0851534ca2 100644
--- a/core/assets/bundles/bundle_cs.properties
+++ b/core/assets/bundles/bundle_cs.properties
@@ -57,7 +57,7 @@ mods.browser.sortstars = Řadit podle hvězd
schematic = Šablona
schematic.add = Uložit šablonu...
schematics = Šablony
-schematic.search = Search schematics...
+schematic.search = Vyhledat šablonu...
schematic.replace = Šablona s tímto názvem již existuje. Chceš ji nahradit?
schematic.exists = Šablona s tímto názvem již existuje.
schematic.import = Importuji šablonu...
@@ -70,7 +70,7 @@ schematic.shareworkshop = Sdílet skrze Workshop na Steamu
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Převrátit šablonu
schematic.saved = Šablona byla uložena.
schematic.delete.confirm = Šablona bude kompletně vyhlazena.
-schematic.edit = Edit Schematic
+schematic.edit = Změnit šablonu
schematic.info = {0}x{1}, {2} bloků
schematic.disabled = [scarlet]Šablony jsou zakázány[]\nNa této [accent]mapě[] nebo [accent]serveru[] nemůžeš používat šablony.
schematic.tags = Značky:
@@ -79,7 +79,7 @@ schematic.addtag = Přidat Značku
schematic.texttag = Textová Značka
schematic.icontag = Ikonová Značka
schematic.renametag = Přejmenovat Značku
-schematic.tagged = {0} tagged
+schematic.tagged = {0} označené
schematic.tagdelconfirm = Smazat tuto značku?
schematic.tagexists = Tato značka již existuje.
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Povoleno[]
mod.disabled = [scarlet]Zakázáno[]
mod.multiplayer.compatible = [gray]Hra více hráčů komapitibilní
mod.disable = Zakázat
+mod.version = Version:
mod.content = Obsah:
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor může být používán.
mod.incompatiblegame = [red]Zastaralá Hra
@@ -151,8 +152,8 @@ mod.incompatiblemod = [red]Nekompatibilní
mod.blacklisted = [red]Nepodporováno
mod.unmetdependencies = [red]Nesplněné Dependencies
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
-mod.circulardependencies = [red]Kruhové Dependencies
-mod.incompletedependencies = [red]Nedokončené Dependencies
+mod.circulardependencies = [red]Kruhové závislosti
+mod.incompletedependencies = [red]Nedokončené závislosti
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
mod.outdatedv7.details = Tento mod není kompatibilní s nejnovější verzí hry. Autor ho musí aktualizovat a přidat [accent]minGameVersion: 136[] ho do [accent]mod.json[] složky.
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
@@ -160,7 +161,7 @@ mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
-mod.requiresversion = Requires game version: [red]{0}
+mod.requiresversion = Vyžaduje verzi hry: [red]{0}
mod.errors = Při načítání obsahu hry se vyskytly problémy.
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
mod.enable = Povolit
@@ -189,9 +190,11 @@ unlocked = Byl odemmknut nový blok!
available = Je zpřístupněn nový výzkum!
unlock.incampaign = < Odemkni v kampani pro více detailů >
campaign.select = Vybrat Začínající Kampaň
-campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
-campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
-campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.none = [lightgray]Vyberte planetu, na které chcete začít.\nToto lze kdykoli přepnout.
+campaign.erekir = Novější, uhlazenější obsah. Většinou lineární průběh kampaně.\n\nVyšší kvalita map a celkový zážitek.
+campaign.serpulo = Starší obsah; klasický zážitek. Více otevřených.\n\nPotenciálně nevyvážené mapy a mechanismy kampaní. Méně leštěné.
+campaign.difficulty = Difficulty
+
completed = [accent]Dokončeno[]
techtree = Technologie
techtree.select = Výběr Výzkumného Stromu
@@ -254,7 +257,7 @@ trace = Vystopovat hráče
trace.playername = Jméno hráče: [accent]{0}[]
trace.ip = Adresa IP: [accent]{0}[]
trace.id = Unikátní ID: [accent]{0}[]
-trace.language = Language: [accent]{0}
+trace.language = Jazyk: [accent]{0}
trace.mobile = Mobilní klient hry: [accent]{0}[]
trace.modclient = Upravený klient hry: [accent]{0}[]
trace.times.joined = Krát Připojen: [accent]{0}
@@ -284,7 +287,7 @@ confirmunban = Jsi si jistý, že chceš zrušit zákaz pro tohoto hráče?
confirmadmin = Jsi si jistý, že chceš hráče "{0}[white]" povýšit na správce?[]
confirmunadmin = Jsi si jistý, že chceš odebrat hráči "{0}[white]" roli správce?[]
votekick.reason = Vote-Kick Reason
-votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
+votekick.reason.message = Jste si jisti, že chcete hlasovat? "{0}[white]"?\nPokud ano, uveďte důvod:
joingame.title = Připojit se ke hře
joingame.ip = Adresa IP:
disconnect = Odpojeno.
@@ -292,17 +295,18 @@ disconnect.error = Chyba připojení.
disconnect.closed = Připojení bylo uzavřeno.
disconnect.timeout = Vypršel čas pro připojení.
disconnect.data = Chyba načtení dat ze serveru!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
connecting = [accent]Připojuji se...[]
reconnecting = [accent]Znovu se připojuji...
connecting.data = [accent]Načítám data ze serveru...[]
server.port = Port:
-server.addressinuse = Adresu již někdo používá!
server.invalidport = Neplatné číslo portu!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Chyba při hostování serveru.[]
save.new = Nové uložení hry
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
-save.nocampaign = Individual save files from the campaign cannot be imported.
+save.nocampaign = Jednotlivé uložené soubory z kampaně nelze importovat.
overwrite = Přepsat
save.none = Žádné uložené pozice nebyly nalezeny.
savefail = Nepodařilo se uložit hru!
@@ -346,18 +350,19 @@ command.repair = Opravovat
command.rebuild = Přestavět
command.assist = Asistovat hráči
command.move = Pohyb
+command.boost = Posílení
+command.enterPayload = Zadejte blok užitečného zatížení
+command.loadUnits = Nahrát jednotky
+command.loadBlocks = Nahrát bloky
+command.unloadPayload = Vyložit blok užitečného zatížení
+command.loopPayload = Loop Unit Transfer
+stance.stop = Zrušit příkaz
+stance.shoot = Postoj: Střílejte
+stance.holdfire = Postoj: Přestaň střílet
+stance.pursuetarget = Postoj: Sleduj cíl
+stance.patrol = Postoj: Hlídej
+stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
-command.boost = Boost
-command.enterPayload = Enter Payload Block
-command.loadUnits = Load Units
-command.loadBlocks = Load Blocks
-command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
openlink = Otevřít odkaz
copylink = Zkopírovat odkaz
back = Zpět
@@ -495,13 +500,15 @@ waves.units.show = Zobrazit vše
wavemode.counts = počty
wavemode.totals = součty
wavemode.health = zdraví
+all = All
editor.default = [lightgray][]
details = Podrobnosti...
edit = Upravit...
variables = Hodnoty
logic.clear.confirm = Are you sure you want to clear all code from this processor?
-logic.globals = Built-in Variables
+logic.globals = Vestavěné proměnné
+
editor.name = Jméno:
editor.spawn = Zrodit jednotku
editor.removeunit = Odstranit jednotku
@@ -513,7 +520,7 @@ editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, kt
editor.errornot = Toto není soubor mapy.
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
editor.errorname = Mapa nemá definované jméno. Nesnažíš se náhodou nahrát soubor s uložením hry?
-editor.errorlocales = Error reading invalid locale bundles.
+editor.errorlocales = Chyba při čtení neplatných balíčků národního prostředí.
editor.update = Aktualizovat
editor.randomize = Náhodně vygenerovat
editor.moveup = Pohyb Nahoru
@@ -525,7 +532,7 @@ editor.sectorgenerate = Generovat Sektor
editor.resize = Změnit velikost
editor.loadmap = Načíst mapu
editor.savemap = Uložit mapu
-editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
+editor.savechanges = [scarlet]Máte neuložené změny!\n\n[]Chcete je uložit?
editor.saved = Uloženo!
editor.save.noname = Tvoje mapa nemá jméno! Jméno nastavíš v položce nabídky "Informace o mapě".
editor.save.overwrite = Tvoje mapa přepisuje vestavěnou mapu! Nastav jí radši jiné jméno v položce nabídky "Informace o mapě".
@@ -565,7 +572,7 @@ toolmode.eraseores.description = Maže jen rudy.
toolmode.fillteams = Doplnit týmy
toolmode.fillteams.description = Doplní týmy místo bloků.
toolmode.fillerase = Fill Erase
-toolmode.fillerase.description = Erase blocks of the same type.
+toolmode.fillerase.description = Vymažte bloky stejného typu.
toolmode.drawteams = Kreslit týmy
toolmode.drawteams.description = Kreslí týmy místo bloků.
toolmode.underliquid = Pod Kapalinami
@@ -614,23 +621,23 @@ filter.option.radius = Poloměr
filter.option.percentile = Percentil
filter.option.code = Code
filter.option.loop = Loop
-locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
-locales.deletelocale = Are you sure you want to delete this locale bundle?
-locales.applytoall = Apply Changes To All Locales
-locales.addtoother = Add To Other Locales
-locales.rollback = Rollback to last applied
-locales.filter = Property filter
-locales.searchname = Search name...
-locales.searchvalue = Search value...
-locales.searchlocale = Search locale...
-locales.byname = By name
-locales.byvalue = By value
-locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
-locales.showmissing = Show properties that are missing in some locales
-locales.showsame = Show properties that have same values in different locales
-locales.viewproperty = View in all locales
-locales.viewing = Viewing property "{0}"
-locales.addicon = Add Icon
+locales.info = Zde můžete do mapy přidat balíčky národního prostředí pro konkrétní jazyky. V balíčcích národního prostředí má každá vlastnost název a hodnotu. Tyto vlastnosti mohou využívat světoví zpracovatelé a cíle pomocí svých jmen. Podporují formátování textu (nahrazení zástupných symbolů skutečnými hodnotami).\n\n[cyan]Příklad vlastnosti:\n[]název: [accent]timer[]\nvalue: [accent]Příklad časovače, zbývající čas: @[]\n\n[cyan]Usage:\n[]Nastavte jej jako text cíle: [accent]@timer\n\n[]Vytiskněte si to ve světovém procesoru:\n[accent]localeprint "timer"\nformat time\n[gray](kde čas je samostatně vypočítaná proměnná)
+locales.deletelocale = Opravdu chcete smazat tento balíček národního prostředí?
+locales.applytoall = Použít změny na všechna národní prostředí
+locales.addtoother = Přidat do jiných lokalit
+locales.rollback = Vrátit se k poslední aplikaci
+locales.filter = Filtr vlastností
+locales.searchname = Hledat jméno...
+locales.searchvalue = Hledat hodnotu...
+locales.searchlocale = Vyhledat národní prostředí...
+locales.byname = Podle jména
+locales.byvalue = Podle hodnoty
+locales.showcorrect = Zobrazit vlastnosti, které jsou přítomné ve všech národních prostředích a mají všude jedinečné hodnoty
+locales.showmissing = Zobrazit vlastnosti, které v některých národních prostředích chybí
+locales.showsame = Zobrazit vlastnosti, které mají stejné hodnoty v různých národních prostředích
+locales.viewproperty = Zobrazit ve všech lokalitách
+locales.viewing = Prohlížení nemovitosti "{0}"
+locales.addicon = Přidat ikonu
width = Šířka:
height = Výška:
@@ -663,7 +670,6 @@ requirement.capture = Polap {0}
requirement.onplanet = Kontrolovat Sektor na {0}
requirement.onsector = Přistát na Sektor: {0}
launch.text = Vyslat
-research.multiplayer = Jen hostitel hry může vynalézat nové technologie.
map.multiplayer = Jen hostitel může prohlížet sektory.
uncover = Odkrýt mapu
configure = Přizpůsobit vybavení
@@ -689,35 +695,39 @@ marker.quad.name = Quad
marker.texture.name = Texture
marker.background = Pozadí
marker.outline = Outline
-objective.research = [accent]Research:\n[]{0}[lightgray]{1}
-objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
-objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
-objective.destroyblocks = [accent]Destroy: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
-objective.item = [accent]Obtain: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
-objective.coreitem = [accent]Move into Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
-objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
-objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
-objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
-objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
-objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
-objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
-objective.destroycore = [accent]Destroy Enemy Core
-objective.command = [accent]Command Units
-objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
-announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
+objective.research = [accent]Výzkum:\n[]{0}[lightgray]{1}
+objective.produce = [accent]Zisk:\n[]{0}[lightgray]{1}
+objective.destroyblock = [accent]Zničení:\n[]{0}[lightgray]{1}
+objective.destroyblocks = [accent]Zničení: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
+objective.item = [accent]Zisk: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
+objective.coreitem = [accent]Obsah Jádra:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
+objective.build = [accent]Postaveno: [][lightgray]{0}[]x\n{1}[lightgray]{2}
+objective.buildunit = [accent]Vytvořeno jednotek: [][lightgray]{0}[]x\n{1}[lightgray]{2}
+objective.destroyunits = [accent]Zničeno: [][lightgray]{0}[]x Units
+objective.enemiesapproaching = [accent]Nepřátelé se blíží [lightgray]{0}[]
+objective.enemyescelating = [accent]Produkce nepřátel eskaluje [lightgray]{0}[]
+objective.enemyairunits = [accent]Začátek výroby nepřátelských leteckých jednotek [lightgray]{0}[]
+objective.destroycore = [accent]Znič nepřátelské Jádro
+objective.command = [accent]Velitelské jednotky
+objective.nuclearlaunch = [accent]⚠ Zjištěna nukleární bomba: [lightgray]{0}
+announce.nuclearstrike = [red]⚠ JADERNÝ ÚDER ⚠
loadout = Načtení
resources = Zdroje
resources.max = Max
bannedblocks = Zakázané bloky
+unbannedblocks = Unbanned Blocks
objectives = Úkoly
bannedunits = Zakázané jednotky
-bannedunits.whitelist = Banned Units As Whitelist
-bannedblocks.whitelist = Banned Blocks As Whitelist
+unbannedunits = Unbanned Units
+bannedunits.whitelist = Zakázané jednotky jako Whitelist
+bannedblocks.whitelist = Zakázané bloky jako Whitelist
addall = Přidat vše
launch.from = Vysláno z: [accent]{0}
launch.capacity = Odpalovací kapacita: [accent]{0}
launch.destination = Cíl: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
add = Přidat...
guardian = Strážce
@@ -732,6 +742,7 @@ error.mapnotfound = Soubor s mapou nebyl nalezen!
error.io = Vstupně/výstupní (I/O) chyba sítě.
error.any = Neznámá chyba sítě.
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Déšť
weather.snowing.name = Sníh
@@ -739,7 +750,7 @@ weather.sandstorm.name = Písečná ouře
weather.sporestorm.name = Spórová bouře
weather.fog.name = Mlha
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
-campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
+campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lightgray]Poslední sektor byl dobyt.
sectorlist = Sektory
sectorlist.attacked = {0} pod útokem
@@ -755,16 +766,18 @@ sectors.stored = Uskladněno:
sectors.resume = Pokračovat
sectors.launch = Vyslat
sectors.select = Vybrat
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]bez (slunce)[]
+sectors.redirect = Redirect Launch Pads
sectors.rename = Přejmenovat sektor
sectors.enemybase = [scarlet]Nepřátelská základna
sectors.vulnerable = [scarlet]Zranitelný
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
-sectors.underattack.nodamage = [scarlet]Uncaptured
+sectors.underattack.nodamage = [scarlet]Neobsazen
sectors.survives = [accent]Přežívá již {0} vln
sectors.go = Jdi
sector.abandon = Opustit
-sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
+sector.abandon.confirm = Jádro(a) tohoto sektoru se zničí.\nPokračovat?
sector.curcapture = Sektor polapen
sector.curlost = Sektor ztracen
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
@@ -782,6 +795,11 @@ threat.medium = Střední
threat.high = Velké
threat.extreme = Extrémní
threat.eradication = Vyhlazující
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planety
@@ -804,9 +822,19 @@ sector.fungalPass.name = Plísňový průsmyk
sector.biomassFacility.name = Zařízení pro syntézu biomasy
sector.windsweptIslands.name = Větrné ostrovy
sector.extractionOutpost.name = Extrakční základna
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetární odpalovací terminál
sector.coastline.name = Pobřežní čára
sector.navalFortress.name = Námořní pevnost
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Optimální místo, kde znovu začít. Nízký výskyt nepřátel. Několik málo surovin.\nPosbírej co nejvíce olova a mědi.\nBěž dál.
sector.frozenForest.description = Dokonce až sem, blízko hor, se dokázaly spóry rozrůst. Mráz je však nemůže zadržet navěky.\n\nPusť se do práce za pomocí energie. Stav spalovací generátory. Nauč se, jak používat opravovací věže.
@@ -826,6 +854,18 @@ sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vst
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
sector.coastline.description = V této lokaci byly objeveny pozůstatky techniky námořních jednotek. Odražte nepřátelské útoky, dobijte tento sektor a získejte technologii.
sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlém, přírodou opevněném ostrově. Zničte tuto základnu. Získejte jejich pokročilou technologii námořních plavidel a vyzkoumejte ji.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Nástup
sector.aegis.name = Aegis
sector.lake.name = Jezero
@@ -991,6 +1031,7 @@ stat.buildspeedmultiplier = Nasobič Rychlostí Stavby
stat.reactive = Reaguje
stat.immunities = Imunity
stat.healing = Léčí se
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Silové pole
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1008,11 +1049,12 @@ ability.armorplate = Armor Plate
ability.armorplate.description = Reduces damage taken while shooting
ability.shieldarc = Štítovy Oblouk
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
-ability.suppressionfield = Regen Suppression Field
+ability.suppressionfield = Pole potlačení regenerace
ability.suppressionfield.description = Stops nearby repair buildings
ability.energyfield = Energetické pole
ability.energyfield.description = Zaps nearby enemies
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
+
ability.regen = Regeneration
ability.regen.description = Regenerates own health over time
ability.liquidregen = Liquid Absorption
@@ -1023,6 +1065,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1037,14 +1080,16 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
bar.drilltierreq = Je vyžadován lepší vrt
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Chybějí zdroje
bar.corereq = Je vyžadováno základní jádro
-bar.corefloor = Core Zone Tile Required
-bar.cargounitcap = Cargo Unit Cap Reached
+bar.corefloor = Je vyžadována pozice základní zóny
+bar.cargounitcap = Strop nákladové jednotky dosaženo
bar.drillspeed = Rychlost vrtu: {0}/s
bar.pumpspeed = Rychlost pumpy: {0}/s
bar.efficiency = Účinnost: {0}%
bar.boost = Posílení: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energie: {0}
bar.powerstored = Uskladněno: {0}/{1}
bar.poweramount = Energie celkem: {0}
@@ -1055,6 +1100,7 @@ bar.capacity = Kapacita: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Chlazení
bar.heat = Teplo
+bar.cooldown = Cooldown
bar.instability = Nestabilita
bar.heatamount = Teplo: {0}
bar.heatpercent = Teplo: {0} ({1}%)
@@ -1072,13 +1118,14 @@ bullet.damage = [stat]{0}[lightgray] poškození[]
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
bullet.incendiary = [stat]zápalný
bullet.homing = [stat]samonaváděcí
-bullet.armorpierce = [stat]armor piercing
-bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
-bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] kostek
+bullet.armorpierce = [stat]proražení brnění
+bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
+bullet.suppression = [stat]{0} sec[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag střel:
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] odhození[]
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
bullet.infinitepierce = [stat]průrazné[]
@@ -1087,6 +1134,8 @@ bullet.healamount = [stat]{0}[lightgray] přímá oprava
bullet.multiplier = [stat]{0}[lightgray]x více střel[]
bullet.reload = [stat]{0}[lightgray]x rychlost střelby[]
bullet.range = [stat]{0}[lightgray] kostek dosah
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = bloky
unit.blockssquared = bloky²
@@ -1103,6 +1152,7 @@ unit.minutes = minuty
unit.persecond = /s
unit.perminute = /min
unit.timesspeed = x větší rychlost
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = zdraví štítu
unit.items = předměty
@@ -1147,18 +1197,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Škálování uživatelského rozhraní[lightgray] (je vyžadován restart)[]
setting.uiscale.description = Pro aplikování změn, je potřeba restart.
setting.swapdiagonal.name = Vždy pokládat úhlopříčně
-setting.difficulty.training = Zácviková
-setting.difficulty.easy = Lehká
-setting.difficulty.normal = Normální
-setting.difficulty.hard = Těžká
-setting.difficulty.insane = Šílená
-setting.difficulty.name = Obtížnost:
setting.screenshake.name = Chvění obrazovky
setting.bloomintensity.name = Intenzita Bloom
setting.bloomblur.name = Rozmazání Bloom
setting.effects.name = Zobrazit efekty
setting.destroyedblocks.name = Zobrazit zničené bloky
setting.blockstatus.name = Zobrazit Stav Bloku
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Hledat cestu při umisťování pásu
setting.sensitivity.name = Citlivost ovladače
setting.saveinterval.name = Interval automatického ukládání
@@ -1185,11 +1230,13 @@ setting.mutemusic.name = Ztišit hudbu
setting.sfxvol.name = Hlasitost efektů
setting.mutesound.name = Ztišit zvuk
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Automaticky ukládat hru
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Nejvyšší počet hráčů
setting.chatopacity.name = Průsvitnost kanálu zpráv
setting.lasersopacity.name = Průsvitnost energetického laseru
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Průsvitnost přemostění
setting.playerchat.name = Zobrazit bublinu se zprávami hráče
setting.showweather.name = Zobrazit Grafiku Počasí
@@ -1224,14 +1271,14 @@ keybind.mouse_move.name = Následovat myš
keybind.pan.name = Následovat kameru
keybind.boost.name = Posílení
keybind.command_mode.name = Příkazový Režim
-keybind.command_queue.name = Unit Command Queue
-keybind.create_control_group.name = Create Control Group
-keybind.cancel_orders.name = Cancel Orders
-keybind.unit_stance_shoot.name = Unit Stance: Shoot
-keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
-keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
-keybind.unit_stance_patrol.name = Unit Stance: Patrol
-keybind.unit_stance_ram.name = Unit Stance: Ram
+keybind.command_queue.name = Fronta příkazů jednotky
+keybind.create_control_group.name = Vytvořit kontrolní skupinu
+keybind.cancel_orders.name = Zrušit příkaz
+keybind.unit_stance_shoot.name = Postoj jednotky: Střílejte
+keybind.unit_stance_hold_fire.name = Postoj jednotky: Zastavit palbu
+keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
+keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
+keybind.unit_stance_ram.name = Postoj jednotky: Ram
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
@@ -1242,6 +1289,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Přestavět Region
keybind.schematic_select.name = Vybrat oblast
keybind.schematic_menu.name = Nabídka šablon
@@ -1319,12 +1367,16 @@ rules.wavetimer = Časovač vln
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Vlny
rules.airUseSpawns = Air units use spawn points
rules.attack = Režim útoku
rules.buildai = Umělá AI staví
rules.buildaitier = Úroveň AI stavitele
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min velikost skupiny
rules.rtsmaxsquadsize = Max velikost skupiny
rules.rtsminattackweight = Min váha útoku
@@ -1340,12 +1392,14 @@ rules.unitcostmultiplier = Násobek ceny jednotek
rules.unithealthmultiplier = Násobek zdraví jednotek
rules.unitdamagemultiplier = Násobek poškození jednotkami
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Násobek Solární Energie
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Základní Maximum Počtu Jednotek
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Čas rozestupu mezi vlnami: [lightgray](vteřin)[]
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Násobek ceny stavění
@@ -1367,6 +1421,12 @@ rules.title.teams = Týmy
rules.title.planet = Planeta
rules.lighting = Osvětlení
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Výstřel
rules.anyenv =
rules.explosions = Výbušné poškození bloku/jednotky
@@ -1375,6 +1435,7 @@ rules.weather = Počasí
rules.weather.frequency = Četnost:
rules.weather.always = Vždy
rules.weather.duration = Trvání:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1425,59 +1486,59 @@ liquid.cyanogen.name = Kyanogen
unit.dagger.name = Dýka
unit.mace.name = Palcát
unit.fortress.name = Pevnost
-unit.nova.name = Nova
+unit.nova.name = Bratr
unit.pulsar.name = Pulzar
unit.quasar.name = Kvasar
unit.crawler.name = Slídil
unit.atrax.name = Atrax
-unit.spiroct.name = Spirokt
-unit.arkyid.name = Arkyid
-unit.toxopid.name = Toxopid
-unit.flare.name = Záře
-unit.horizon.name = Horizont
-unit.zenith.name = Zenit
-unit.antumbra.name = Antumbra
-unit.eclipse.name = Zatmění
+unit.spiroct.name = Chirurg
+unit.arkyid.name = Arkyd
+unit.toxopid.name = Toxo
+unit.flare.name = Sojka
+unit.horizon.name = Drozd
+unit.zenith.name = Racek
+unit.antumbra.name = Volavka
+unit.eclipse.name = Sup
unit.mono.name = Mono
unit.poly.name = Poly
unit.mega.name = Mega
unit.quad.name = Tetra
unit.oct.name = Hexo
-unit.risso.name = Risso
-unit.minke.name = Minke
-unit.bryde.name = Bryde
-unit.sei.name = Sei
-unit.omura.name = Omura
-unit.retusa.name = Retusa
-unit.oxynoe.name = Oxynón
-unit.cyerce.name = Cyerc
-unit.aegires.name = Aegirez
-unit.navanax.name = Navanax
+unit.risso.name = Vor
+unit.minke.name = Mělčina
+unit.bryde.name = Břečka
+unit.sei.name = Vodník
+unit.omura.name = Křižník
+unit.retusa.name = Ryba
+unit.oxynoe.name = Okoun
+unit.cyerce.name = Candát
+unit.aegires.name = Sumec
+unit.navanax.name = Vorvaň
unit.alpha.name = Alfa
unit.beta.name = Beta
unit.gamma.name = Gama
unit.scepter.name = Žezlo
-unit.reign.name = Panovník
+unit.reign.name = Vůdce
unit.vela.name = Vela
unit.corvus.name = Havran
-unit.stell.name = Stell
-unit.locus.name = Locus
-unit.precept.name = Precept
-unit.vanquish.name = Vanquish
+unit.stell.name = Hřebík
+unit.locus.name = Šroub
+unit.precept.name = Kruťák
+unit.vanquish.name = Vágus
unit.conquer.name = Dobyvatel
-unit.merui.name = Merui
-unit.cleroi.name = Cleroi
-unit.anthicus.name = Antikus
-unit.tecta.name = Tecta
-unit.collaris.name = Kolaris
-unit.elude.name = Elude
-unit.avert.name = Avert
-unit.obviate.name = Obviate
-unit.quell.name = Quell
-unit.disrupt.name = Disrupt
-unit.evoke.name = Evoke
-unit.incite.name = Incite
-unit.emanate.name = Emanate
+unit.merui.name = Merlin
+unit.cleroi.name = Čaroděj
+unit.anthicus.name = Darmoděj
+unit.tecta.name = Tvrďák
+unit.collaris.name = Přísňák
+unit.elude.name = Lehátko
+unit.avert.name = Frčák
+unit.obviate.name = Podkova
+unit.quell.name = Kněžna
+unit.disrupt.name = Zabiják
+unit.evoke.name = Evoker
+unit.incite.name = Radiátor
+unit.emanate.name = Eman
unit.manifold.name = Manifold
unit.assembly-drone.name = Montážní Dron
unit.latum.name = Latum
@@ -1517,6 +1578,8 @@ block.graphite-press.name = Lis na grafit
block.multi-press.name = Všestranný lis
block.constructing = {0} [lightgray](ve výstavbě)[]
block.spawn.name = Nepřátelská líheň
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Jádro: Odštěpek
block.core-foundation.name = Jádro: Základ
block.core-nucleus.name = Jádro: Atom
@@ -1680,6 +1743,8 @@ block.meltdown.name = Rozpékač
block.foreshadow.name = Znamení osudu
block.container.name = Kontejnér
block.launch-pad.name = Vysílací plošina
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Úsek
block.ground-factory.name = Pozemní továrna
block.air-factory.name = Letecká továrna
@@ -1718,118 +1783,121 @@ block.rough-rhyolite.name = Hrubý Ryolit
block.regolith.name = Regolit
block.yellow-stone.name = Žlutý Kámen
block.carbon-stone.name = Krabonový Kámen
-block.ferric-stone.name = Ferric Stone
+block.ferric-stone.name = Ferric kámen
block.ferric-craters.name = Ferric Craters
-block.beryllic-stone.name = Beryllic Stone
-block.crystalline-stone.name = Crystalline Stone
+block.beryllic-stone.name = Beryllic kámen
+block.crystalline-stone.name = Crystalline kámen
block.crystal-floor.name = Křišťalová Zem
block.yellow-stone-plates.name = Žluté Kamenné Pláty
block.red-stone.name = Červený Kámen
block.dense-red-stone.name = Hustý Červený Kámen
block.red-ice.name = Červený Led
-block.arkycite-floor.name = Arkycite Floor
-block.arkyic-stone.name = Arkyic Stone
-block.rhyolite-vent.name = Rhyolite Vent
-block.carbon-vent.name = Carbon Vent
-block.arkyic-vent.name = Arkyic Vent
-block.yellow-stone-vent.name = Yellow Stone Vent
-block.red-stone-vent.name = Red Stone Vent
-block.crystalline-vent.name = Crystalline Vent
+block.arkycite-floor.name = Arkycite podlaha
+block.arkyic-stone.name = Arkyic kámen
+block.rhyolite-vent.name = Rhyolite díra
+block.carbon-vent.name = Carbon díra
+block.arkyic-vent.name = Arkyic díra
+block.yellow-stone-vent.name = Yellow Stone díra
+block.red-stone-vent.name = Red Stone díra
+block.crystalline-vent.name = Crystalline díra
block.redmat.name = Redmat
block.bluemat.name = Bluemat
block.core-zone.name = Jádrová Zona
-block.regolith-wall.name = Regolith Wall
-block.yellow-stone-wall.name = Yellow Stone Wall
-block.rhyolite-wall.name = Rhyolite Wall
-block.carbon-wall.name = Krabonová Zeď
-block.ferric-stone-wall.name = Ferric Stone Wall
-block.beryllic-stone-wall.name = Beryllic Stone Wall
-block.arkyic-wall.name = Arkyic Wall
-block.crystalline-stone-wall.name = Crystalline Stone Wall
+block.regolith-wall.name = Regolith zeď
+block.yellow-stone-wall.name = Yellow Stone zeď
+block.rhyolite-wall.name = Rhyolite zeď
+block.carbon-wall.name = Krabonová zeď
+block.ferric-stone-wall.name = Ferric Stone zeď
+block.beryllic-stone-wall.name = Beryllic Stone zeď
+block.arkyic-wall.name = Arkyic zeď
+block.crystalline-stone-wall.name = Crystalline Stone zeď
block.red-ice-wall.name = Červená Ledová Zeď
block.red-stone-wall.name = Červená Kamenná Zeď
block.red-diamond-wall.name = Červená Diamantová Zeď
block.redweed.name = Redweed
-block.pur-bush.name = Pur Bush
+block.pur-bush.name = Pur křoví
block.yellowcoral.name = Žlutý Korál
-block.carbon-boulder.name = Carbon Boulder
-block.ferric-boulder.name = Ferric Boulder
-block.beryllic-boulder.name = Beryllic Boulder
-block.yellow-stone-boulder.name = Yellow Stone Boulder
-block.arkyic-boulder.name = Arkyic Boulder
-block.crystal-cluster.name = Crystal Cluster
-block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster
+block.carbon-boulder.name = Carbon balvan
+block.ferric-boulder.name = Ferric balvan
+block.beryllic-boulder.name = Beryllic balvan
+block.yellow-stone-boulder.name = Yellow Stone balvan
+block.arkyic-boulder.name = Arkyic balvan
+block.crystal-cluster.name = Crystal shluk
+block.vibrant-crystal-cluster.name = Vibrant Crystal shluk
block.crystal-blocks.name = Křišťálové Bloky
block.crystal-orbs.name = Křišťálové Orby
-block.crystalline-boulder.name = Crystalline Boulder
-block.red-ice-boulder.name = Red Ice Boulder
-block.rhyolite-boulder.name = Rhyolite Boulder
-block.red-stone-boulder.name = Red Stone Boulder
-block.graphitic-wall.name = Graphitic Wall
-block.silicon-arc-furnace.name = Silicon Arc Furnace
+block.crystalline-boulder.name = Crystalline balvan
+block.red-ice-boulder.name = Red Ice balvan
+block.rhyolite-boulder.name = Rhyolite balvan
+block.red-stone-boulder.name = Red Stone balvan
+block.graphitic-wall.name = Graphitic zeď
+block.silicon-arc-furnace.name = Silicon Arc pec
block.electrolyzer.name = Elektrolyzer
block.atmospheric-concentrator.name = Atmospheric Concentrator
-block.oxidation-chamber.name = Oxidation Chamber
+block.oxidation-chamber.name = Oxidation komora
block.electric-heater.name = Elektrický Ohřívač
-block.slag-heater.name = Slag Heater
-block.phase-heater.name = Phase Heater
-block.heat-redirector.name = Heat Redirector
-block.heat-router.name = Tepelný Směrovač
-block.slag-incinerator.name = Slag Incinerator
-block.carbide-crucible.name = Carbide Crucible
-block.slag-centrifuge.name = Slag Centrifuge
-block.surge-crucible.name = Surge Crucible
-block.cyanogen-synthesizer.name = Cyanogen Synthesizer
-block.phase-synthesizer.name = Phase Synthesizer
+block.slag-heater.name = struskový ohřívač
+block.phase-heater.name = Fázový ohřívač
+block.heat-redirector.name = Tepelné rozdělovač
+block.small-heat-redirector.name = Small Heat Redirector
+block.heat-router.name = Tepelný směrovač
+block.slag-incinerator.name = Strusková spalovna
+block.carbide-crucible.name = Karbidová nádoba
+block.slag-centrifuge.name = Odstředivka strusky
+block.surge-crucible.name = Přepěťová nádoba
+block.cyanogen-synthesizer.name = Syntetizátor kyanogenu
+block.phase-synthesizer.name = Syntetizátor fáze
block.heat-reactor.name = Tepelný Reaktor
-block.beryllium-wall.name = Beryllium Wall
-block.beryllium-wall-large.name = Large Beryllium Wall
+block.beryllium-wall.name = Beryllium zeď
+block.beryllium-wall-large.name = Velká Beryllium zeď
block.tungsten-wall.name = Wolframová Zeď
-block.tungsten-wall-large.name = Large Tungsten Wall
-block.blast-door.name = Blast Door
-block.carbide-wall.name = Carbide Wall
-block.carbide-wall-large.name = Large Carbide Wall
-block.reinforced-surge-wall.name = Reinforced Surge Wall
-block.reinforced-surge-wall-large.name = Large Reinforced Surge Wall
-block.shielded-wall.name = Shielded Wall
+block.tungsten-wall-large.name = Velká Tungsten zeď
+block.blast-door.name = Velké dveře
+block.carbide-wall.name = Karbidová stěna
+block.carbide-wall-large.name = Velká karbidová stěna
+block.reinforced-surge-wall.name = Vyztužená přepěťová stěna
+block.reinforced-surge-wall-large.name = Velká vyztužená přepěťová stěna
+block.shielded-wall.name = Štítová stěna
block.radar.name = Radar
-block.build-tower.name = Build Tower
+block.build-tower.name = Postav věž
block.regen-projector.name = Regen Projector
-block.shockwave-tower.name = Shockwave Tower
+block.shockwave-tower.name = Blesková věž
block.shield-projector.name = Štítový Projektor
-block.large-shield-projector.name = Large Shield Projector
-block.armored-duct.name = Armored Duct
-block.overflow-duct.name = Overflow Duct
-block.underflow-duct.name = Underflow Duct
-block.duct-unloader.name = Duct Unloader
-block.surge-conveyor.name = Surge Conveyor
-block.surge-router.name = Surge Router
-block.unit-cargo-loader.name = Unit Cargo Loader
-block.unit-cargo-unload-point.name = Unit Cargo Unload Point
-block.reinforced-pump.name = Reinforced Pump
-block.reinforced-conduit.name = Reinforced Conduit
-block.reinforced-liquid-junction.name = Reinforced Liquid Junction
-block.reinforced-bridge-conduit.name = Reinforced Bridge Conduit
-block.reinforced-liquid-router.name = Reinforced Liquid Router
-block.reinforced-liquid-container.name = Reinforced Liquid Container
-block.reinforced-liquid-tank.name = Reinforced Liquid Tank
-block.beam-node.name = Beam Node
-block.beam-tower.name = Beam Tower
-block.beam-link.name = Beam Link
-block.turbine-condenser.name = Turbine Condenser
-block.chemical-combustion-chamber.name = Chemical Combustion Chamber
-block.pyrolysis-generator.name = Pyrolysis Generator
-block.vent-condenser.name = Vent Condenser
-block.cliff-crusher.name = Cliff Crusher
-block.plasma-bore.name = Plasma Bore
-block.large-plasma-bore.name = Large Plasma Bore
-block.impact-drill.name = Impact Drill
-block.eruption-drill.name = Eruption Drill
-block.core-bastion.name = Core Bastion
-block.core-citadel.name = Core Citadel
-block.core-acropolis.name = Core Acropolis
-block.reinforced-container.name = Reinforced Container
-block.reinforced-vault.name = Reinforced Vault
+block.large-shield-projector.name = Velká štítový Projektor
+block.armored-duct.name = Obrněný kanál
+block.overflow-duct.name = Přepadový kanál
+block.underflow-duct.name = Podtokové potrubí
+block.duct-unloader.name = Vykladač potrubí
+block.surge-conveyor.name = Přepěťový dopravník
+block.surge-router.name = Přepěťový směrovač
+block.unit-cargo-loader.name = Nakladač jednotek
+block.unit-cargo-unload-point.name = Místo vyložení jednotek
+block.reinforced-pump.name = Zesílené čerpadlo
+block.reinforced-conduit.name = Zesílené vedení
+block.reinforced-liquid-junction.name = Zesílený spoj pro kapaliny
+block.reinforced-bridge-conduit.name = Vyztužený mostní vedení
+block.reinforced-liquid-router.name = Zesílený směrovač kapalin
+block.reinforced-liquid-container.name = Zesílená nádrž na kapaliny
+block.reinforced-liquid-tank.name = Zesílená bazén na kapaliny
+block.beam-node.name = Uzel paprsku
+block.beam-tower.name = Věž paprsku
+block.beam-link.name = Vedení paprku
+block.turbine-condenser.name = Turbínový zkapalňovač
+block.chemical-combustion-chamber.name = Chemická spalovací komora
+block.pyrolysis-generator.name = Pyrolysový generátor
+block.vent-condenser.name = Ventilační zkapalňovač
+block.cliff-crusher.name = Útesový drtič
+block.large-cliff-crusher.name = Advanced Cliff Crusher
+block.plasma-bore.name = Plazmový vrták
+block.large-plasma-bore.name = Velký plazmový vrták
+block.impact-drill.name = Příklepová vrták
+block.eruption-drill.name = Tavící vrták
+block.core-bastion.name = Jádro Pevnost
+block.core-citadel.name = Jádro Palác
+block.core-acropolis.name = Jádro Boží Poselství
+block.reinforced-container.name = Vyztužený kontejner
+block.reinforced-vault.name = Vyztužená klenba
+
block.breach.name = Breach
block.sublimate.name = Sublimate
block.titan.name = Titan
@@ -1837,30 +1905,30 @@ block.disperse.name = Disperse
block.afflict.name = Afflict
block.lustre.name = Lustre
block.scathe.name = Scathe
-block.tank-refabricator.name = Tank Refabricator
-block.mech-refabricator.name = Mech Refabricator
-block.ship-refabricator.name = Ship Refabricator
-block.tank-assembler.name = Tank Assembler
-block.ship-assembler.name = Ship Assembler
-block.mech-assembler.name = Mech Assembler
+block.tank-refabricator.name = Tanková dílna
+block.mech-refabricator.name = Robotická dílna
+block.ship-refabricator.name = Námořní dok
+block.tank-assembler.name = Tanková výzkumná stanice
+block.ship-assembler.name = Námořní výzkumná stanice
+block.mech-assembler.name = Robotická výzkumná stanice
block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor
-block.reinforced-payload-router.name = Reinforced Payload Router
-block.payload-mass-driver.name = Payload Mass Driver
-block.small-deconstructor.name = Small Deconstructor
+block.reinforced-payload-router.name = Vyztužený zátěžový dopravník
+block.payload-mass-driver.name = Zátěžová ústředna
+block.small-deconstructor.name = Malý ničitel
block.canvas.name = Plátno
-block.world-processor.name = Světový Procesor
+block.world-processor.name = Řídící procesor
block.world-cell.name = Světová Buňka
-block.tank-fabricator.name = Frabrikátor tanků
-block.mech-fabricator.name = Mech Fabricator
-block.ship-fabricator.name = Ship Fabricator
-block.prime-refabricator.name = Prime Refabricator
-block.unit-repair-tower.name = Unit Repair Tower
-block.diffuse.name = Diffuse
+block.tank-fabricator.name = Tanková dílna
+block.mech-fabricator.name = Robotická dílna
+block.ship-fabricator.name = Námořní dok
+block.prime-refabricator.name = Prime dílna
+block.unit-repair-tower.name = Opravárenská věž
+block.diffuse.name = Rozšíření
block.basic-assembler-module.name = Běžný Skládací Modul
-block.smite.name = Smite
-block.malign.name = Malign
+block.smite.name = Úder
+block.malign.name = Pomluva
block.flux-reactor.name = Fluxní Reaktor
-block.neoplasia-reactor.name = Neoplasia Reaktor
+block.neoplasia-reactor.name = Neoplasmatický Reaktor
block.switch.name = Přepínač
block.micro-processor.name = Mikroprocesor
@@ -1894,8 +1962,8 @@ hint.research = Použij tlačítko \ue875 [accent]Výzkum[] pro vyzkoumání nov
hint.research.mobile = Použij tlačítko \ue875 [accent]Výzkum[] v \ue88c [accent]nabídce[] pro vyzkoumání nové technologie.
hint.unitControl = Podrž [accent][[Levý Ctrl][] a [accent]klikni[] pro ovládání spřátelených jednotek nebo věží.
hint.unitControl.mobile = [accent][[Dvojťupni][] pro ovládání spřátelených jednotek nebo věží.
-hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
-hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
+hint.unitSelectControl = Chcete-li ovládat jednotky, zadejte [accent]příkazový režim[] přidržením [accent]L-shift.[]\nV příkazovém režimu kliknutím a tažením vyberte jednotky. [accent]Right-click[]místo nebo cíl pro velení tamních jednotek.
+hint.unitSelectControl.mobile = Chcete-li ovládat jednotky, zadejte [accent]příkazový režim[] stisknutím tlačítka[accent]command[] tlačítko vlevo dole.\nV příkazovém režimu vyberte jednotky dlouhým stisknutím a přetažením. Klepnutím na místo nebo cíl velíte tamním jednotkám.
hint.launch = Jakmile je nasbíráno dostatek zdrojových materiálů, můžeš se [accent]vyslat[] do přilehlých sektorů z \ue827 [accent]mapy[] v pravém dolním rohu.
hint.launch.mobile = Jakmile je nasbíráno dostatek zdrojových materiálů, můžeš se [accent]vyslat[] do přilehlých sektorů z \ue827 [accent]mapy[] v the \ue88c [accent]nabídce[].
hint.schematicSelect = Podrž [accent][[F][] a potáhni pro výběr bloků, které chceš zkopírovat.\n\nKlikni na [accent][[prostřední tlačítko][] myši pro zkopírování jednoho typu bloku.
@@ -1915,9 +1983,9 @@ hint.coreUpgrade = Jádro může být vylepšeno [accent]překrytím jádrem vy
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.presetDifficulty = Tento sektor má [scarlet]vysokou úroveň nepřátelského ohrožření[].\nSpouštení do takových sektorů se [accent]nedoporučuje[] bez náležité technologie a přípravy.
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
-hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
-hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
-gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
+hint.factoryControl = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klikněte na tovární blok a poté klikněte pravým tlačítkem na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
+hint.factoryControl.mobile = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klepněte na tovární blok a poté klepněte na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
+gz.mine = Pohybujte se poblíž\uf8c4 [accent]měděnou rudu[] na zemi a kliknutím zahájíte těžbu.
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
@@ -2048,6 +2116,10 @@ block.phase-wall.description = Chrání konstrukce před nepřátelskými střel
block.phase-wall-large.description = Chrání konstrukce před nepřátelskými střelami, reflecting most bullets upon impact.
block.surge-wall.description = Chrání konstrukce před nepřátelskými střelami. Při doteku opakovaně vydává energetické výboje.
block.surge-wall-large.description = Chrání konstrukce před nepřátelskými střelami. Při doteku opakovaně vydává energetické výboje.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Zeď, která může být otevřena a zavřena.
block.door-large.description = Zeď, která může být otevřena a zavřena.
block.mender.description = Opakovaně opravuje bloky ve svém dosahu.\nVolitelně umí použít křemík pro posílení dosahu a efektivity.
@@ -2114,7 +2186,9 @@ block.vault.description = Ukládá velké množství předmětů od každého ty
block.container.description = Ukládá menší množství předmětů od každého typu. K vyskladnění věcí z kontejneru je možné použít odbavovač.
block.unloader.description = Vyskladňuje vybrané položky z okolních bloků.
block.launch-pad.description = Vysílá dávky předmětů do přilehlých sektorů.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Střílí střídavé dávky kulek na nepřátele.
block.scatter.description = Střílí kusy olova, pláty šrotu nebo střepy metaskla na nepřátelské letectvo.
block.scorch.description = Sežehne pozemní jednotky blízkosti. Velmi efektivní na malé vzdálenosti.
@@ -2175,6 +2249,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2187,6 +2262,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2309,6 +2385,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Přečte číslo z připojené paměti.
lst.write = Zapíše číslo do připojené paměti.
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
@@ -2547,3 +2624,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_da.properties b/core/assets/bundles/bundle_da.properties
index 754baa8e83..0f2a29fc30 100644
--- a/core/assets/bundles/bundle_da.properties
+++ b/core/assets/bundles/bundle_da.properties
@@ -141,6 +141,7 @@ mod.enabled = [lightgray]Aktiveret
mod.disabled = [scarlet]Deaktiveret
mod.multiplayer.compatible = [gray]Multiplayer Compatible
mod.disable = Deaktiver
+mod.version = Version:
mod.content = Indhold:
mod.delete.error = Kan ikke slette mod - tilhørende filer er muligvis i brug.
mod.incompatiblegame = [red]Outdated Game
@@ -189,6 +190,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Færdiggjort
techtree = Teknologi træ
techtree.select = Tech Tree Selection
@@ -288,13 +290,14 @@ disconnect.error = Forbindelsesfejl.
disconnect.closed = Forbindelse afbrudt.
disconnect.timeout = Maksimal ventetid overskredet.
disconnect.data = Kunne ikke indlæse bane-data!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Kunne ikke deltage i spil ([accent]{0}[]).
connecting = [accent]Forbinder...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Indlæser bane-data...
server.port = Port:
-server.addressinuse = IP-adressen er allerede i brug!
server.invalidport = Ugyldigt port-nummer!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Der skete en fejl.
save.new = Nyt gem
save.overwrite = Er du sikker på, at du vil overskrive\ndette gem?
@@ -347,6 +350,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -489,6 +493,7 @@ waves.units.show = Show All
wavemode.counts = tal
wavemode.totals = i alt
wavemode.health = liv
+all = All
editor.default = [lightgray]
details = Detaljer...
@@ -656,7 +661,6 @@ requirement.capture = Overtag {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Affyr
-research.multiplayer = Kun værten kan researche genstande.
map.multiplayer = Only the host can view sectors.
uncover = Afdæk
configure = Konfigurer udrustning
@@ -702,14 +706,18 @@ loadout = Udrustning
resources = Resurser
resources.max = Max
bannedblocks = Banlyste blokke
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Tilføj alle
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Mængde skal være mellem 0 og {0}.
add = Tilføj...
guardian = Guardian
@@ -724,6 +732,7 @@ error.mapnotfound = Bane-filen er blevet væk!
error.io = Network I/O-fejl.
error.any = Ukendt netværksfejl.
error.bloom = Kunne ikke etablere bloom-effekt.\nMåske understøtter din enhed den ikke.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Regn
weather.snowing.name = Sne
@@ -747,7 +756,9 @@ sectors.stored = Stored:
sectors.resume = Genoptag
sectors.launch = Affyr
sectors.select = Vælg
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]ingen (solen)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Omdøb sektor
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -773,6 +784,11 @@ threat.medium = Medium
threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planets
planet.serpulo.name = Serpulo
@@ -794,9 +810,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -816,6 +842,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -980,6 +1018,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Kraftfelt
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1012,6 +1051,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1026,6 +1066,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Kræver bedre bor
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Mangler resurser
bar.corereq = Kerne påkrævet
bar.corefloor = Core Zone Tile Required
@@ -1034,6 +1075,7 @@ bar.drillspeed = Borehastighed: {0}/s
bar.pumpspeed = Pumpehastighed: {0}/s
bar.efficiency = Effektivitet: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Strøm: {0}/s
bar.powerstored = Gemt: {0}/{1}
bar.poweramount = Strøm: {0}
@@ -1044,6 +1086,7 @@ bar.capacity = Kapacitet: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Væske
bar.heat = Varme
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1068,6 +1111,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] tilbageslag
bullet.pierce = [stat]{0}[lightgray]x gennemboring
bullet.infinitepierce = [stat]gennemboring
@@ -1076,6 +1120,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x ammunitionsfaktor
bullet.reload = [stat]{0}[lightgray]x skydehastighed
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokke
unit.blockssquared = blokke²
@@ -1092,6 +1138,7 @@ unit.minutes = minutter
unit.persecond = /sek
unit.perminute = /min
unit.timesspeed = x hastighed
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = skjoldhelbred
unit.items = genstande
@@ -1136,18 +1183,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI-skalering[lightgray] (genstart kræves)[]
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Altid diagonal placering
-setting.difficulty.training = Træning
-setting.difficulty.easy = Let
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Svær
-setting.difficulty.insane = Sindssyg
-setting.difficulty.name = Sværhedsgrad:
setting.screenshake.name = Skærm-ryst
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Vis effekter
setting.destroyedblocks.name = Vis destruerede blokke
setting.blockstatus.name = Vis blokstatus
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Transportbånd-stifinding
setting.sensitivity.name = Styrepind-sensitivitet
setting.saveinterval.name = Gemme-interval
@@ -1174,11 +1216,13 @@ setting.mutemusic.name = Forstum musik
setting.sfxvol.name = SFX-volumen
setting.mutesound.name = Forstum lyde
setting.crashreport.name = Send anonyme fejlrapporter
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Gem automatisk
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Spiller-grænse
setting.chatopacity.name = Chat-gennemsigtighed
setting.lasersopacity.name = Strøm-laser-gennemsigtighed
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bro-gennemsigtighed
setting.playerchat.name = Vis spillers bobbel-chat
setting.showweather.name = Show Weather Graphics
@@ -1231,6 +1275,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Vælg region
keybind.schematic_menu.name = Skabelon-visning
@@ -1308,12 +1353,16 @@ rules.wavetimer = Bølge-æggeur
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Bølger
rules.airUseSpawns = Air units use spawn points
rules.attack = Angrebsmode
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1329,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Enheds-helbreds-forstærker
rules.unitdamagemultiplier = Enheds-skade-forstærker
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Bølge spredning:[lightgray] (sek)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Byggepris-forstærker
@@ -1356,6 +1407,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Lys
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Ild
rules.anyenv =
rules.explosions = Blok/Enheds-eksplosionsskade
@@ -1364,6 +1421,7 @@ rules.weather = Vejr
rules.weather.frequency = Frekvens:
rules.weather.always = Always
rules.weather.duration = Varighed:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1504,6 +1562,8 @@ block.graphite-press.name = Grafitvalse
block.multi-press.name = Multi-valse
block.constructing = {0} [lightgray](Konstruerer)
block.spawn.name = Fjendtligt Ankomstpunkt
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Kerne: Skår
block.core-foundation.name = Kerne: Fundament
block.core-nucleus.name = Kerne: Nukleus
@@ -1667,6 +1727,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Beholder
block.launch-pad.name = Affyringsrampe
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Fodgænger-fabrik
block.air-factory.name = Flyver-fabrik
@@ -1761,6 +1823,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1808,6 +1871,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2031,6 +2095,10 @@ block.phase-wall.description = En væg legeret med specielt, reflekterende fase-
block.phase-wall-large.description = En væg legeret med specielt, reflekterende fase-stof. Reflekterer de fleste slags skud.\nFylder flere felter.
block.surge-wall.description = En ekstremt hård væg.\nOpbygger en ladning ved at absorbere skud. Ladningen affyres tilfældigt
block.surge-wall-large.description = En ekstremt hård væg.\nOpbygger en ladning ved at absorbere skud. Ladningen affyres tilfældigt.\nFylder flere felter.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = En bette dør. Kan åbnes og lukkes ved at trykke på den.
block.door-large.description = En stor dør. Kan åbnes og lukkes ved at trykke på den.\nFylder flere felter.
block.mender.description = Reparerer løbende blokke i nærheden. Hjælper til at holde forsvaret oppe mellem bølger.\nSilicium kan bruges til at øge rækkevidde og effektivitet.
@@ -2097,7 +2165,9 @@ block.vault.description = Opbevarer en masse genstande. En aflæsser-blok kan br
block.container.description = Opbevarer en lille mængde genstande. En aflæsser-blok kan bruges til at hive ting ud af en container.
block.unloader.description = Aflæsser genstande fra sidestående blokke. Typen af blok, der skal aflæsses kan justeres.
block.launch-pad.description = Affyrer samlinger af genstande løbende. Kræver ikke affyring af kernen.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = En bette, billig kanon. Effektiv mod fodgængere.
block.scatter.description = Et vigtigt luftangreb. Skyder klumper af skud mod flyvere.
block.scorch.description = Brænder alle forbipasserende fodgængere. Meget god til hvad den gør.
@@ -2158,6 +2228,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2170,6 +2241,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2290,6 +2362,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2509,3 +2582,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_de.properties b/core/assets/bundles/bundle_de.properties
index f5a22dd1a8..676b738672 100644
--- a/core/assets/bundles/bundle_de.properties
+++ b/core/assets/bundles/bundle_de.properties
@@ -57,7 +57,7 @@ mods.browser.sortstars = Nach Sternen sortieren
schematic = Entwurf
schematic.add = Entwurf speichern...
schematics = Entwürfe
-schematic.search = Search schematics...
+schematic.search = Suche nach Entwürfen...
schematic.replace = Es gibt bereits einen Entwurf mit diesem Namen. Diesen ersetzen?
schematic.exists = Es gibt schon einen Entwurf mit diesem Namen.
schematic.import = Entwurf importieren...
@@ -70,7 +70,7 @@ schematic.shareworkshop = Im Workshop teilen
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Entwurf umkehren
schematic.saved = Entwurf gespeichert.
schematic.delete.confirm = Dieser Entwurf wird vollständig vernichtet.
-schematic.edit = Edit Schematic
+schematic.edit = Entwurf bearbeiten
schematic.info = {0}x{1}, {2} Blöcke
schematic.disabled = [scarlet]Entwürfe deaktiviert[]\nAuf dieser [accent]Karte[] oder [accent]Server[] dürfen keine Entwürfe verwendet werden.
schematic.tags = Tags:
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Aktiviert
mod.disabled = [red]Deaktiviert
mod.multiplayer.compatible = [gray]Mehrspieler-kompatibel
mod.disable = Deaktivieren
+mod.version = Version:
mod.content = Inhalt:
mod.delete.error = Mod konnte nicht gelöscht werden. Datei könnte in Benutzung sein.
@@ -156,8 +157,8 @@ mod.circulardependencies = [red]Wechselseitige Abhängigkeiten
mod.incompletedependencies = [red]Fehlende Abhängigkeiten
mod.requiresversion.details = Benötigt Spielversion [accent]{0}[]\nDein Spiel ist veraltet. Diese Mod benötigt eine neuere (möglicherweise Alpha- oder Beta-) Spielversion.
-mod.outdatedv7.details = Diese Mod ist nicht mit der neuesten Version von Mindustry kompatibel. Der Autor muss diesen aktualisieren und [accent]minGameVersion: 136[] in der [accent]mod.json[]-Datei hinzufügen.
-mod.blacklisted.details = Diese Mod würde manuell gesperrt, weil er diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
+mod.outdatedv7.details = Diese Mod ist nicht mit der neuesten Version von Mindustry kompatibel. Der Autor muss sie aktualisieren und [accent]minGameVersion: 136[] in der [accent]mod.json[]-Datei hinzufügen.
+mod.blacklisted.details = Diese Mod wurde manuell gesperrt, weil sie diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
mod.missingdependencies.details = Dieser Mod fehlen folgende Abhängigkeiten: {0}
mod.erroredcontent.details = Diese Mod hat beim Laden Fehler verursacht. Bitte den Mod-Autor, diese zu beheben.
mod.circulardependencies.details = Diese Mod hat Abhängigkeiten, die von einander abhängen.
@@ -179,7 +180,7 @@ mod.author = [lightgray]Autor:[] {0}
mod.missing = Dieser Spielstand enthält Mods, welche nicht mehr vorhanden sind oder aktualisiert wurden. Spielstandfehler könnten passieren. Bist du dir sicher, dass du ihn laden möchtest?\n[lightgray]Mods:\n{0}
mod.preview.missing = Bevor du diese Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens [accent]preview.png[] in den Modordner und versuche es nochmal.
mod.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm eine Mod in einen Ordner zu konvertieren, extrahiere das Archiv und lösche das alte Archiv danach. Starte dann das Spiel neu oder lade die Mods neu.
-mod.scripts.disable = Ihr Gerät unterstützt keine Mods mit Skripten. Du musst diese Mods deaktivieren, um spielen zu können.
+mod.scripts.disable = Dein Gerät unterstützt keine Mods mit Skripten. Du musst diese Mods deaktivieren, um spielen zu können.
about.button = Info
name = Name:
@@ -194,7 +195,9 @@ unlock.incampaign = < Für Details in Kampagne freischalten >
campaign.select = Startkampagne auswählen
campaign.none = [lightgray]Wähle einen Planeten, auf dem du starten möchtest.\nDies kannst du jederzeit ändern.
campaign.erekir = Neuerer, besserer Inhalt. Größtenteils linearer Fortschritt.\n\nSchwieriger. Höhere Karten- und Spielqualität.
-campaign.serpulo = Ältere Inhalt; das klassische Spiel. Offener, mehr Inhalt. \n\nKarten und Spielmechanismen möglicherweise qualitativ schlechter und ohne Balance.
+campaign.serpulo = Älterer Inhalt; das klassische Spiel. Offener, mehr Inhalt. \n\nKarten und Spielmechanismen möglicherweise qualitativ schlechter und ohne Balance.
+campaign.difficulty = Difficulty
+
completed = [accent]Abgeschlossen
techtree = Forschung
techtree.select = Forschungsauswahl
@@ -257,19 +260,19 @@ trace = Spieler verfolgen
trace.playername = Spielername: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = ID: [accent]{0}
-trace.language = Language: [accent]{0}
+trace.language = Sprache: [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
trace.ips = IPs:
-trace.names = Names:
+trace.names = Namen:
invalidid = Ungültige Client-ID! Berichte den Fehler.
-player.ban = Ban
-player.kick = Kick
-player.trace = Trace
-player.admin = Toggle Admin
-player.team = Change Team
+player.ban = Verbannen
+player.kick = Rauswerfen
+player.trace = Verfolgen
+player.admin = Admin an/aus
+player.team = Team wechseln
server.bans = Verbannungen
server.bans.none = Keine verbannten Spieler gefunden!
server.admins = Administratoren
@@ -286,8 +289,8 @@ confirmkick = Bist du sicher, dass du diesen Spieler rauswerfen willst?
confirmunban = Bist du sicher, dass du die Verbannung des Spielers rückgängig machen willst?
confirmadmin = Bist du sicher, dass du diesen Spieler zu einem Administrator machen möchtest?
confirmunadmin = Bist du sicher, dass dieser Spieler kein Administrator mehr sein soll?
-votekick.reason = Vote-Kick Reason
-votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
+votekick.reason = Vote-Kick Grund
+votekick.reason.message = Bist du sicher, dass du "{0}[white]" rauswerfen willst?\nWenn ja, gib bitte einen Grund ein:
joingame.title = Spiel beitreten
joingame.ip = IP:
disconnect = Verbindung unterbrochen.
@@ -295,13 +298,14 @@ disconnect.error = Verbindungsfehler.
disconnect.closed = Verbindung geschlossen.
disconnect.timeout = Zeitüberschreitung.
disconnect.data = Fehler beim Laden der Welt!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Nicht möglich beizutreten ([accent]{0}[]).
connecting = [accent] Verbinde...
reconnecting = [accent]Verbindung wird wiederhergestellt...
connecting.data = [accent] Welt wird geladen...
server.port = Port:
-server.addressinuse = Adresse bereits in Verwendung!
server.invalidport = Falscher Port!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson] Fehler beim Hosten des Servers:[accent] {0}
save.new = Neuer Spielstand
save.overwrite = Möchtest du diesen Spielstand wirklich überschreiben?
@@ -350,16 +354,18 @@ command.rebuild = Wiederaufbauen
command.assist = Spieler unterstützen
command.move = Bewegen
command.boost = Boost
-command.enterPayload = Enter Payload Block
-command.loadUnits = Load Units
-command.loadBlocks = Load Blocks
-command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
+command.enterPayload = Frachtblock betreten
+command.loadUnits = Einheiten laden
+command.loadBlocks = Blöcke laden
+command.unloadPayload = Fracht entladen
+command.loopPayload = Loop Unit Transfer
+stance.stop = Befehle abbrechen
+stance.shoot = Stellung: schießen
+stance.holdfire = Stellung: nicht schießen
+stance.pursuetarget = Stellung: Ziel verfolgen
+stance.patrol = Stellung: Pfad patroullieren
+stance.ram = Stellung: rammen[lightgray]in einer geraden Lilie bewegen, gegen Wände laufen
+
openlink = Link öffnen
copylink = Link kopieren
back = Zurück
@@ -442,7 +448,7 @@ editor.generation = Generator
editor.objectives = Ziele
editor.locales = Locale Bundles
editor.worldprocessors = World Processors
-editor.worldprocessors.editname = Edit Name
+editor.worldprocessors.editname = Name bearbeiten
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
@@ -458,8 +464,8 @@ editor.filters.type = Kartentyp:
editor.filters.search = Suchen nach:
editor.filters.author = Autor
editor.filters.description = Beschreibung
-editor.shiftx = Shift X
-editor.shifty = Shift Y
+editor.shiftx = Verschieben X
+editor.shifty = Verschieben Y
workshop = Workshop
waves.title = Wellen
waves.remove = Entfernen
@@ -478,7 +484,7 @@ waves.guardian = Boss
waves.preview = Vorschau
waves.edit = Bearbeiten...
waves.random = Zufällig
-waves.copy = Aus der Zwischenablage kopieren
+waves.copy = In die Zwischenablage kopieren
waves.load = Aus der Zwischenablage laden
waves.invalid = Ungültige Wellen in der Zwischenablage.
waves.copied = Wellen kopiert.
@@ -488,8 +494,8 @@ waves.sort.reverse = Reihenfolge umkehren
waves.sort.begin = Anfang
waves.sort.health = Lebenspunkte
waves.sort.type = Sorte
-waves.search = Search waves...
-waves.filter = Unit Filter
+waves.search = Wellen durchsuchen...
+waves.filter = Einheiten Filter
waves.units.hide = Alle verstecken
waves.units.show = Alle anzeigen
@@ -497,13 +503,14 @@ waves.units.show = Alle anzeigen
wavemode.counts = Menge
wavemode.totals = Gesamtmenge
wavemode.health = Lebenspunkte
+all = All
editor.default = [lightgray]
details = Details
edit = Bearbeiten
variables = Variablen
-logic.clear.confirm = Are you sure you want to clear all code from this processor?
-logic.globals = Built-in Variables
+logic.clear.confirm = Willst du wirklich den gesamten code aus diesem prozessor löschen?
+logic.globals = Eingebaute Variablen
editor.name = Name:
editor.spawn = Spawnbereich
editor.removeunit = Bereich entfernen
@@ -527,7 +534,7 @@ editor.sectorgenerate = Sektor generieren
editor.resize = Größe\nanpassen
editor.loadmap = Karte\nladen
editor.savemap = Karte\nspeichern
-editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
+editor.savechanges = [scarlet]Du hast ungespeicherte Änderungen!\n\n[]Möchtest du sie speichern?
editor.saved = Gespeichert!
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü.
editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü.
@@ -667,7 +674,6 @@ requirement.capture = Erobere {0}
requirement.onplanet = Kontrolliere Sektor auf {0}
requirement.onsector = Lande auf Sektor: {0}
launch.text = Start
-research.multiplayer = Nur der Host kann forschen.
map.multiplayer = Nur der Host kann Sektoren ansehen.
uncover = Freischalten
configure = Anfangsressourcen festlegen
@@ -687,12 +693,12 @@ objective.commandmode.name = Steuerungsmodus
objective.flag.name = Flag
marker.shapetext.name = Geformter Text
-marker.point.name = Point
+marker.point.name = Punkt
marker.shape.name = Form
marker.text.name = Text
marker.line.name = Line
-marker.quad.name = Quad
-marker.texture.name = Texture
+marker.quad.name = Quadrat
+marker.texture.name = Textur
marker.background = Hintergrund
marker.outline = Umriss
@@ -719,14 +725,18 @@ loadout = Anfangsressourcen
resources = Ressourcen
resources.max = Max
bannedblocks = Gesperrte Blöcke
+unbannedblocks = Unbanned Blocks
objectives = Ziele
bannedunits = Gesperrte Einheiten
+unbannedunits = Unbanned Units
bannedunits.whitelist = Gesperrte Einheiten als Whitelist
bannedblocks.whitelist = Gesperrte Blöcke als Whitelist
addall = Alle hinzufügen
launch.from = Materialen werden von [accent]{0} []gestartet
launch.capacity = Ressourcenkapazität: [accent]{0}
launch.destination = Ziel: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Anzahl muss eine Zahl zwischen 0 und {0} sein.
add = Hinzufügen...
guardian = Boss
@@ -741,6 +751,7 @@ error.mapnotfound = Kartendatei nicht gefunden!
error.io = Netzwerk-I/O-Fehler.
error.any = Unbekannter Netzwerkfehler.
error.bloom = Bloom konnte nicht initialisiert werden.\nEs kann sein, dass dein Gerät es nicht unterstützt.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Regen
weather.snowing.name = Schnee
@@ -765,7 +776,9 @@ sectors.stored = Gelagert:
sectors.resume = Weiterspielen
sectors.launch = Start
sectors.select = Auswählen
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]keiner (Sonne)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Sektor umbenennen
sectors.enemybase = [scarlet]Gegnerische Basis
sectors.vulnerable = [scarlet]Angriffsgefährdet
@@ -792,6 +805,11 @@ threat.medium = Mittel
threat.high = Hoch
threat.extreme = Extrem
threat.eradication = Zerstörung
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planeten
@@ -799,7 +817,7 @@ planet.serpulo.name = Serpulo
planet.erekir.name = Erekir
planet.sun.name = Sonne
-sector.impact0078.name = Impact 0078
+sector.impact0078.name = Einschlag 0078
sector.groundZero.name = Ground Zero
sector.craters.name = Die Krater
sector.frozenForest.name = Gefrorener Wald
@@ -814,9 +832,19 @@ sector.fungalPass.name = Infizierter Gebirgspass
sector.biomassFacility.name = Biomassensyntheselabor
sector.windsweptIslands.name = Windgepeitschte Inseln
sector.extractionOutpost.name = Extraktionsaußenposten
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetares Launchterminal
sector.coastline.name = Küstenlinie
sector.navalFortress.name = Wasserfestung
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Der optimale Ort, um anzufangen. Schwache Gegner und weniger Ressourcen.\nSammele so viel Kupfer und Blei wie möglich.\nGeh weiter.
sector.frozenForest.description = Auch hier, näher an den Bergen, sind die Sporen. Sogar die niedrigen Temperaturen können sie nicht zurückhalten.\n\nLerne, Strom zu verwenden. Baue Verbrennungsgeneratoren und Reparateure.
@@ -836,6 +864,18 @@ sector.impact0078.description = Hier liegen Reste der interplanetarischen Transp
sector.planetaryTerminal.description = Das Endziel.\n\nDiese Uferbasis besitzt ein Gerät, mit dem es möglich ist, Kerne auf andere Planeten zu schicken. Es ist [accent]sehr[] gut beschützt.\n\nStelle Wassereinheiten her. Eliminiere den Gegner so schnell wie möglich. Erforsche das Launchgerät.
sector.coastline.description = Überreste alter Schiffstechnologien wurden hier entdeckt. Wehre dich gegen die gegnischen Angriffe, erobere den Sektor und erforsche diese Technologie.
sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Natur aus sicheren Insel eine Basis aufgebaut. Zerstöre diesen Außenposten. Finde deren fortgeschrittene Schiffstechnologien und erforsche diese weiter.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Der Anfang
sector.aegis.name = Aegis
@@ -883,7 +923,7 @@ status.electrified.name = Elektrisch
status.spore-slowed.name = Sporen-verlangsamt
status.tarred.name = Teerend
status.overdrive.name = Overdrive
-status.overclock.name = Übertaktend
+status.overclock.name = Übertaktet
status.shocked.name = Schockend
status.blasted.name = Sprengend
status.unmoving.name = Unbeweglich
@@ -1002,52 +1042,56 @@ stat.buildspeedmultiplier = Baugeschwindigkeit-Multiplikator
stat.reactive = Reagiert mit
stat.immunities = Immunitäten
stat.healing = Heilung
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Kraftfeld
-ability.forcefield.description = Projects a force shield that absorbs bullets
+ability.forcefield.description = Projeziert ein Kraftfeld, welches Kugeln aufhält
ability.repairfield = Heilungsfeld
-ability.repairfield.description = Repairs nearby units
+ability.repairfield.description = repariert Einheiten in der Nähe
ability.statusfield = Statusfeld
-ability.statusfield.description = Applies a status effect to nearby units
+ability.statusfield.description = Gibt Einheiten in der Nähe einen Statuseffekt
ability.unitspawn = Fabrik
-ability.unitspawn.description = Constructs units
+ability.unitspawn.description = Baut Einheiten
ability.shieldregenfield = Schildregenerationsfeld
-ability.shieldregenfield.description = Regenerates shields of nearby units
+ability.shieldregenfield.description = Regeneriert Schilder von Einheiten in der Nähe
ability.movelightning = Bewegungsblitze
-ability.movelightning.description = Releases lightning while moving
+ability.movelightning.description = Entfesselt bei Bewegung Blitze
ability.armorplate = Armor Plate
ability.armorplate.description = Reduces damage taken while shooting
ability.shieldarc = Lichtbogenschild
-ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
+ability.shieldarc.description = Projeziert ein Kraftfeld in einem Bogen, welches Kugeln aufhält
ability.suppressionfield = Heilungsunterdrückungsfeld
-ability.suppressionfield.description = Stops nearby repair buildings
+ability.suppressionfield.description = Unterdrückt Heilungsblöcke in der Nähe
ability.energyfield = Energiefeld
-ability.energyfield.description = Zaps nearby enemies
-ability.energyfield.healdescription = Zaps nearby enemies and heals allies
+ability.energyfield.description = Schockt Feinde in der Nähe
+ability.energyfield.healdescription = Schockt Feinde und heilt alliierte in der Nähe
ability.regen = Regeneration
-ability.regen.description = Regenerates own health over time
-ability.liquidregen = Liquid Absorption
-ability.liquidregen.description = Absorbs liquid to heal itself
-ability.spawndeath = Death Spawns
-ability.spawndeath.description = Releases units on death
-ability.liquidexplode = Death Spillage
-ability.liquidexplode.description = Spills liquid on death
-ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
-ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
-ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
-ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
-ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
+ability.regen.description = Regeneriert eigene Lebenspunkte mit der Zeit
+ability.liquidregen = Flüssigkeitsabsorbtion
+ability.liquidregen.description = Nimmt Flüssigkeit auf, um sich selbst zu heilen
+ability.spawndeath = Fragmentierung
+ability.spawndeath.description = Entlässt beim Tod neue Einheiten
+ability.liquidexplode = Auslaufen
+ability.liquidexplode.description = Verschüttet Flüssigkeit beim Tod
+ability.stat.firingrate = [stat]{0}/sek[lightgray] Feuerrate
+ability.stat.regen = [stat]{0}[lightgray] Lebenspunkte/sek
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
+ability.stat.shield = [stat]{0}[lightgray] Schild
+ability.stat.repairspeed = [stat]{0}/sek[lightgray] Repariergeschwindigkeit
+ability.stat.slurpheal = [stat]{0}[lightgray] Lebenspunkte/Flüssigkeitseinheit
+ability.stat.cooldown = [stat]{0} sek[lightgray] cooldown
+ability.stat.maxtargets = [stat]{0}[lightgray] max Ziele
+
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.stat.damagereduction = [stat]{0}%[lightgray] Schadensreduktion
+ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min Geschwindigkeit
+ability.stat.duration = [stat]{0} sek[lightgray] Dauer
+ability.stat.buildtime = [stat]{0} sek[lightgray] Baudauer
bar.onlycoredeposit = Nur Kernablage möglich
bar.drilltierreq = Besserer Bohrer benötigt
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Fehlende Ressourcen
bar.corereq = Kern-Basis erforderlich
bar.corefloor = Kernzone erforderlich
@@ -1056,6 +1100,7 @@ bar.drillspeed = Bohrgeschwindigkeit: {0}/s
bar.pumpspeed = Pumpengeschwindigkeit: {0}/s
bar.efficiency = Effizienz: {0}%
bar.boost = Beschleunigung: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Strom: {0}/s
bar.powerstored = Gespeichert: {0}/{1}
bar.poweramount = Strom: {0}
@@ -1066,6 +1111,7 @@ bar.capacity = Kapazität: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Flüssigkeit
bar.heat = Hitze
+bar.cooldown = Cooldown
bar.instability = Instabilität
bar.heatamount = Hitze: {0}
bar.heatpercent = Hitze: {0} ({1}%)
@@ -1090,6 +1136,7 @@ bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:
bullet.frags = [stat]{0}[lightgray]x Splittergeschosse:
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
bullet.infinitepierce = [stat]Durchstechkraft
@@ -1098,6 +1145,8 @@ bullet.healamount = [stat]{0}[lightgray] direkte Reperatur
bullet.multiplier = [stat]{0}[lightgray]x Munition Multiplikator
bullet.reload = [stat]{0}%[lightgray] Feuerrate
bullet.range = [stat]{0}[lightgray] Blöcke Reichweite
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = Blöcke
unit.blockssquared = Blöcke²
@@ -1110,17 +1159,18 @@ unit.powerunits = Stromeinheiten
unit.heatunits = Hitzeeinheiten
unit.degrees = Grad
unit.seconds = Sekunden
-unit.minutes = mins
+unit.minutes = Minuten
unit.persecond = /sek
unit.perminute = /min
unit.timesspeed = x Geschwindigkeit
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = Schildlebenspunkte
unit.items = Materialeinheiten
unit.thousands = k
unit.millions = Mio
unit.billions = Mrd
-unit.shots = shots
+unit.shots = Schuss
unit.pershot = /Schuss
category.purpose = Beschreibung
category.general = Allgemeines
@@ -1130,8 +1180,8 @@ category.items = Materialien
category.crafting = Erzeugung
category.function = Funktion
category.optional = Optionale Zusätze
-setting.alwaysmusic.name = Always Play Music
-setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
+setting.alwaysmusic.name = Immer Musik spielen
+setting.alwaysmusic.description = An: Musik spielt ständig im Spiel\n Aus: Musik spielt hin und wieder in zufälligen Abständen
setting.skipcoreanimation.name = Kern Start- und Lande-Animation überspringen
setting.landscape.name = Querformat sperren
setting.shadows.name = Schatten
@@ -1158,18 +1208,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI-Skalierung
setting.uiscale.description = Neustart erforderlich.
setting.swapdiagonal.name = Immer diagonale Platzierung
-setting.difficulty.training = Training
-setting.difficulty.easy = Leicht
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Schwer
-setting.difficulty.insane = Verrückt
-setting.difficulty.name = Schwierigkeit:
setting.screenshake.name = Wackeleffekt
setting.bloomintensity.name = Bloomstärke
setting.bloomblur.name = Bloomunschärfe
setting.effects.name = Effekte anzeigen
setting.destroyedblocks.name = Zerstörte Blöcke anzeigen
setting.blockstatus.name = Block-Status anzeigen
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Automatische Wegfindung beim Bau von Förderbändern
setting.sensitivity.name = Controller-Empfindlichkeit
setting.saveinterval.name = Autosave-Häufigkeit
@@ -1196,19 +1241,21 @@ setting.mutemusic.name = Musik stummschalten
setting.sfxvol.name = Audioeffekt-Lautstärke
setting.mutesound.name = Audioeffekte stummschalten
setting.crashreport.name = Anonyme Absturzberichte senden
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Automatisch speichern
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Spielerbegrenzung
setting.chatopacity.name = Chat-Deckkraft
setting.lasersopacity.name = Power-Laser-Deckkraft
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Brücken-Deckkraft
setting.playerchat.name = Chat im Spiel anzeigen
setting.showweather.name = Wetter anzeigen
setting.hidedisplays.name = Logik-Bildschirme verdecken
-setting.macnotch.name = Passen Sie die Schnittstelle an die Anzeigekerbe an
+setting.macnotch.name = Passe die Schnittstelle an die Anzeigekerbe an
setting.macnotch.description = Neustart erforderlich
steam.friendsonly = Nur Freunde
-steam.friendsonly.tooltip = Ob nur Steam-Freunde dein Spiel beitreten können.\nDiese Einstellung zu deaktivieren macht dein Spiel öffentlich - jeder kann beitreten.
+steam.friendsonly.tooltip = Ob nur Steam-Freunde deinem Spiel beitreten können.\nDiese Einstellung zu deaktivieren macht dein Spiel öffentlich - jeder kann beitreten.
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen.
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
uiscale.cancel = Abbrechen & Beenden
@@ -1217,7 +1264,7 @@ keybind.title = Tasten zuweisen
keybinds.mobile = [scarlet]Die meisten Tastenzuweisungen hier funktionieren auf mobilen Geräten nicht. Nur grundlegende Bewegung wird unterstützt.
category.general.name = Allgemein
category.view.name = Ansicht
-category.command.name = Unit Command
+category.command.name = Einheitenbefehle
category.multiplayer.name = Mehrspieler
category.blocks.name = Blockauswahl
placement.blockselectkeys = \n[lightgray]Taste: [{0},
@@ -1235,24 +1282,25 @@ keybind.mouse_move.name = Der Maus folgen
keybind.pan.name = Kamera alleine bewegen
keybind.boost.name = Boost
keybind.command_mode.name = Steuerungsmodus
-keybind.command_queue.name = Unit Command Queue
+keybind.command_queue.name = Befehl-Warteschlange
keybind.create_control_group.name = Create Control Group
-keybind.cancel_orders.name = Cancel Orders
-keybind.unit_stance_shoot.name = Unit Stance: Shoot
-keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
-keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
-keybind.unit_stance_patrol.name = Unit Stance: Patrol
-keybind.unit_stance_ram.name = Unit Stance: Ram
-keybind.unit_command_move.name = Unit Command: Move
-keybind.unit_command_repair.name = Unit Command: Repair
-keybind.unit_command_rebuild.name = Unit Command: Rebuild
-keybind.unit_command_assist.name = Unit Command: Assist
-keybind.unit_command_mine.name = Unit Command: Mine
-keybind.unit_command_boost.name = Unit Command: Boost
-keybind.unit_command_load_units.name = Unit Command: Load Units
-keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
-keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
+keybind.cancel_orders.name = Befehle abbrechen
+keybind.unit_stance_shoot.name = Stellung: schießen
+keybind.unit_stance_hold_fire.name = Stellung: nicht schießen
+keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
+keybind.unit_stance_patrol.name = Stellung: patroullieren
+keybind.unit_stance_ram.name = Stellung: rammen
+keybind.unit_command_move.name = Befehl: bewegen
+keybind.unit_command_repair.name = Befehl: reparieren
+keybind.unit_command_rebuild.name = Befehl: wiederaufbauen
+keybind.unit_command_assist.name = Befehl: Spieler helfen
+keybind.unit_command_mine.name = Befehl: Ressourcen abbauen
+keybind.unit_command_boost.name = Befehl: Boost
+keybind.unit_command_load_units.name = Befehl: Einheiten aufnehmen
+keybind.unit_command_load_blocks.name = Befehl: Blöcke aufnehmen
+keybind.unit_command_unload_payload.name = Befehl: Last abladen
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Region wiederaufbauen
keybind.schematic_select.name = Bereich auswählen
keybind.schematic_menu.name = Entwurfsmenü
@@ -1316,7 +1364,7 @@ mode.pvp.description = Kämpfe lokal gegen andere Spieler.\n[gray]Benötigt mind
mode.attack.name = Angriff
mode.attack.description = Keine Wellen, das Ziel ist es, die gegnerische Basis zu zerstören.\n[gray]Benötigt einen roten Kern auf der Karte.
mode.custom = Angepasste Regeln
-rules.invaliddata = Invalid clipboard data.
+rules.invaliddata = Ungültige Daten in der Zwischenablage
rules.hidebannedblocks = Gesperrte Blöcke verstecken
rules.infiniteresources = Unbegrenzte Ressourcen
@@ -1328,17 +1376,21 @@ rules.disableworldprocessors = Deaktiviere Weltprozessoren
rules.schematic = Entwürfe erlaubt
rules.wavetimer = Wellen-Timer
rules.wavesending = Manuelle Wellen möglich
-rules.allowedit = Allow Editing Rules
-rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.allowedit = Regeln bearbeiten erlauben
+rules.allowedit.info = Erlaubt dem Spieler, diese Regeln im Spiel über den Button unten links im Pause-Menü zu bearbeiten.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Wellen
-rules.airUseSpawns = Air units use spawn points
+rules.airUseSpawns = Lufteinheiten spawnen am Spawnpunkt
rules.attack = Angriff-Modus
-rules.buildai = Base Builder AI
-rules.buildaitier = Builder AI Tier
+rules.buildai = Bau-KI
+rules.buildaitier = Bau-KI-Tier
rules.rtsai = RTS KI [red](unfertig)
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min. Squadgröße
rules.rtsmaxsquadsize = Max. Squadgröße
-rules.rtsminattackweight = Min. Attackiergewicht
+rules.rtsminattackweight = Min. Angriffsgröße
rules.cleanupdeadteams = Blöcke von erorberten Teams zerstören (PvP)
rules.corecapture = Kern nach Zerstörung einnehmen
rules.polygoncoreprotection = Polygonaler Kernschutz
@@ -1351,19 +1403,21 @@ rules.unitcostmultiplier = Einheit-Baukosten Multiplikator
rules.unithealthmultiplier = Einheit-Lebenspunkte-Multiplikator
rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solarstrom-Multiplikator
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Einheiten-Limit
rules.limitarea = Kartenbereich begrenzen
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wellen-Abstand:[lightgray] (Sek)
rules.initialwavespacing = Erster Wellenabstand:[lightgray] (Sek)
rules.buildcostmultiplier = Bau-Kosten Multiplikator
rules.buildspeedmultiplier = Bau-Schnelligkeit Multiplikator
rules.deconstructrefundmultiplier = Abbau Ressourcen-Rückerstattung
rules.waitForWaveToEnd = Warten bis Welle endet
-rules.wavelimit = Map Ends After Wave
+rules.wavelimit = Letzte Welle
rules.dropzoneradius = Drop-Zonen-Radius:[lightgray] (Kacheln)
rules.unitammo = Einheiten benötigen Munition [red](wird vielleicht entfernt)
rules.enemyteam = Gegnerteam
@@ -1378,6 +1432,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Blitze
rules.fog = Kriegsnebel
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Feuer
rules.anyenv =
rules.explosions = Explosionsschaden
@@ -1386,8 +1446,10 @@ rules.weather = Wetter
rules.weather.frequency = Häufigkeit:
rules.weather.always = Immer
rules.weather.duration = Dauer:
-rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
-rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
+rules.placerangecheck.info = Hindert den Spieler daran, in der Nähe von feindlichen Blöcken zu bauen. Geschütze können nur platziert werden, wenn keine Feindlichen Blöcke in ihrer Reichweite sind.
+rules.onlydepositcore.info = Lässt Einheiten Materialen nur in den Kern ablegen. Nicht in andere Blöcke.
+
content.item.name = Materialien
content.liquid.name = Flüssigkeiten
@@ -1502,7 +1564,7 @@ block.sand-boulder.name = Sandbrocken
block.basalt-boulder.name = Basaltbrocken
block.grass.name = Gras
block.molten-slag.name = Schlacke
-block.pooled-cryofluid.name = Cryoflüssigkeit
+block.pooled-cryofluid.name = Kryoflüssigkeit
block.space.name = Weltall
block.salt.name = Salz
block.salt-wall.name = Salzwand
@@ -1530,6 +1592,8 @@ block.graphite-press.name = Graphit-Presse
block.multi-press.name = Multipresse
block.constructing = {0}\n[lightgray](Baut)
block.spawn.name = Gegnerischer Startpunkt
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Kern: Scherbe
block.core-foundation.name = Kern: Fundament
block.core-nucleus.name = Kern: Nukleus
@@ -1693,6 +1757,8 @@ block.meltdown.name = Kernschmelze
block.foreshadow.name = Vorschatten
block.container.name = Behälter
block.launch-pad.name = Launchpad
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Bodenfabrik
block.air-factory.name = Luftfabrik
@@ -1789,6 +1855,7 @@ block.electric-heater.name = Elektrisches Heizelement
block.slag-heater.name = Schlacke-Erhitzer
block.phase-heater.name = Phasenheizer
block.heat-redirector.name = Hitzeumleiter
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Hitzeverteiler
block.slag-incinerator.name = Schlackeverbrennungsanlage
block.carbide-crucible.name = Karbidtiegel
@@ -1836,6 +1903,7 @@ block.chemical-combustion-chamber.name = Chemische Verbrennungskammer
block.pyrolysis-generator.name = Pyrolysegenerator
block.vent-condenser.name = Schlotkondensator
block.cliff-crusher.name = Klippenbohrer
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasmabohrer
block.large-plasma-bore.name = Großer Plasmabohrer
block.impact-drill.name = Schlagbohrer
@@ -2074,6 +2142,10 @@ block.phase-wall.description = Beschützt Blöcke vor Gegnern, indem sie die mei
block.phase-wall-large.description = Beschützt Blöcke vor Gegnern, indem sie die meisten Schüsse reflektiert.
block.surge-wall.description = Beschützt Blöcke vor Gegnern und greift Gegner mit Lichtbögen an.
block.surge-wall-large.description = Beschützt Blöcke vor Gegnern und greift Gegner mit Lichtbögen an.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Ein Tor, das geöffnet und geschlossen werden kann.
block.door-large.description = Ein großes Tor, das geöffnet und geschlossen werden kann.
block.mender.description = Repariert regelmäßig Blöcke in seiner Umgebung.\nVerwendet optional Silizium, um Reichweite und Effizienz zu steigern.
@@ -2140,7 +2212,9 @@ block.vault.description = Speichert eine große Menge an Materialien pro Typ. Ei
block.container.description = Speichert eine kleine Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen.
block.unloader.description = Entlädt Materialien aus einem Block.
block.launch-pad.description = Startet Materialien in andere Sektoren.
-block.launch-pad.details = Planetnahes Transportsystem für Ressourcen. Frachtpods sind zu instabil, um heil durch eine Atmosphäre zu fallen.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Schießt auf Gegner.
block.scatter.description = Ein mittelgroßer Anti-Luft-Turm. Sprüht Blei- oder Schrottklumpen auf feindliche Lufteinheiten.
block.scorch.description = Verbrennt alle Bodenfeinde in der Nähe. Hochwirksam im Nahbereich.
@@ -2203,6 +2277,7 @@ block.electric-heater.description = Heizt Blöcke in einer bestimmten Richtung.
block.slag-heater.description = Heizt Blöcke in einer bestimmten Richtung. Benötigt Schlacke.
block.phase-heater.description = Heizt Blöcke in einer bestimmten Richtung. Benötigt Phasengewebe.
block.heat-redirector.description = Lenkt angesammelte Hitze weiter.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Verteilt angesammelte Hitze auf die 3 anderen Seiten.
block.electrolyzer.description = Spaltet Wasser in Wasserstoff und Ozon.
block.atmospheric-concentrator.description = Sammelt Stickstoff aus der Atmosphäre. Benötigt Hitze.
@@ -2215,6 +2290,7 @@ block.vent-condenser.description = Kondensiert Schlotgase zu Wasser. Verbraucht
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
block.cliff-crusher.description = Zertrümmert Wände, um unbefristet Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Baut unbefristet Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
@@ -2339,6 +2415,7 @@ unit.emanate.description = Baut Blöcke, um den Akropolis-Kern zu beschützen. H
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2375,48 +2452,48 @@ lst.cutscene = Verschiebe die Spielerkamera.
lst.setflag = Setze eine Flag, die von allen Prozessoren gelesen werden kann.
lst.getflag = Überprüfe, ob eine Flag gesetzt ist.
lst.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes.
-lst.effect = Create a particle effect.
-lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
-lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
-lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
-lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
+lst.effect = Erstelle einen Partikeleffekt
+lst.sync = Synchronisiert eine Variable im Netzwerk.\nWird maximal 10 Mal pro Sekunde ausgefürht.
+lst.playsound = Spielt einen Ton.\nDie Lautstärke kann ein fester Wert sein, oder anhand der Position berechnet werden. (weiter weg: leiser)
+lst.makemarker = Erstelle einen neuen Logikmarker in der Welt.\nEine ID zur Identifizierung muss angegeben werden.\nDerzeit können nur maximal 20.000 Marker pro Welt platziert werden.
+lst.setmarker = Lege eine Eigenschaft für einen Marker fest.\nDie ID muss die selbe wie bei der Erstellung des Markers sein.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
-lglobal.@pi = The mathematical constant pi (3.141...)
-lglobal.@e = The mathematical constant e (2.718...)
-lglobal.@degToRad = Multiply by this number to convert degrees to radians
-lglobal.@radToDeg = Multiply by this number to convert radians to degrees
-lglobal.@time = Playtime of current save, in milliseconds
-lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
-lglobal.@second = Playtime of current save, in seconds
-lglobal.@minute = Playtime of current save, in minutes
-lglobal.@waveNumber = Current wave number, if waves are enabled
-lglobal.@waveTime = Countdown timer for waves, in seconds
-lglobal.@mapw = Map width in tiles
-lglobal.@maph = Map height in tiles
-lglobal.sectionMap = Map
+lglobal.@pi = Die mathematische Konstante pi (3.141...)
+lglobal.@e = Die mathematische Konstante e (2.718...)
+lglobal.@degToRad = Multipliziere mit dieser Zahl um Grad in Radianten umzuwandeln
+lglobal.@radToDeg = Multipliziere mit dieser Zahl um Radianten in Grad umzuwandeln
+lglobal.@time = Spielzeit des aktuellen Speicherstandes in Millisekunden
+lglobal.@tick = Spielzeit des aktuellen Speicherstandes in Ticks (1 Sekunde = 60 Ticks)
+lglobal.@second = Spielzeit des aktuellen Speicherstandes in Sekunden
+lglobal.@minute = Spielzeit des aktuellen Speicherstandes in Minuten
+lglobal.@waveNumber = Nummer der aktuellen Welle, wenn Wellen aktiviert sind
+lglobal.@waveTime = Countdown zur nächsten Welle in Sekunden
+lglobal.@mapw = Breite der Karte in Kacheln
+lglobal.@maph = Höhe der Karte in Kacheln
+lglobal.sectionMap = Karte
lglobal.sectionGeneral = General
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
lglobal.sectionProcessor = Processor
lglobal.sectionLookup = Lookup
-lglobal.@this = The logic block executing the code
-lglobal.@thisx = X coordinate of block executing the code
-lglobal.@thisy = Y coordinate of block executing the code
-lglobal.@links = Total number of blocks linked to this processors
-lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
-lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
-lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
-lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
-lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
-lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
-lglobal.@client = True if the code is running on a client connected to a server
-lglobal.@clientLocale = Locale of the client running the code. For example: en_US
-lglobal.@clientUnit = Unit of client running the code
-lglobal.@clientName = Player name of client running the code
-lglobal.@clientTeam = Team ID of client running the code
-lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
+lglobal.@this = Der Logikblock, der den Code ausführt
+lglobal.@thisx = X-Koordinate des Blocks, der den Code ausführt
+lglobal.@thisy = Y-Koordinate des Blocks, der den Code ausführt
+lglobal.@links = Gesamtzahl der Blöcke, die mit diesem Prozessor verbunden sind
+lglobal.@ipt = Ausführungsgeschwindigkeit in Anweisungen pro Tick (1 Sekunde = 60 Ticks)
+lglobal.@unitCount = Gesamtzahl der verschiedenen Einheiten im Spiel; mit dem Lookup-Befehl benutzt
+lglobal.@blockCount = Gesamtzahl der verschiedenen Blöcke im Spiel; mit dem Lookup-Befehl benutzt
+lglobal.@itemCount = Gesamtzahl der verschiedenen Materialien im Spiel; mit dem Lookup-Befehl benutzt
+lglobal.@liquidCount = Gesamtzahl der verschiedenen Flüssigkeiten im Spiel; mit dem Lookup-Befehl benutzt
+lglobal.@server = true, wenn der Code auf einem Server oder im Einzelspielermodus ausgeführt wird, sonst false
+lglobal.@client = true, wenn der Code auf einem Client läuft, der mit einem Server verbunden ist
+lglobal.@clientLocale = Gebiet des Clients, der den Code ausführt. Zum Beispiel: en_US
+lglobal.@clientUnit = Einheit des Clients, der den Code ausführt
+lglobal.@clientName = Spielername des Clients, der diesen Code ausführt
+lglobal.@clientTeam = Team ID des Clients, der diesen Code ausführt
+lglobal.@clientMobile = true, wenn der Client ein Mobilgerät ist, sonst false
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.
@@ -2425,7 +2502,7 @@ lenum.shoot = Schießt auf eine Position.
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
lenum.enabled = Ob der Block an oder aus ist.
-laccess.currentammotype = Current ammo item/liquid of a turret.
+laccess.currentammotype = Aktuelle Munitionsart eines Geschützes
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.
@@ -2433,7 +2510,7 @@ 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.progress = Fortschritt, von 0 bis 1.\nGibt Produktion, Nachladestatus or Baufortschritt zurück.
laccess.speed = Höchstgeschwindigkeit einer Einheit, gemessen in Blöcke/Sekunde.
-laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
+laccess.id = ID einer Einheit/eines Blocks/eines Materials/einer Flüssigkeit\nThis is the inverse of the lookup operation.
lcategory.unknown = Unbekannt
lcategory.unknown.description = Unbekannte Anweisungen
@@ -2461,7 +2538,7 @@ 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[].
-graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
+graphicstype.print = Zeichnet Text aus dem Textspeicher und leert diesen.
lenum.always = Immer.
lenum.idiv = Division mit ganzen Zahlen.
@@ -2481,7 +2558,7 @@ lenum.xor = Bitweises XOR.
lenum.min = Die Größte von zwei Zahlen.
lenum.max = Die Kleinste von zwei Zahlen.
lenum.angle = Vektorwinkel in Grad.
-lenum.anglediff = Absolute distance between two angles in degrees.
+lenum.anglediff = Absolute Entfernung zwischen zwei Winkeln in Grad.
lenum.len = Vektorlänge.
lenum.sin = Sinus in Grad.
@@ -2549,7 +2626,7 @@ unitlocate.building = Variable für das Ergebnis.
unitlocate.outx = Variable für die X-Koordinate.
unitlocate.outy = Variable für die Y-Koordinate.
unitlocate.group = Gesuchter Blocktyp.
-playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
+playsound.limit = Wenn true: verhindert, dass dieser Ton abgespielt wird,\nwenn er im gleichen Frame schon einmal gespielt wurde.
lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
lenum.stop = Bewegung / Abbau / Bau abbrechen.
@@ -2557,7 +2634,7 @@ lenum.unbind = Logiksteuerung deaktivieren.\nNormale KI übernimmt.
lenum.move = Geht zu diese Position.
lenum.approach = Geht auf einen Punkt mit einem bestimmten Radius zu.
lenum.pathfind = Geht zum gegnerischen Spawnpunkt.
-lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
+lenum.autopathfind = Läuft zum nächsten feindlichen Kern oder Spawnbereich.
lenum.target = Schießt auf eine Position.
lenum.targetp = Schießt auf eine Einheit und sagt deren Position voraus.
lenum.itemdrop = Materialien abwerfen.
@@ -2568,13 +2645,39 @@ lenum.payenter = Betritt den Fracht-Block, auf dem sich die Einheit befindet.
lenum.flag = Zahl, mit der eine Einheit identifiziert werden kann.
lenum.mine = Erz von einer Position abbauen.
lenum.build = Einen Block bauen.
-lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
+lenum.getblock = Gibt den Gebäude-, Boden- und Blocktyp and den gegebenen Koordinaten zurück.\nDie Position muss in Reichweite der Einheit sein, sonst wird null zurückgegeben.
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
lenum.boost = Aktiviert / deaktiviert den Boost.
-lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
-lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
-lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
-lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
+lenum.flushtext = Verschiebt den Inhalt des Print Buffers wenn möglich zu einem Marker.\nWenn fetch true ist, wird versucht, Eigenschaften vom Locale Bundle der Karte oder des Spiels zu lesen.
+lenum.texture = Name einer Textur direkt aus dem Texturatlas des Spiels (bennant mit kebab-case naming style).\nWenn printFlush true ist, wird der Inhalt des Textspeichers als Argument genommen und gelöscht.
+lenum.texturesize = Größe einer Textur in Kacheln. Zero value scales marker width to original texture's size.
+lenum.autoscale = Ob der Marker entsprechend des Zoom-Levels des Spielers skaliert werden soll.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
-lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
+lenum.uvi = Positionen auf der Textur von 0 bis 1, für quad marker benutzt.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_es.properties b/core/assets/bundles/bundle_es.properties
index f832459760..88fb65828a 100644
--- a/core/assets/bundles/bundle_es.properties
+++ b/core/assets/bundles/bundle_es.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Activado
mod.disabled = [scarlet]Desactivado
mod.multiplayer.compatible = [gray]Compatible con multijugador
mod.disable = Desactivar
+mod.version = Version:
mod.content = Contenido:
mod.delete.error = No se pudo elminar el mod. Puede que el archivo esté en uso.
mod.incompatiblegame = [red]Juego desactualizado
@@ -192,6 +193,7 @@ campaign.select = Elegir campaña
campaign.none = [lightgray]Elige un planeta donde empezar.\nPuedes cambiar en cualquier momento.
campaign.erekir = [accent]Recomendado para nuevos jugadores.[]\n\nContenido más reciente y pulido. Progresión de campaña lineal.\n\nNiveles y experiencia de mayor calidad.
campaign.serpulo = [scarlet]No recomendado para jugadores novatos.[]\n\nContenido más antiguo; La experiencia clásica. More open-ended.\n\nNiveles y mecánicas de juego potencialmente desequilibrados.
+campaign.difficulty = Difficulty
completed = [accent]Completado
techtree = Investigaciones tecnológicas
techtree.select = Selección de esquemas de tecnologías
@@ -292,13 +294,14 @@ disconnect.error = Error de conexión.
disconnect.closed = Conexión cerrada.
disconnect.timeout = Tiempo de espera agotado.
disconnect.data = ¡Hubo un fallo al cargar los datos!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = No es posible unirse a la partida ([accent]{0}[]).
connecting = [accent]Conectando...
reconnecting = [accent]Reconectado...
connecting.data = [accent]Cargando datos del mundo...
server.port = Puerto:
-server.addressinuse = ¡La dirección ya está en uso!
server.invalidport = ¡El número de puerto no es valido!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Error alojando el servidor.
save.new = Nuevo archivo de guardado
save.overwrite = ¿Quieres sobrescribir\neste guardado?
@@ -351,6 +354,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -494,6 +498,7 @@ waves.units.show = Mostrar todo
wavemode.counts = limitadas
wavemode.totals = totales
wavemode.health = por salud
+all = All
editor.default = [lightgray]
details = Detalles...
@@ -664,7 +669,6 @@ requirement.capture = Capturar {0}
requirement.onplanet = Dominar sector de {0}
requirement.onsector = Aterrizar en el sector: {0}
launch.text = Lanzar
-research.multiplayer = Solo el anfitrión de la partida puede investigar nuevas tecnologías.
map.multiplayer = Solo el anfitrión de la partida puede ver los sectores del planeta.
uncover = Descubrir
configure = Configurar carga inicial
@@ -716,14 +720,18 @@ loadout = Carga inicial
resources = Recursos
resources.max = Max
bannedblocks = Bloques prohibidos
+unbannedblocks = Unbanned Blocks
objectives = Objetivos
bannedunits = Unidades prohibidas
+unbannedunits = Unbanned Units
bannedunits.whitelist = Sólo permitir unidades seleccionadas
bannedblocks.whitelist = Sólo permitir bloques seleccionados
addall = Añadir todo
launch.from = Lanzando desde: [accent]{0}
launch.capacity = Capacidad de objetos por envío: [accent]{0}
launch.destination = Destino: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = La cantidad debe ser un número entre 0 y {0}.
add = Añadir...
guardian = Guardián
@@ -738,6 +746,7 @@ error.mapnotfound = ¡Archivo de mapa no encontrado!
error.io = Error I/O de conexión.
error.any = Error de red desconocido.
error.bloom = Error al cargar el efecto de bloom.\nPuede que tu dispositivo no sea compatible con esta característica.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Lluvia
weather.snowing.name = Nieve
@@ -761,7 +770,9 @@ sectors.stored = Almacenado:
sectors.resume = Reanudar
sectors.launch = Lanzar
sectors.select = Seleccionar
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]Ninguno (sol)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Renombrar sector
sectors.enemybase = [scarlet]Base enemiga
sectors.vulnerable = [scarlet]Vulnerable
@@ -788,6 +799,11 @@ threat.medium = Media
threat.high = Alta
threat.extreme = Extrema
threat.eradication = Erradicación
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planetas
@@ -810,9 +826,19 @@ sector.fungalPass.name = Desfiladero Contaminado
sector.biomassFacility.name = Centro de Sintetización de Biomasa
sector.windsweptIslands.name = Islas Windswept
sector.extractionOutpost.name = Puesto avanzado de Extracción
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Terminal de Lanzamiento Interplanetario
sector.coastline.name = Ruta Costera
sector.navalFortress.name = Fortaleza Naval
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = La ubicación adecuada para empezar una vez más. Baja amenaza enemiga. Pocos recursos.\nReúne la mayor cantidad de plomo y cobre posible y sigue adelante.
sector.frozenForest.description = Incluso aquí, cerca de las montañas, se han extendido las esporas. Las gélidas temperaturas no las contendrán para siempre.\nDescubre la energía eléctrica. Construye generadores de combustión. Aprende a usar reparadores.
@@ -832,6 +858,18 @@ sector.impact0078.description = Aquí yacen las ruinas de la primera nave de tra
sector.planetaryTerminal.description = El objetivo final.\n\nEsta base costera alberga una estructura capaz de lanzar núcleos a planeteas locales. Está extremadamente bien protegida.\n\nProduce unidades navales. Acaba con el enemigo lo antes posible. Analiza la estructura de lanzamiento.
sector.coastline.description = Se han detectado restos de tecnología de unidades navales en esta ubicación. Repele los ataques enemigos, captura este sector, y consigue esa tecnología.
sector.navalFortress.description = El enemigo ha establecido una base en una remota isla naturalmente fortificada. Destruye este puesto de avanzada. Hazte con su tecnología naval avanzada, e investígala.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = El Inicio
sector.aegis.name = Égida
@@ -999,6 +1037,7 @@ stat.buildspeedmultiplier = Multiplicador de velocidad de construcción
stat.reactive = Reacciona con
stat.immunities = Inmune a
stat.healing = Curación
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Área de Escudo
ability.forcefield.description = Projecta un campo de fuerza que absorve balas
@@ -1031,6 +1070,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1044,6 +1084,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
bar.drilltierreq = Requiere un taladro mejor
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Recursos insuficientes
bar.corereq = Requiere un núcleo base
bar.corefloor = Requiere colocarse en una zona designada para ello
@@ -1052,6 +1093,7 @@ bar.drillspeed = Velocidad del taladro: {0}/s
bar.pumpspeed = Velocidad de bombeado: {0}/s
bar.efficiency = Eficiencia: {0}%
bar.boost = Aceleración: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energía: {0}/s
bar.powerstored = Almacenado: {0}/{1}
bar.poweramount = Energía: {0}
@@ -1062,6 +1104,7 @@ bar.capacity = Capacidad: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Líquido
bar.heat = Calor
+bar.cooldown = Cooldown
bar.instability = Inestabilidad
bar.heatamount = Calor: {0}
bar.heatpercent = Calor: {0} ({1}%)
@@ -1086,6 +1129,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x proyectiles fragmentados:
bullet.lightning = [stat]{0}[lightgray]x rayos ~ [stat]{1}[lightgray] daño
bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] empuje
bullet.pierce = [stat]{0}[lightgray]x perforación
bullet.infinitepierce = [stat]perforante
@@ -1094,6 +1138,8 @@ bullet.healamount = [stat]{0}[lightgray] reparación en bruto
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munición
bullet.reload = [stat]{0}[lightgray]x cadencia de fuego
bullet.range = [stat]{0}[lightgray] bloques de alcance
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = bloques
unit.blockssquared = bloques²
@@ -1110,6 +1156,7 @@ unit.minutes = mins
unit.persecond = /seg
unit.perminute = /min
unit.timesspeed = x velocidad
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = Escudo
unit.items = objetos
@@ -1154,18 +1201,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Escala de interfaz
setting.uiscale.description = Es necesario reiniciar para aplicar los cambios.
setting.swapdiagonal.name = Construir siempre en diagonal
-setting.difficulty.training = Entrenamiento
-setting.difficulty.easy = Fácil
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Difícil
-setting.difficulty.insane = Demencial
-setting.difficulty.name = Dificultad:
setting.screenshake.name = Vibración de pantalla
setting.bloomintensity.name = Intensidad de desenfoque de Bloom
setting.bloomblur.name = Difuminado de puntos de luz (Bloom)
setting.effects.name = Mostrar efectos
setting.destroyedblocks.name = Mostrar bloques destruidos
setting.blockstatus.name = Mostrar estado de los bloques
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Construcción inteligente de cintas transportadoras
setting.sensitivity.name = Sensibilidad del mando
setting.saveinterval.name = Intervalo de autoguardado
@@ -1192,11 +1234,13 @@ setting.mutemusic.name = Silenciar música
setting.sfxvol.name = Volumen del sonido
setting.mutesound.name = Silenciar sonido
setting.crashreport.name = Enviar registros de errores anónimos
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Guardado automático
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limite de jugadores
setting.chatopacity.name = Opacidad del chat
setting.lasersopacity.name = Opacidad de láseres energía
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Opacidad de puentes
setting.playerchat.name = Mostrar chat de burbuja de jugadores
setting.showweather.name = Efectos visuales climáticos
@@ -1249,6 +1293,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Reconstruir región
keybind.schematic_select.name = Seleccionar región
keybind.schematic_menu.name = Menú de esquemas
@@ -1326,12 +1371,16 @@ rules.wavetimer = Temporizador de oleadas
rules.wavesending = Envío de oleadas
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Oleadas
rules.airUseSpawns = Air units use spawn points
rules.attack = Modo de ataque
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = IA enemiga avanzada (RTS AI)
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Tamaño mínimo de escuadrón
rules.rtsmaxsquadsize = Tamaño máximo de escuadrón
rules.rtsminattackweight = Peso mínimo de ataque
@@ -1347,12 +1396,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Multiplicador de vida de unidades
rules.unitdamagemultiplier = Multiplicador de daño de unidades
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Multiplicador de energía solar
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Límite base de unidades
rules.limitarea = Limitar área del mapa
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Intervalo entre oleadas:[lightgray] (seg)
rules.initialwavespacing = Retraso inicial de oleadas:[lightgray] (seg)
rules.buildcostmultiplier = Multiplicador de coste de construcción
@@ -1374,6 +1425,12 @@ rules.title.teams = Equipos
rules.title.planet = Planeta
rules.lighting = Iluminación
rules.fog = Ocultar terreno inexplorado (Fog of War)
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fuego
rules.anyenv =
rules.explosions = Daño de explosiones a bloques/unidades
@@ -1382,6 +1439,7 @@ rules.weather = Clima
rules.weather.frequency = Frecuencia:
rules.weather.always = Siempre
rules.weather.duration = Duracion:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Evita que las unidades depositen materiales en calquiera estructura a excepción del nucleo.
@@ -1526,6 +1584,8 @@ block.graphite-press.name = Prensa de grafito
block.multi-press.name = Multi-Prensa
block.constructing = {0} [lightgray](Construyendo)
block.spawn.name = Zona de aterrizaje enemiga
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Núcleo: Shard
block.core-foundation.name = Núcleo: Foundation
block.core-nucleus.name = Núcleo: Nucleus
@@ -1689,6 +1749,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Contenedor
block.launch-pad.name = Plataforma de lanzamiento
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Fábrica terrestre
block.air-factory.name = Fábrica aérea
@@ -1785,6 +1847,7 @@ block.electric-heater.name = Radiador eléctrico
block.slag-heater.name = Caldera de magma
block.phase-heater.name = Radiador de fase
block.heat-redirector.name = Redireccionador térmico
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Enrutador térmico
block.slag-incinerator.name = Incinerador de magma
block.carbide-crucible.name = Crisol de carburo
@@ -1832,6 +1895,7 @@ block.chemical-combustion-chamber.name = Cámara de combustión química
block.pyrolysis-generator.name = Generador pirolítico
block.vent-condenser.name = Condensador de grietas
block.cliff-crusher.name = Triturador de paredes
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Perforador de plasma
block.large-plasma-bore.name = Perforador de plasma grande
block.impact-drill.name = Taladro de impacto
@@ -2066,6 +2130,10 @@ block.phase-wall.description = Protege estructuras de proyectiles enemigos. Pued
block.phase-wall-large.description = Protege estructuras de proyectiles enemigos. Puede reflejar la mayoría de proyectiles al impactar.
block.surge-wall.description = Protege estructuras de proyectiles enemigos. Al contaco, libera arcos eléctricos periódicamente.
block.surge-wall-large.description = Protege estructuras de proyectiles enemigos. Al contaco, libera arcos eléctricos periódicamente.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Un muro que puede estar cerrado o abierto, permitiendo el paso a través de él.
block.door-large.description = Un muro que puede estar cerrado o abierto, permitiendo el paso a través de él.
block.mender.description = Repara estructuras cercanas constantemente. Puede usar silicio para potenciar su alcance y eficiencia.
@@ -2132,7 +2200,9 @@ block.vault.description = Almacena una gran cantidad de objetos de cada tipo. Su
block.container.description = Almacena una pequeña cantidad de objetos de cada tipo. Su contenido se puede recuperar con un descargador.
block.unloader.description = Descarga el objeto seleccionado de bloques cercanos.
block.launch-pad.description = Lanza lotes de recursos a los sectores seleccionados.
-block.launch-pad.details = Sistema suborbital para transportar recursos. Las cápsulas de carga son frágiles e incapaces de sobrevivir al aterrizaje.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Dispara balas sencillas a los enemigos.
block.scatter.description = Dispara proyectiles de plomo, chatarra o metacristal a las unidades aéreas enemigas.
block.scorch.description = Quema a cualquier enemigo terrestre cercano a él. Altamente efectivo a corto alcance.
@@ -2195,6 +2265,7 @@ block.electric-heater.description = Calienta los bloques a los que apunta. Requi
block.slag-heater.description = Calienta los bloques a los que apunta. Requiere magma.
block.phase-heater.description = Calienta los bloques a los que apunta. Requiere tejido de fase.
block.heat-redirector.description = Redirige el calor que acumula a otros bloques.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Distribuye el calor acumulado en tres direcciones de salida.
block.electrolyzer.description = Convierte agua en hidrógeno y gas de ozono.
block.atmospheric-concentrator.description = Concentra el nitrógeno disperso en la atmósfera. Requiere calor.
@@ -2207,6 +2278,7 @@ block.vent-condenser.description = Condensa gases en agua. Consume energía.
block.plasma-bore.description = Si se coloca mirando hacia un muro con minerales, genera objetos indefinidamente. Requiere pequeñas cantidades de energía.
block.large-plasma-bore.description = Un láser de plasma más grande, capaz de extraer tungsteno y torio. Requiere hidrógeno y energía.
block.cliff-crusher.description = Tritura paredes, extrayendo arena indefinidamente. Requiere energía. Su eficiencia depende del tipo de pared.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Si se coloca sobre un mineral, extraerá ráfagas de objetos indefinidamente. Requiere energía y agua.
block.eruption-drill.description = Un taladro de impacto mejorado, capaz de extraer torio. Requiere hidrógeno.
block.reinforced-conduit.description = Mueve fluidos en una dirección. Sus lados no se conectarán con otros tipos de bloques, salvo que también sean tuberías.
@@ -2332,6 +2404,7 @@ unit.emanate.description = Construye estructuras para defender el núcleo Acropo
lst.read = Lee un número desde una unidad de memoria conectada.
lst.write = Escribe un número en una unidad de memoria conectada.
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
@@ -2571,3 +2644,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_et.properties b/core/assets/bundles/bundle_et.properties
index b7b6ab30cb..f9184740d4 100644
--- a/core/assets/bundles/bundle_et.properties
+++ b/core/assets/bundles/bundle_et.properties
@@ -3,129 +3,132 @@ credits = Tegijad
contributors = Tõlkijad ja panustajad
discord = Liitu Mindustry Discordi serveriga!
link.discord.description = Ametlik Discordi server
-link.reddit.description = The Mindustry subreddit
+link.reddit.description = Mindustry subreddit
link.github.description = Mängu lähtekood
link.changelog.description = Uuenduste nimekiri versioonide kaupa
link.dev-builds.description = Arendusversioonide ajalugu
link.trello.description = Plaanitud uuenduste nimekiri
link.itch.io.description = Kõik PC-platvormide versioonid
link.google-play.description = Androidi versioon Google Play poes
-link.f-droid.description = F-Droid catalogue listing
+link.f-droid.description = F-Droid kataloog
link.wiki.description = Mängu ametlik viki
-link.suggestions.description = Suggest new features
-link.bug.description = Found one? Report it here
-linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
+link.suggestions.description = Anna soovitusi
+link.bug.description = Leidsid vea? Kirjuta siia
+linkopen = See server saatis sulle lingi. Oled kindel, et tahad avada?\n\n[sky]{0}
linkfail = Lingi avamine ebaõnnestus!\nVeebiaadress kopeeriti.
screenshot = Kuvatõmmis salvestati: {0}
screenshot.invalid = Maailm on liiga suur: kuvatõmmise salvestamiseks ei pruugi olla piisavalt mälu.
gameover = Mäng läbi!
-gameover.disconnect = Disconnect
+gameover.disconnect = Lahku
gameover.pvp = Võistkond[accent] {0}[] võitis!
-gameover.waiting = [accent]Waiting for next map...
+gameover.waiting = [accent]Ootan järgmist kaarti...
highscore = [accent]Uus rekord!
-copied = Copied.
-indev.notready = This part of the game isn't ready yet
+copied = Kopeeritud.
+indev.notready = See osa mängust ei ole veel valmis
load.sound = Helid
load.map = Maailmad
load.image = Pildid
load.content = Sisu
load.system = Süsteem
-load.mod = Mods
-load.scripts = Scripts
+load.mod = Modid
+load.scripts = Skriptid
-be.update = A new Bleeding Edge build is available:
-be.update.confirm = Download it and restart now?
-be.updating = Updating...
-be.ignore = Ignore
-be.noupdates = No updates found.
-be.check = Check for updates
-mods.browser = Mod Browser
-mods.browser.selected = Selected mod
-mods.browser.add = Install
-mods.browser.reinstall = Reinstall
-mods.browser.view-releases = View Releases
-mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
-mods.browser.latest =
-mods.browser.releases = Releases
+be.update = Uus arendusversioon on saadaval:
+be.update.confirm = Lae alla ja taaskäivita?
+be.updating = Värskendan...
+be.ignore = Ignoreeri
+be.noupdates = Ei leidnud värskendusi.
+be.check = Otsi värskendusi
+
+mods.browser = Modi Brauser
+mods.browser.selected = Valitud mod
+mods.browser.add = Paigalda
+mods.browser.reinstall = Taaspaigalda
+mods.browser.view-releases = Kuva Versioonid
+mods.browser.noreleases = [scarlet]Ei leidnud versioone\n[accent]Ei leidnud selle modi jaoks ühtegi väljaannet. Kontrollige, kas modi repositooriumis on avaldatud versioone.
+mods.browser.latest =
+mods.browser.releases = Versioonid
mods.github.open = Repo
-mods.github.open-release = Release Page
-mods.browser.sortdate = Sort by recent
-mods.browser.sortstars = Sort by stars
+mods.github.open-release = Väljastusleht
+mods.browser.sortdate = Sorteeri uusimad enne
+mods.browser.sortstars = Sorteeri tähtede järgi
-schematic = Schematic
-schematic.add = Save Schematic...
-schematics = Schematics
-schematic.search = Search schematics...
-schematic.replace = A schematic by that name already exists. Replace it?
-schematic.exists = A schematic by that name already exists.
-schematic.import = Import Schematic...
-schematic.exportfile = Export File
-schematic.importfile = Import File
-schematic.browseworkshop = Browse Workshop
-schematic.copy = Copy to Clipboard
-schematic.copy.import = Import from Clipboard
-schematic.shareworkshop = Share on Workshop
-schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
-schematic.saved = Schematic saved.
-schematic.delete.confirm = This schematic will be utterly eradicated.
-schematic.edit = Edit Schematic
-schematic.info = {0}x{1}, {2} blocks
-schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
-schematic.tags = Tags:
-schematic.edittags = Edit Tags
-schematic.addtag = Add Tag
-schematic.texttag = Text Tag
-schematic.icontag = Icon Tag
-schematic.renametag = Rename Tag
-schematic.tagged = {0} tagged
-schematic.tagdelconfirm = Delete this tag completely?
-schematic.tagexists = That tag already exists.
-stats = Stats
-stats.wave = Waves Defeated
-stats.unitsCreated = Units Created
-stats.enemiesDestroyed = Enemies Destroyed
-stats.built = Buildings Built
-stats.destroyed = Buildings Destroyed
-stats.deconstructed = Buildings Deconstructed
-stats.playtime = Time Played
+schematic = Skeem
+schematic.add = Salvesta Skeem...
+schematics = Skeemid
+schematic.search = Otsi skeemide hulgast...
+schematic.replace = Selle nimega skeem juba eksisteerib. Asenda?
+schematic.exists = Selle nimega skeem juba eksisteerib.
+schematic.import = Impordi Skeem...
+schematic.exportfile = Ekspordi Fail
+schematic.importfile = Impordi Fail
+schematic.browseworkshop = Lehitse Workshop'i
+schematic.copy = Kopeeri Lõikelauale
+schematic.copy.import = Impordi Lõikelaualt
+schematic.shareworkshop = Jaga Workshop'is
+schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Peegelda Skeem
+schematic.saved = Skeem salvestatud.
+schematic.delete.confirm = See skeem hävitatakse täielikult.
+schematic.edit = Muuda Skeemi
+schematic.info = {0}x{1}, {2} plokki
+schematic.disabled = [scarlet]Skeemid välja lülitatud[]\nSa ei tohi kasutada skeeme selles [accent]maailmas[] või [accent]serveris.
+schematic.tags = Sildid:
+schematic.edittags = Muuda Silte
+schematic.addtag = Lisa Silt
+schematic.texttag = Tekstisilt
+schematic.icontag = Ikoonisilt
+schematic.renametag = Nimeta Silt Ümber
+schematic.tagged = {0} sildistatud
+schematic.tagdelconfirm = Kustuta see silt täielikult?
+schematic.tagexists = See silt juba eksisteerib.
-globalitems = [accent]Global Items
+stats = Statistika
+stats.wave = Läbitud Laineid
+stats.unitsCreated = Üksusi Loodud
+stats.enemiesDestroyed = Vastaseid Hävitatud
+stats.built = Ehitisi Ehitatud
+stats.destroyed = Ehitisi Hävitatud
+stats.deconstructed = Ehitisi Lammutatud
+stats.playtime = Mängitud Aeg
+
+globalitems = [accent]Globaalsed Materjalid
map.delete = Kas oled kindel, et soovid kustutada\nmaailma "[accent]{0}[]"?
level.highscore = Rekord: [accent]{0}
-level.select = Taseme valimine
+level.select = Taseme valik
level.mode = Mänguviis:
-coreattack = < Tuumik on rünnaku all! >
-nearpoint = [[ [scarlet]LAHKU VAENLASTE MAANDUMISE ALALT[] ]\nVaenlaste maandumisel hävib siin kõik.
-database = Andmebaas
-database.button = Database
-savegame = Salvesta mäng
-loadgame = Lae mäng
-joingame = Liitu mänguga
-customgame = Kohandatud mäng
+coreattack = < Tuum on rünnaku all! >
+nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
+database = Tuumandmebaas
+database.button = Andmebaas
+savegame = Salvesta Mäng
+loadgame = Lae Mäng
+joingame = Liitu Mänguga
+customgame = Kohandatud Mäng
newgame = Uus mäng
none =
-none.found = [lightgray]
-none.inmap = [lightgray]
+none.found = [lightgray]
+none.inmap = [lightgray]
minimap = Kaart
-position = Position
+position = Positsioon
close = Sulge
website = Veebileht
quit = Välju
-save.quit = Salvesta ja välju
+save.quit = Salvesta ja Välju
maps = Maailmad
-maps.browse = Sirvi maailmu
+maps.browse = Sirvi Maailmu
continue = Jätka
maps.none = [lightgray]Ühtegi maailma ei leitud!
invalid = Kehtetu
-pickcolor = Pick Color
-preparingconfig = Konfiguratsiooni ettevalmistamine
-preparingcontent = Sisu ettevalmistamine
-uploadingcontent = Sisu üleslaadimine
-uploadingpreviewfile = Eelvaate faili üleslaadimine
-committingchanges = Muudatuste teostamine
+pickcolor = Vali Värv
+preparingconfig = Konfiguratsiooni Ettevalmistamine
+preparingcontent = Sisu Ettevalmistamine
+uploadingcontent = Sisu Üleslaadimine
+uploadingpreviewfile = Eelvaate Faili Üleslaadimine
+committingchanges = Muudatuste Teostamine
done = Valmis
-feature.unsupported = Your device does not support this feature.
+feature.unsupported = Seade ei toeta seda funktsiooni.
+
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.[]
mods = Mods
mods.none = [lightgray]No mods found!
@@ -141,6 +144,7 @@ mod.enabled = [lightgray]Enabled
mod.disabled = [scarlet]Disabled
mod.multiplayer.compatible = [gray]Multiplayer Compatible
mod.disable = Disable
+mod.version = Version:
mod.content = Content:
mod.delete.error = Unable to delete mod. File may be in use.
mod.incompatiblegame = [red]Outdated Game
@@ -189,6 +193,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Olemas
techtree = Uurimispuu
techtree.select = Tech Tree Selection
@@ -288,13 +293,14 @@ disconnect.error = Ühenduse viga.
disconnect.closed = Ühendus on suletud.
disconnect.timeout = Ühendus aegus.
disconnect.data = Maailma andmete allalaadimine ebaõnnestus!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Mänguga ei saanud liituda ([accent]{0}[]).
connecting = [accent]Ühendamine...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Maailma andmete allalaadimine...
server.port = Port:
-server.addressinuse = Aadress on juba kasutusel!
server.invalidport = Ebasobiv pordi number!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Viga serveri hostimisel.
save.new = Uus salvestis
save.overwrite = Oled kindel, et soovid selle salvestise asendada?
@@ -347,6 +353,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -489,6 +496,7 @@ waves.units.show = Show All
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = All
editor.default = [lightgray]
details = Üksikasjad...
@@ -656,7 +664,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Ava
configure = Muuda varustust
@@ -702,14 +709,18 @@ loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Banned Blocks
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Add All
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Arv peab olema 0 ja {0} vahel.
add = Lisa...
guardian = Guardian
@@ -724,6 +735,7 @@ error.mapnotfound = Maailmafaili ei leitud!
error.io = Võrgu sisend-väljundi viga.
error.any = Teadmata viga võrgus.
error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Rain
weather.snowing.name = Snow
@@ -747,7 +759,9 @@ sectors.stored = Stored:
sectors.resume = Resume
sectors.launch = Launch
sectors.select = Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Rename Sector
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -773,6 +787,11 @@ threat.medium = Medium
threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planets
planet.serpulo.name = Serpulo
@@ -794,9 +813,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -816,6 +845,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -980,6 +1021,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1012,6 +1054,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1026,6 +1069,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Nõuab paremat puuri
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Missing Resources
bar.corereq = Core Base Required
bar.corefloor = Core Zone Tile Required
@@ -1034,6 +1078,7 @@ bar.drillspeed = Puurimise kiirus: {0}/s
bar.pumpspeed = Pump Speed: {0}/s
bar.efficiency = Kasutegur: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Bilanss: {0}/s
bar.powerstored = Puhver: {0}/{1}
bar.poweramount = Laeng: {0}
@@ -1044,6 +1089,7 @@ bar.capacity = Mahutavus: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Vedelik
bar.heat = Kuumus
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1068,6 +1114,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1076,6 +1123,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x laskemoona kordaja
bullet.reload = [stat]{0}[lightgray]x tulistamise kiirus
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokki
unit.blockssquared = blocks²
@@ -1092,6 +1141,7 @@ unit.minutes = mins
unit.persecond = /s
unit.perminute = /min
unit.timesspeed = x kiirus
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = shield health
unit.items = ressursiühikut
@@ -1136,18 +1186,13 @@ setting.fpscap.text = {0} kaadrit/s
setting.uiscale.name = Kasutajaliidese suurus[lightgray] (vajab mängu taaskäivitamist)[]
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Paiguta alati diagonaalselt
-setting.difficulty.training = Treening
-setting.difficulty.easy = Lihtne
-setting.difficulty.normal = Keskmine
-setting.difficulty.hard = Raske
-setting.difficulty.insane = Hullumeelne
-setting.difficulty.name = Raskusaste:
setting.screenshake.name = Ekraani värisemine
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Näita visuaalefekte
setting.destroyedblocks.name = Display Destroyed Blocks
setting.blockstatus.name = Display Block Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.sensitivity.name = Kontrolleri tundlikkus
setting.saveinterval.name = Salvestamise intervall
@@ -1174,11 +1219,13 @@ setting.mutemusic.name = Vaigista muusika
setting.sfxvol.name = Heliefektide tugevus
setting.mutesound.name = Vaigista heli
setting.crashreport.name = Saada automaatseid veateateid
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Loo automaatseid salvestisi
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Player Limit
setting.chatopacity.name = Vestlusakna läbipaistmatus
setting.lasersopacity.name = Power Laser Opacity
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Näita mängusisest vestlusakent
setting.showweather.name = Show Weather Graphics
@@ -1231,6 +1278,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
@@ -1308,12 +1356,16 @@ rules.wavetimer = Kasuta taimerit
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Kasuta lahingulaineid
rules.airUseSpawns = Air units use spawn points
rules.attack = Mänguviis "Rünnak"
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1329,12 +1381,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Väeüksuste elude kordaja
rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Aeg lainete vahel:[lightgray] (sekund)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Ehitamise maksumuse kordaja
@@ -1356,6 +1410,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Lighting
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
@@ -1364,6 +1424,7 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1504,6 +1565,8 @@ block.graphite-press.name = Grafiidipress
block.multi-press.name = Multipress
block.constructing = {0} [lightgray](Ehitamine)
block.spawn.name = Vaenlaste maandumisala
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Tuumik: Osake
block.core-foundation.name = Tuumik: Arenenud
block.core-nucleus.name = Tuumik: Täielik
@@ -1667,6 +1730,8 @@ block.meltdown.name = Valguskiir
block.foreshadow.name = Foreshadow
block.container.name = Hoidla
block.launch-pad.name = Stardiplatvorm
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
@@ -1761,6 +1826,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1808,6 +1874,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2033,6 +2100,10 @@ block.phase-wall.description = Tugev kaitsekonstruktsioon, mis on kaetud erilise
block.phase-wall-large.description = Tugev kaitsekonstruktsioon, mis on kaetud erilise faaskangapõhise peegeldava ühendiga. Pakub kaitset peaaegu kõiki tüüpi kuulide ja mürskude eest.\nUlatub üle mitme bloki.
block.surge-wall.description = Äärmiselt tugev kaitsekonstruktsioon.\nKuulidega kokkupõrkel neelab energiat, vabastades seda suvalistel hetkedel.
block.surge-wall-large.description = Äärmiselt tugev kaitsekonstruktsioon.\nKuulidega kokkupõrkel neelab energiat, vabastades seda suvalistel hetkedel.\nUlatub üle mitme bloki.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Väike uks, mida saab avada ja sulgeda sellele vajutades.
block.door-large.description = Suur uks, mida saab avada ja sulgeda sellele vajutades.\nUlatub üle mitme bloki.
block.mender.description = Parandab perioodiliselt enda ümber olevaid konstruktsioone, hoides neid lahingulainete järel töökorras ja tervena. Ulatuse ja efektiivsuse parendamiseks on võimalik kasutada räni.
@@ -2099,7 +2170,9 @@ block.vault.description = Hoiustab suurt hulka igat tüüpi ressursse. Hoidlast
block.container.description = Hoiustab väikest hulka igat tüüpi ressursse. Hoidlast ressursside kättesaamiseks kasutatakse mahalaadijat.
block.unloader.description = Transpordib ressursse tuumikust ja hoidlatest konveieritele või külgnevatesse ehitistesse. Mahalaetava ressursi tüüpi saab valida mahalaadijale vajutades.
block.launch-pad.description = Saadab ressursse tagasi emalaeva, ilma et oleks vaja tuumikuga lendu tõusta.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Väike ja odav kahur, mis on kasulik maapealsete väeüksuste tõrjumiseks.
block.scatter.description = Õhutõrjekahur, mis tulistab pliid või vanametalli lendavate väeüksuste pihta.
block.scorch.description = Heidab tuld maapealsetele väeüksustele. Eriti efektiivne lähedal asuvate väeüksuste tõrjumiseks.
@@ -2160,6 +2233,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2172,6 +2246,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2292,6 +2367,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2511,3 +2587,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_eu.properties b/core/assets/bundles/bundle_eu.properties
index 9d5400d53e..33a745d34c 100644
--- a/core/assets/bundles/bundle_eu.properties
+++ b/core/assets/bundles/bundle_eu.properties
@@ -141,6 +141,7 @@ mod.enabled = [lightgray]Gaituta
mod.disabled = [scarlet]Desgaituta
mod.multiplayer.compatible = [gray]Hainbat jokalariekin bateragarria
mod.disable = Desgaitu
+mod.version = Version:
mod.content = Edukia:
mod.delete.error = Ezin izan da mod-a ezabatu. Agian fitxategia erabilia izaten ari da.
mod.incompatiblegame = [red]Outdated Game
@@ -189,6 +190,7 @@ campaign.select = Hautatu hasierako kanpaina
campaign.none = [lightgray]hautatu hasteko planeta.\nHau edonoiz aldatu daiteke.
campaign.erekir = [accent]Jokalari berrientzak aholkatua.[]\n\nEduki berriagoa eta landuagoa. Kanpaina aurreratze lineala.\n\nKalitate hobeko mapak eta esperientzia orokorra.
campaign.serpulo = [scarlet]Ez aholkatua jokalari berrientzat.[]\n\nEduki zaharra; esperientzia klasikoa. Irekiagoa.\n\nAgian desorekatuak dauden mapak eta kanpainaren mekanikak. Ez horren landua.
+campaign.difficulty = Difficulty
completed = [accent]Ikertua
@@ -290,13 +292,14 @@ disconnect.error = Konexio errorea.
disconnect.closed = Konexioa itxita.
disconnect.timeout = Denbor-muga agortuta.
disconnect.data = Huts egin du munduaren datuak eskuratzean!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Ezin izan da partidara elkartu ([accent]{0}[]).
connecting = [accent]Konektatzen...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Munduaren datuak kargatzen...
server.port = Ataka:
-server.addressinuse = Helbidea dagoeneko erabilita dago!
server.invalidport = Ataka zenbaki baliogabea!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Errorea zerbitzaria ostatatzean: [accent]{0}
save.new = Gordetako partida berria
save.overwrite = Ziur gordetzeko tarte hau gainidatzi nahi duzula?
@@ -349,6 +352,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -491,6 +495,7 @@ waves.units.show = Show All
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = All
editor.default = [lightgray]
details = Xehetasunak...
@@ -658,7 +663,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Estalgabetu
configure = Konfiguratu zuzkidura
@@ -704,14 +708,18 @@ loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Debekatutako blokeak
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Gehitu denak
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Kopurua 0 eta {0} bitarteko zenbaki bat izan behar da.
add = Gehitu
guardian = Guardian
@@ -726,6 +734,7 @@ error.mapnotfound = Ez da mapa-fitxategia aurkitu!
error.io = Sareko irteera/sarrera errorea.
error.any = Sareko errore ezezaguna.
error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Rain
weather.snowing.name = Snow
@@ -749,7 +758,9 @@ sectors.stored = Stored:
sectors.resume = Resume
sectors.launch = Launch
sectors.select = Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Rename Sector
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -775,6 +786,11 @@ threat.medium = Medium
threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planets
planet.serpulo.name = Serpulo
@@ -796,9 +812,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -818,6 +844,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -982,6 +1020,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1014,6 +1053,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1028,6 +1068,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Zulagailu hobea behar da
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Missing Resources
bar.corereq = Core Base Required
bar.corefloor = Core Zone Tile Required
@@ -1036,6 +1077,7 @@ bar.drillspeed = Ustiatze-abiadura: {0}/s
bar.pumpspeed = Ponpatze abiadura: {0}/s
bar.efficiency = Eraginkortasuna: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energia: {0}/s
bar.powerstored = Bilduta: {0}/{1}
bar.poweramount = Energia: {0}
@@ -1046,6 +1088,7 @@ bar.capacity = Edukiera: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Likidoa
bar.heat = Beroa
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1070,6 +1113,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] kontusioa
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1078,6 +1122,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x munizio-biderkatzailea
bullet.reload = [stat]{0}[lightgray]x tiro tasa
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = bloke
unit.blockssquared = blocks²
@@ -1094,6 +1140,7 @@ unit.minutes = mins
unit.persecond = /seg
unit.perminute = /min
unit.timesspeed = x abiadura
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = shield health
unit.items = elementu
@@ -1138,18 +1185,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Interfaze-eskala[lightgray] (berrabiarazi behar da)[]
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Kokatu beti diagonalean
-setting.difficulty.training = Entrenamendua
-setting.difficulty.easy = Erraza
-setting.difficulty.normal = Arrunta
-setting.difficulty.hard = Zaila
-setting.difficulty.insane = Zoramena
-setting.difficulty.name = Zailtasuna:
setting.screenshake.name = Pantailaren astindua
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Bistaratze-efektuak
setting.destroyedblocks.name = Erakutsi suntsitutako blokeak
setting.blockstatus.name = Display Block Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Garraio-zintak kokatzeko bide-bilaketa
setting.sensitivity.name = Kontrolagailuaren sentikortasuna
setting.saveinterval.name = Gordetzeko tartea
@@ -1176,11 +1218,13 @@ setting.mutemusic.name = Isilarazi musika
setting.sfxvol.name = Efektuen bolumena
setting.mutesound.name = Isilarazi soinua
setting.crashreport.name = Bidali kraskatze txosten automatikoak
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Gorde automatikoki
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Player Limit
setting.chatopacity.name = Txataren opakotasuna
setting.lasersopacity.name = Energia laserraren opakutasuna
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Erakutsi jolas barneko txata
setting.showweather.name = Show Weather Graphics
@@ -1233,6 +1277,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Hautatu eskualdea
keybind.schematic_menu.name = Eskema menua
@@ -1310,12 +1355,16 @@ rules.wavetimer = Boladen denboragailua
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Boladak
rules.airUseSpawns = Air units use spawn points
rules.attack = Eraso modua
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1331,12 +1380,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Unitateen osasun-biderkatzailea
rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Boladen tartea:[lightgray] (seg)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Eraikitze kostu-biderkatzailea
@@ -1358,6 +1409,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Lighting
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
@@ -1366,6 +1423,7 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1506,6 +1564,8 @@ block.graphite-press.name = Grafito prentsa
block.multi-press.name = Multi-prentsa
block.constructing = {0} [lightgray](Eraikitzen)
block.spawn.name = Etsai-sorrera
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Muina: Maskorra
block.core-foundation.name = Muina: Fundazioa
block.core-nucleus.name = Muina: Nukleoa
@@ -1669,6 +1729,8 @@ block.meltdown.name = Nukleofusio
block.foreshadow.name = Foreshadow
block.container.name = Edukiontzia
block.launch-pad.name = Egozketa-plataforma
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
@@ -1763,6 +1825,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1810,6 +1873,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2035,6 +2099,10 @@ block.phase-wall.description = Fasez osatutako konposatu islatzaile batez estali
block.phase-wall-large.description = Fasez osatutako konposatu islatzaile batez estalitako horma bat. Talkan jasotako bala gehienak desbideratzen ditu.\nHainbat lauza hartzen ditu.
block.surge-wall.description = Defentsarako bloke nabarmen iraunkorra.\nKarga hartzen du balakadak jasotzean, hau edonora askatuz.
block.surge-wall-large.description = Defentsarako bloke nabarmen iraunkorra.\nKarga hartzen du balakadak jasotzean, edonora askatuz.\nHainbat lauza hartzen ditu.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Ate txiki bat. Sakatuz ireki eta itxi daiteke.
block.door-large.description = Ate handi bat. Sakatuz ireki eta itxi daiteke.\nHainbat lauza hartzen ditu.
block.mender.description = Aldiro inguruko blokeak konpontzen ditu. Defentsak bere onean mantentzen ditu boladen artean.\nAukeran silizioa erabili dezake irismena eta eraginkortasuna hobetzeko.
@@ -2101,7 +2169,9 @@ block.vault.description = Mota bakoitzeko elementuen kopuru handiak biltegiratze
block.container.description = Mota bakoitzeko elementuen kopuru txiki bat gordetzen du. Bloke deskargagailu bat erabili daiteke elementuak edukiontzitik ateratzeko.
block.unloader.description = Edukiontzi, kripta edo muin batetik elementuak deskargatzen ditu garraiagailu batera edo zuzenean ondoan dagoen bloke batera. Deskargatu beharreko elementu mota sakatuz aldatu daiteke.
block.launch-pad.description = Baliabide multzoak egotzi ditzake muina egotzi gabe.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Dorre txiki eta merke bat. Lurreko unitateen aurka erabilgarria.
block.scatter.description = Aire defentsarako ezinbesteko dorrea. Berun edo txatarrezko koskorrekin ihinztatzen ditu unitate etsaiak.
block.scorch.description = Inguruko lurreko etsaiak kiskaltzen ditu. Oso eraginkorra distantzia hurbilera.
@@ -2162,6 +2232,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2174,6 +2245,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2294,6 +2366,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2513,3 +2586,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_fi.properties b/core/assets/bundles/bundle_fi.properties
index e8deb6a717..bee79ff47a 100644
--- a/core/assets/bundles/bundle_fi.properties
+++ b/core/assets/bundles/bundle_fi.properties
@@ -141,6 +141,7 @@ mod.enabled = [lightgray]Käytössä
mod.disabled = [scarlet]Pois käytöstä
mod.multiplayer.compatible = [gray]Moninpelaajayhteensopiva
mod.disable = Poista käytössä
+mod.version = Version:
mod.content = Sisältö:
mod.delete.error = Modia ei pystytty poistamaan. Tiedosto voi olla käytössä.
mod.incompatiblegame = [red]Outdated Game
@@ -189,6 +190,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Suoritettu
techtree = Edistyspuu
techtree.select = Edistyspuun valinta
@@ -224,9 +226,9 @@ server.kicked.serverRestarting = Tämä palvelin on uudelleenkäynnistymässä.
server.versions = Versiosi:[accent] {0}[]\nPalvelimen versio:[accent] {1}[]
host.info = [accent]Isännöi[] -nappi luo palvelimen portille [scarlet]6567[]. \nKenen tahansa samassa [lightgray]wifi-yhteydessä tai paikallisessa verkossa[] pitäisi voida nähdä palvelimesi heidän palvelinlistassaan.\n\nJos haluat muiden voivan yhdistää kaikkialta IP:n perusteella, [accent]port forwardingia[] vaaditaan.\n\n[lightgray]Huomio: Jos jollakulla on ongelmia LAN-palvelimeesi yhdistämisessä, varmista palomuurisi asetuksista, että olet sallinut Mindustrylle oikeuden paikalliseen verkkoosi. Huomaa, että julkiset verkot eivät joskus salli havaita itseään.
join.info = Tässä voit syöttää [accent]palvelimen IP-osoitteen[] johon yhdistää, tai etsiä [accent]paikallisesta verkosta[] palvelimia, joille littyä.\nSekä LAN- että WAN-moninpeluuta tuetaan.\n\n[lightgray]Huomio: Automaattista globaalia palvelinlistaa ei ole; jos haluat yhdistää jonnekin IP-osoitteella, sinun on selvitettävä palvelimen IP-osoite.
-hostserver = Pidä yllä monipelaaja peliä
-invitefriends = Pyydä Ystäviä
-hostserver.mobile = Isäntä\nPeli
+hostserver = Isännöi moninpeli
+invitefriends = Kutsu ystäviä
+hostserver.mobile = Isännöi\npeli
host = Isäntä
hosting = [accent]Avataan palvelinta...
hosts.refresh = Päivitä
@@ -288,13 +290,14 @@ disconnect.error = Yhteysvirhe.
disconnect.closed = Yhteys poistettu.
disconnect.timeout = Yhteys aikakatkaistiin.
disconnect.data = Maailman tietojen lataaminen epäonnistui!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Peliin ei voitu liittyä ([accent]{0}[]).
connecting = [accent]Yhdistetään...
reconnecting = [accent]Yhdistetään uudelleen...
connecting.data = [accent]Ladataan maailman tietoja...
server.port = Portti:
-server.addressinuse = Osoite on jo käytössä!
server.invalidport = Tällä portilla ei löytynyt peliä!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Virhe palvelimen hostaamisessa: [accent]{0}
save.new = Uusi tallennus
save.overwrite = Haluatko varmasti korvata \ntämän tallennuspaikan??
@@ -347,6 +350,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -357,7 +361,7 @@ openlink = Avaa linkki
copylink = Kopioi linkki
back = Takaisin
max = Max
-objective = Maailman tehtävä
+objective = Alueen tehtävä
crash.export = Vie kaatumislokit
crash.none = Kaatumislokeja ei löytynyt.
crash.exported = Kaatumislokit on viety.
@@ -489,6 +493,7 @@ waves.units.show = Näytä kaikki
wavemode.counts = lukumäärä
wavemode.totals = yhteismäärä
wavemode.health = elämäpisteet
+all = All
editor.default = [lightgray]
details = Yksityiskohdat...
@@ -569,7 +574,7 @@ filters.empty = [lightgray]Ei filttereitä! Lisää yksi alla olevasta napista.
filter.distort = Vääristää
filter.noise = Melu
filter.enemyspawn = Vihollissyntypisteen valinta
-filter.spawnpath = Polku syntypisteelle
+filter.spawnpath = Reitti syntypisteelle
filter.corespawn = Valitse Ydin
filter.median = Mediaani
filter.oremedian = Malmin keskiarvo
@@ -629,7 +634,7 @@ width = Leveys:
height = Korkeus:
menu = Valikko
play = Pelaa
-campaign = Polku
+campaign = Kampanja
load = Lataa
save = Tallenna
fps = FPS: {0}
@@ -656,7 +661,6 @@ requirement.capture = Valtaa {0}
requirement.onplanet = Hallitse sektoria planeetalla {0}
requirement.onsector = Laskeudu sektorille: {0}
launch.text = Laukaise
-research.multiplayer = Vain ylläpitäjä voi tutkia tavaroita.
map.multiplayer = Vain ylläpitäjä voi katsella sektoreita.
uncover = Paljasta
configure = Muokkaa lastia
@@ -702,14 +706,18 @@ loadout = Lasti
resources = Resurssit
resources.max = Max
bannedblocks = Kielletyt Palikat
+unbannedblocks = Unbanned Blocks
objectives = Tehtävät
bannedunits = Kielletyt yksiköt
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Lisää kaikki
launch.from = Laukaistaan kohteesta: [accent]{0}
launch.capacity = Tavaratila laukaistaessa: [accent]{0}
launch.destination = Määränpää: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Lukumäärän täytyy olla numero väliltä 0 ja {0}.
add = Lisää...
guardian = Vartija
@@ -724,6 +732,7 @@ error.mapnotfound = Karttatiedostoa ei löydy!
error.io = Verkon I/O-virhe.
error.any = Tuntematon verkon virhe.
error.bloom = Bloomin initialisointi epäonnistui.\nLaitteesi ei ehkä tue sitä.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Sade
weather.snowing.name = Lumi
@@ -747,7 +756,9 @@ sectors.stored = Säilötty:
sectors.resume = Jatka
sectors.launch = Laukaise
sectors.select = Valitse
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]ei mitään (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Nimeä sektori
sectors.enemybase = [scarlet]Vihollistukikohta
sectors.vulnerable = [scarlet]Haavoittuvainen
@@ -773,6 +784,11 @@ threat.medium = Kohtalainen
threat.high = Korkea
threat.extreme = Äärimmäinen
threat.eradication = Täystuho
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planeetat
planet.serpulo.name = Serpulo
@@ -794,9 +810,19 @@ sector.fungalPass.name = Sienirihmasto
sector.biomassFacility.name = Biomassasynteesilaitos
sector.windsweptIslands.name = Tuulenpieksemät saaret
sector.extractionOutpost.name = Kaivostukikohta
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetaarinen laukaisuterminaali
sector.coastline.name = Rantaviiva
sector.navalFortress.name = Laivastolinnoitus
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Optimaalinen sijainti aloittaa jälleen kerran. Matala vihollisuhka. Vähän resursseja.\nKerää niin paljon kuparia ja lyijyä, kuin mahdollista.\nJatka matkaa.
sector.frozenForest.description = Itiöt ovat levittäytyneet jopa tänne, lähemmäs vuoria. Jäätävät lämpötilat eivät voi torjua niitä ikuisesti.\n\nAloita seikkailusi virtaan. Rakenna polttogeneraattoreita. Opi käyttämään korjaajia.
@@ -814,8 +840,20 @@ sector.windsweptIslands.description = Kauempana rantaviivan takana on tämä kau
sector.extractionOutpost.description = Kaukainen vartioasema, jonka vihollinen rakensi laukaistakseen resursseja muihin sektoreihin.\n\nSektorien välinen kuljetusteknologia on olennaista myöhemmälle valloitukselle. Tuhoa tämä tukikohta. Tutki heidän laukaisualustansa.
sector.impact0078.description = Täällä lepäävät tähtienvälisen aluksen, joka ensimmäisenä kulki tähän aurinkokuntaan, jäännökset.\n\nPelasta hylystä mahdollisimman paljon. Tutki kaikki säilynyt teknologia.
sector.planetaryTerminal.description = Viimeinen kohde.\n\nTämä rannikkotukikohta sisältää rakennuksen, joka pystyy laukaisemaan ytimiä paikallisille planeetoille. Se on vartioitu äärimmäisen hyvin.\n\nRakenna laivayksiköitä. Eliminoi vihollinen mahdollisimman pian. Tutki laukaisurakennus.
-sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
-sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.coastline.description = Tällä alueella on havaittu jälkiä meriyksikköjen teknologiasta. Torju vihollisen hyökkäykset, valtaa tämä sektori ja hanki teknologia.
+sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäiselle, luonnostaan linnoitetulle saarelle. Tuhoa tämä etuvartioasema. Hanki heidän kehittynyt merialusteknologiansa ja tutki se.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Alku
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -833,23 +871,25 @@ sector.siege.name = Siege
sector.crossroads.name = Crossroads
sector.karst.name = Karst
sector.origin.name = Origin
-sector.onset.description = Tutoriaalisektori. Tätä tehtävää ei ole vielä luotu. Odota myöhempää tietoa.
-sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
-sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
-sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
-sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
-sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
-sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
-sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
-sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
-sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
-sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
-sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
-sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
-sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
-sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
-sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
-sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
+
+sector.onset.description = Aloita Erekirin valloitus. Kerää resursseja, tuota yksiköitä ja aloita teknologian tutkiminen.
+sector.aegis.description = Tässä sektorissa on volfram-esiintymiä.\nTutki [accent]iskupora[] louhiaksesi tätä resurssia ja tuhoa alueen vihollistukikohta.
+sector.lake.description = Tämän sektorin kuona-järvi rajoittaa merkittävästi käyttökelpoisia yksiköitä. Ilma-alus on ainoa vaihtoehto.\nTutki [accent]Ilma-alusrakentaja[] ja valmista elude -yksikkö mahdollisimman pian.
+sector.intersect.description = Skannaukset viittaavat siihen, että tämä sektori joutuu hyökkäyksen kohteeksi useilta suunnilta pian laskeutumisen jälkeen.\nPerusta puolustukset nopeasti ja laajenna mahdollisimman pian.\n[accent]Merui[] -yksiköitä tarvitaan alueen karuun maastoon.
+sector.atlas.description = Tässä sektorissa on monimuotoinen maasto ja tehokkaaseen hyökkäyksen tarvitaan monipuolisia yksiköitä.\nPäivitetyt yksiköt voivat myös olla tarpeen, tiettyjen vihollistukikohtien läpäisemiseksi.\nTutki [accent]Elektrolysoija[] ja [accent]Tankkijälleenrakentaja[].
+sector.split.description = Vähäinen vihollisaktiivisuus tekee tästä sektorista täydellisen uusien kuljetusteknologioiden testaamiseen.
+sector.basin.description = Tässä sektorissa havaittiin suuri vihollisjoukko.\nRakenna yksiköitä nopeasti ja valtaa vihollisen ytimet saadaksesi jalansijan.
+sector.marsh.description = Tässä sektorissa on runsaasti arkysiittiä, mutta rajoitetusti purkauksia.\nRakenna [accent]kemiallisia polttokammioita[] tuottaaksesi energiaa.
+sector.peaks.description = Sektorin vuoristoinen maasto tekee suurimman osan yksiköistä hyödyttömiksi. Lentäviä ksiköitä tarvitaan.\nHuomioi vihollisen ilmatorjuntajärjestelmät. Joitain näistä järjestelmistä voi olla mahdollista lamauttaa kohdistamalla hyökkäys niiden tukirakennuksiin.
+sector.ravine.description = Sektorissa ei ole havaittu vihollisen ytimiä, vaikka se on vihollisen tärkeä kuljetusreitti. Odota kuitenkin monenlaisia vihollisjoukkoja.\nTuota [accent]jänniteseosta[]. Rakenna [accent]Aiheuttaja[]-tykkejä.
+sector.caldera-erekir.description = Tämän sektorin resurssit ovat hajallaan useilla saarilla.\nTutki ja ota käyttöön drone-pohjainen kuljetus.
+sector.stronghold.description = Suuri vihollisleiri tässä sektorissa puolustaa merkittäviä [accent]torium[]-esiintymiä.\nKäytä sitä kehittyneempien yksiköiden ja tykkien valmistamiseen.
+sector.crevice.description = Vihollinen lähettää rajuja hyökkäysjoukkoja tuhotakseen tukikohtasi tässä sektorissa. [accent]Karbidin[] ja [accent]Pyrolyysigeneraattorin[] kehittäminen voi olla elintärkeää selviytymisen kannalta.
+sector.siege.description = Tässä sektorissa on kaksi rinnakkaista kanjonia, jotka pakottavat kaksisuuntaisen hyökkäyksen.\nTutki [accent]syanogeeni[] kehittääksesi vieläkin vahvempia tankkiyksiköitä.\nVaroitus: vihollisen pitkän kantaman ohjuksia havaittu. Ohjukset on kuitenkin mahdollista ampua alas ennen kuin ne osuvat kohteeseensa.
+sector.crossroads.description = Tämän sektorin vihollistukikohdat on perustettu vaihtelevaan maastoon. Tutki erilaisia yksiköitä mukautuaksesi.\nLisäksi joitakin tukikohtia suojaavat kilvet. Selvitä, mistä ne saavat voimansa.
+sector.karst.description = Tässä sektorissa on runsaasti resursseja, mutta vihollinen hyökkää heti, kun uusi ydin laskeutuu.\nHyödynnä resursseja ja tutki [accent]kiihtokuitu[].
+sector.origin.description = Viimeinen sektori, jossa on merkittävä määrä vihollisia.\nVarteenotettavia tutkimusmahdollisuuksia ei ole jäljellä – keskity yksinomaan kaikkien vihollisytimien tuhoamiseen.
+
status.burning.name = Palaminen
status.freezing.name = Jäätyminen
status.wet.name = Märkä
@@ -882,8 +922,8 @@ settings.clearsaves.confirm = Oletko varma, että haluat tyhjentää kaikki tall
settings.clearsaves = Poista tallennukset
settings.clearresearch = Poista tutkimukset
settings.clearresearch.confirm = Oletko varma, että haluat tyhjentää kaikki tutkimuksesi polussa?
-settings.clearcampaignsaves = Poista polkutallennukset
-settings.clearcampaignsaves.confirm = Oletko varma, että haluat poistaa kaikki polkutallennuksesi?
+settings.clearcampaignsaves = Poista kampanjatallennukset
+settings.clearcampaignsaves.confirm = Oletko varma, että haluat poistaa kaikki kampanjatallennuksesi?
paused = [accent]< Pysäytetty >
clear = Tyhjä
banned = [scarlet]Kielletty
@@ -931,7 +971,7 @@ stat.productiontime = Tuotantoaika
stat.repairtime = Kokonaisen palikan korjausaika
stat.repairspeed = Korjausnopeus
stat.weapons = Aseet
-stat.bullet = Ammus
+stat.bullet = Ammukset
stat.moduletier = Moduulin taso
stat.unittype = Unit Type
stat.speedincrease = Nopeuden kasvu
@@ -979,6 +1019,7 @@ stat.buildspeedmultiplier = Rakennusnopeuskerroin
stat.reactive = Reagoi
stat.immunities = Immuuni
stat.healing = Parantuu
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Voimakenttä
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1011,6 +1052,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1025,6 +1067,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
bar.drilltierreq = Parempi pora vaadittu
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Resursseja Puuttuu
bar.corereq = Pohjaydin vaadittu
bar.corefloor = 'Ydinpohja'-laatta vaadittu
@@ -1033,6 +1076,7 @@ bar.drillspeed = Poran nopeus: {0}/s
bar.pumpspeed = Pumpun nopeus: {0}/s
bar.efficiency = Tehokkuus: {0}%
bar.boost = Tehostus: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energia: {0}/s
bar.powerstored = Säilöttynä: {0}/{1}
bar.poweramount = Energia: {0}
@@ -1043,6 +1087,7 @@ bar.capacity = Kapasiteetti: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Neste
bar.heat = Lämpö
+bar.cooldown = Cooldown
bar.instability = Epävakaus
bar.heatamount = Lämpö: {0}
bar.heatpercent = Lämpö: {0} ({1}%)
@@ -1067,6 +1112,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia:
bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa
bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] tönäisy
bullet.pierce = [stat]{0}[lightgray]x lävistys
bullet.infinitepierce = [stat]lävistys
@@ -1075,6 +1121,8 @@ bullet.healamount = [stat]{0}[lightgray] suora korjaus
bullet.multiplier = [stat]{0}[lightgray]x ammusmäärän kerroin
bullet.reload = [stat]{0}[lightgray]x ampumisnopeus
bullet.range = [stat]{0}[lightgray] laatan kantama
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = palikat
unit.blockssquared = palikat²
@@ -1091,6 +1139,7 @@ unit.minutes = minuuttia
unit.persecond = /s
unit.perminute = /min
unit.timesspeed = x nopeus
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = suojan elinpisteet
unit.items = esinettä
@@ -1135,18 +1184,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Koko[lightgray] (vaatii uudelleenkäynnistyksen)[]
setting.uiscale.description = Muutosten toteuttaminen vaatii uudelleenkäynnistyksen
setting.swapdiagonal.name = Aina vino korvaus
-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.bloomintensity.name = Bloom-intensiteetti
setting.bloomblur.name = Bloom-sumennus
setting.effects.name = Naytön Efektit
setting.destroyedblocks.name = Näytä tuhoutuneet palikat
setting.blockstatus.name = Näytä Palikan Toimintakunto
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Liukuhihnan älykäs sijoittaminen
setting.sensitivity.name = Ohjauksen herkkyys
setting.saveinterval.name = Tallennuksen Aikaväli
@@ -1173,11 +1217,13 @@ setting.mutemusic.name = Mykistä musiikki
setting.sfxvol.name = SFX-voimakkuus
setting.mutesound.name = Mykistä äänet
setting.crashreport.name = Lähetä anonyymejä kaatumisilmoituksia
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Luo tallenuksia automaattisesti
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Pelaajaraja
setting.chatopacity.name = Keskustelun läpinäkymättömyys
setting.lasersopacity.name = Energia laserin läpinäkymättömyys
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Siltojen läpinäkyvyys
setting.playerchat.name = Näytä pelinsisäinen keskustelu
setting.showweather.name = Näytä säägrafiikat
@@ -1230,6 +1276,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Valitse alue
keybind.schematic_menu.name = Kaavio Valikko
@@ -1307,12 +1354,16 @@ rules.wavetimer = Tasojen aikaraja
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Tasot
rules.airUseSpawns = Air units use spawn points
rules.attack = Hyökkäystila
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min. hyökkäysjoukon koko
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min. hyökkäyksen paino
@@ -1328,12 +1379,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Yksikköjen elämäpistekerroin
rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Aurinkovoimakerroin
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Perusyksikköraja
rules.limitarea = Rajoita kartan aluetta
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Tasojen väliaika:[lightgray] (sec)
rules.initialwavespacing = Ensimmäinen tason väliaika:[lightgray] (sec)
rules.buildcostmultiplier = Rakentamisen hintakerroin
@@ -1355,6 +1408,12 @@ rules.title.teams = Joukkueet
rules.title.planet = Planeetta
rules.lighting = Salamointi
rules.fog = Sodan sumu (Fog of War)
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Tuli
rules.anyenv =
rules.explosions = Palikkojen/Yksikköjen räjähdysvahinko
@@ -1363,6 +1422,7 @@ rules.weather = Sää
rules.weather.frequency = Tiheys:
rules.weather.always = Aina
rules.weather.duration = Kesto:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1505,6 +1565,8 @@ block.graphite-press.name = Grafiittipuristin
block.multi-press.name = Monipuristin
block.constructing = {0} [lightgray](Rakentamassa)
block.spawn.name = Vihollisten syntymispiste
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Ydin: Siru
block.core-foundation.name = Ydin: Pohjaus
block.core-nucleus.name = Ydin: Tuma
@@ -1668,6 +1730,8 @@ block.meltdown.name = Sulamispiste
block.foreshadow.name = Foreshadow
block.container.name = Säiliö
block.launch-pad.name = Laukaisualusta
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segmentti
block.ground-factory.name = Maatehdas
block.air-factory.name = Ilmatehdas
@@ -1718,12 +1782,12 @@ block.dense-red-stone.name = Tiheä punakivi
block.red-ice.name = Punajää
block.arkycite-floor.name = Arkysiittilattia
block.arkyic-stone.name = Arkyinen lattia
-block.rhyolite-vent.name = Ryoliittihalkio
-block.carbon-vent.name = Hiilihalkio
-block.arkyic-vent.name = Arkyinen halkio
-block.yellow-stone-vent.name = Keltakivihalkio
-block.red-stone-vent.name = Punakivihalkio
-block.crystalline-vent.name = Crystalline Vent
+block.rhyolite-vent.name = Ryoliittipurkaus
+block.carbon-vent.name = Hiilipurkaus
+block.arkyic-vent.name = Arkyinen purkaus
+block.yellow-stone-vent.name = Keltakivipurkaus
+block.red-stone-vent.name = Punakivipurkaus
+block.crystalline-vent.name = Kiteinen purkaus
block.redmat.name = Punamatto
block.bluemat.name = Sinimatto
block.core-zone.name = Ydinpohja
@@ -1763,6 +1827,7 @@ block.electric-heater.name = Sähkölämmitin
block.slag-heater.name = Kuonalämmitin
block.phase-heater.name = Kiihtolämmitin
block.heat-redirector.name = Lämmönsiirtäjä
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Kuonahöyrystäjä
block.carbide-crucible.name = Karbidivalimo
@@ -1808,11 +1873,12 @@ block.beam-link.name = Sädelinkki
block.turbine-condenser.name = Turbiinitiivistäjä
block.chemical-combustion-chamber.name = Kemiallinen polttokammio
block.pyrolysis-generator.name = Pyrolyysigeneraattori
-block.vent-condenser.name = Halkiotiivistäjä
+block.vent-condenser.name = Purkaustiivistäjä
block.cliff-crusher.name = Kallionmurskaaja
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasmapora
block.large-plasma-bore.name = Suuri plasmapora
-block.impact-drill.name = Törmäyspora
+block.impact-drill.name = Iskupora
block.eruption-drill.name = Purkauspora
block.core-bastion.name = Linnake-ydin
block.core-citadel.name = Linnoitus-ydin
@@ -2035,6 +2101,10 @@ block.phase-wall.description = Muuri, joka on päällystetty erityisellä kiihto
block.phase-wall-large.description = Muuri, joka on päällystetty erityisellä kiihtokuitupohjaisella heijastavalla yhdisteellä. Torjuu useimmat ammukset näiden törmätessä.\nKattaa useita laattoja.
block.surge-wall.description = Äärimmäisen kestävä puolustava palikka.\nVaraa jännitteen ammusten iskeytyessä, vapauttaen sen satunnaisesti.
block.surge-wall-large.description = Äärimmäisen kestävä puolustava palikka.\nVaraa jännitteen ammusten iskeytyessä, vapauttaen sen satunnaisesti.\nKattaa useita laattoja.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Pieni ovi. Voidaan avata ja sulkea painamalla.
block.door-large.description = Suuri ovi. Voidaan avata ja sulkea painamalla.\nKattaa useita laattoja.
block.mender.description = Korjaa läheisiä palikoita ajoittain. Pitää puolustuksia korjattuna tasojen aikana ja välillä.\nKäyttää valinnaisesti piitä tehostaakseen kantamaa ja tehoa.
@@ -2101,7 +2171,9 @@ block.vault.description = Varastoi suuren määrän jokaista tavaratyyppiä. Pur
block.container.description = Varastoi pienen määrän jokaista tavaratyyppiä. Purkajapalikkaa voi tavaroiden palauttamiseen säiliöstä.
block.unloader.description = Purkaa tavaroita säiliöstä, holvista tai ytimestä liukuhihnalle tai suoraan viereiseen palikkaan. Purettavan tavaran tyyppi voidaan vaihtaa painamalla.
block.launch-pad.description = Laukaisee tavarajoukkoja ilman tarvetta ytimen laukaisulle.
-block.launch-pad.details = Kiertoradan alapuolinen järjestelmä resurssien pisteestä pisteeseen -kuljetukselle . Lastikapselit ovat herkästi särkyviä ja kykenemättömiä selviytymään uudelleensaapumista.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Pieni ja halpa tykki, hyvä maavihollisia vastaan.
block.scatter.description = Olennainen tykki ilma-aluksia vastaan. Ampuu lyijy- tai romusirpalerykelmiä vihollisjoukkoihin.
@@ -2163,6 +2235,7 @@ block.electric-heater.description = Lämmittää päinkohdistettuja palikoita. V
block.slag-heater.description = Lämmittää päinkohdistettuja palikoita. Vaatii kuonaa.
block.phase-heater.description = Lämmittää päinkohdistettuja palikoita. Vaatii kiihtokuitua.
block.heat-redirector.description = Vaihtaa kertyneen lämmön suunnan toisiin palikoihin.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Muuttaa veden vedyksi ja otsonikaasuksi.
block.atmospheric-concentrator.description = Kerää typpeä ilmakehästä. Vaatii lämpöä.
@@ -2175,6 +2248,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2295,6 +2369,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Lue numero yhdistetystä muistisolusta.
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
@@ -2491,9 +2566,9 @@ lenum.idle = Lopeta liikkuminen, mutta jatka rakentamista/kaivamista.\nOletustil
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle.
lenum.move = Liiku tarkkaan sijaintiin.
-lenum.approach = Lähesty sijaintia tietylle säteelle.
-lenum.pathfind = Etsi polku vihollisen syntypisteelle.
-lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
+lenum.approach = Lähesty sijaintia tietylle etäisyydelle.
+lenum.pathfind = Etsi reitti määritettyyn sijaintiin.
+lenum.autopathfind = Reitittää automaattisesti lähimpään vihollisen ytimeen tai pudotuspisteeseen.\nTämä vastaa tavallista aaltojen vihollisten reititystä.
lenum.target = Ammu tiettyä sijaintia.
lenum.targetp = Ammu kohdetta nopeudenennustuksen ollessa päällä.
lenum.itemdrop = Pudota tavaroita.
@@ -2514,3 +2589,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_fil.properties b/core/assets/bundles/bundle_fil.properties
index 184eb3a25a..fb33f7f328 100644
--- a/core/assets/bundles/bundle_fil.properties
+++ b/core/assets/bundles/bundle_fil.properties
@@ -1,27 +1,28 @@
credits.text = Ginawa ni [royal]Anuken[] - [sky]anukendev@gmail.com[]
-credits = Credits
-contributors = Mga Tagasalin at Contributor
-discord = Sumali sa Mindustry Discord!
+credits = Mga Kredito
+contributors = Mga Tagasalin at Tagapagkontributo
+discord = Sumali sa Discord Server ng Mindustry!
link.discord.description = Ang opisyal na Mindustry Discord chatroom.
link.reddit.description = Ang Mindustry subreddit
-link.github.description = Source code ng Mindustry
+link.github.description = Pinagmulang kodigo ng Mindustry
link.changelog.description = Listahan ng mga pagbabagong ginawa
-link.dev-builds.description = Unstable development builds
+link.dev-builds.description = Builds na masirain at iginagawa.
link.trello.description = Opisyal na Trello board para sa mga nakalatag na features
-link.itch.io.description = itch.io page na may PC download
+link.itch.io.description = itch.io page na may download para sa personal na kompyuter
link.google-play.description = Listing sa Google Play Store
link.f-droid.description = Catalogue listing sa F-Droid
-link.wiki.description = Opsiyal na Mindustry wiki
+link.wiki.description = Opsiyal na ensiklopedya ng Mindustry
link.suggestions.description = Magmungkahi ng mga bagong feature
-link.bug.description = Nakahanap ng isa? I-report dito!
-linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
-linkfail = 'Di mabuksan ang link!\nKinopya na sa 'yong clipboard ang URL.
+
+link.bug.description = Nakahanap ng isang sira? Ipaulat dito!
+linkopen = Ang server na ito ay nagbigay ng isang link. Gusto mo ba na ibukas?\n\n[sky]{0}
+linkfail = Hindi mabuksan ang link!\nKinopya na sa iyong clipboard ang URL.
screenshot = Ini-adya na ang screenshot sa {0}
screenshot.invalid = Masiyadong malaki ang mapa; maaaring kulang ang memory para sa screenshot.
-gameover = Tapos na ang Laro
-gameover.disconnect = Na-disconnect
-gameover.pvp = Ang[accent] {0}[] team ay nanalo!
-gameover.waiting = [accent]Hintayin ang bagong map...
+gameover = Ang laro ay natapos.
+gameover.disconnect = Nawalan ka ng koneksyon.
+gameover.pvp = Ang[accent] {0}[] na grupo ay nanalo!
+gameover.waiting = [accent]Hintayin ang bagong mapa...
highscore = [accent]Panibagong mataas na Iskor!
copied = Kinopya.
indev.notready = Ang bahaging ito ng laro ay hindi pa handa
@@ -30,36 +31,36 @@ load.sound = Mga Tunog
load.map = Mga Mapa
load.image = Mga Litrato
load.content = Nilalaman
-load.system = System
+load.system = Sistema
load.mod = Mga Mod
load.scripts = Mga Iskrip
-be.update = Mayroong baong Bleeding Edge build na makukuha:
+be.update = Mayroong bagong Bleeding Edge build na makukuha:
be.update.confirm = I-download at i-restart?
be.updating = I-na-update...
be.ignore = Huwag Pansinin
be.noupdates = Walang nahanap na update.
be.check = Tignan kung may mga update.
-mods.browser = Browser ng mga Mod
+mods.browser = Hanapan ng mga Mod
mods.browser.selected = Mga selektadong mod
mods.browser.add = I-install
-mods.browser.reinstall = I-Reinstall
-mods.browser.view-releases = View Releases
-mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
-mods.browser.latest =
-mods.browser.releases = Releases
+mods.browser.reinstall = I-install ulit
+mods.browser.view-releases = Tingan ang mga ipinalabas na bersyon
+mods.browser.noreleases = [scarlet]Walang ipinalabas na bersyon na nahanap.\n[accent]Hindi makahanap ng bersyon sa mod na ito. Tingan kung may ipinalabas na bersyon ang repositoryo ng mod nito.
+mods.browser.latest =
+mods.browser.releases = Ipinalabas na bersyon
mods.github.open = Repositoryo
-mods.github.open-release = Release Page
-mods.browser.sortdate = Sort by recent
-mods.browser.sortstars = Sort by stars
+mods.github.open-release = Pahina ng mga ipinalabas na bersyon
+mods.browser.sortdate = Uriin sa pinakabago
+mods.browser.sortstars = Uriin sa kasikatan
-schematic = Schematic
-schematic.add = I-adya ang Schematic...
-schematics = Mga Schematic
-schematic.search = Search schematics...
-schematic.replace = Ang schematic na ito ay magkaparehas ang pangalan. Gusto mo bang palitan ito?
-schematic.exists = Ang schematic na ito ay magkaparehas ang pangalan.
-schematic.import = I-angkat ang Schematic...
+schematic = Eskematiko
+schematic.add = I-adya ang Eskematiko...
+schematics = Mga Eskematiko
+schematic.search = Search eskematiko...
+schematic.replace = Ang eskematiko na ito ay magkaparehas ang pangalan. Gusto mo bang palitan ito?
+schematic.exists = Ang eskematiko na ito ay magkaparehas ang pangalan.
+schematic.import = I-angkat ang eskematiko...
schematic.exportfile = Mag-export ng File
schematic.importfile = Mag-angkat ng File
schematic.browseworkshop = Maghanap sa Workshop
@@ -69,45 +70,45 @@ schematic.shareworkshop = Ibahagi sa Workshop
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Baligtarin ang Schematic
schematic.saved = Na-i-adya na ang schematic.
schematic.delete.confirm = Ang schematic na'to ay tuluyang mawawala.
-schematic.edit = Edit Schematic
+schematic.edit = I-edit ang Schematic
schematic.info = {0}x{1}, {2} blocks
schematic.disabled = [scarlet]Ang mga schematics ay pinagbabawalan.[]\nBawal ka gumamit gang schematics sa [accent]mapa[] or [accent]server[] na ito.
schematic.tags = Mga Tag:
schematic.edittags = Mag-edit ng Tag
schematic.addtag = Mag-dagdag ng Tag
-schematic.texttag = Text Tag
-schematic.icontag = Icon Tag
+schematic.texttag = Tag sa teksto
+schematic.icontag = Tag sa larawan
schematic.renametag = Palitan ang pangalan ng Tag
-schematic.tagged = {0} tagged
+schematic.tagged = {0} na na-tag
schematic.tagdelconfirm = I-delete itong tag?
schematic.tagexists = Meron nang tag na ganito.
stats = Mga Statistiko
stats.wave = Mga Wave na nalagpasan
stats.unitsCreated = Mga Unit na nagawa
-stats.enemiesDestroyed = Mga kalabang nasira
+stats.enemiesDestroyed = Mga kalabang napasira
stats.built = Mga Building na napatayo
stats.destroyed = Mga Building na nasira
stats.deconstructed = Mga Building na binaklas
stats.playtime = Oras ng paglalaro
-globalitems = [accent]Mga Pangkalahatang Aytem
+globalitems = [accent]Mga Pangkalahatang Gamit
map.delete = Sigurado ka bang buburahin ang mapang "[accent]{0}[]"?
level.highscore = Pinakamataas na Iskor: [accent]{0}
level.select = Mamili ng Lebel
level.mode = Paraan ng Paglalaro:
coreattack = < Ang core ay inaatake! >
-nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nnaghihintay si kamatayan…
+nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\npagkamatay ay palapit
database = Database ng Core
database.button = Database
savegame = I-save ang Laro
-loadgame = I-Load Game
+loadgame = I-Load ang Laro
joingame = Sumali sa Laro
-customgame = Custom na Laro
+customgame = Hindi-karaniwan na Laro
newgame = Bagong Laro
none =
none.found = [lightgray]
-none.inmap = [lightgray]
-minimap = Minimap
+none.inmap = [lightgray]
+minimap = Maliit na mapa
position = Posisyon
close = Isara
website = Website
@@ -125,7 +126,7 @@ uploadingcontent = Ini-a-upload ang Nilalaman
uploadingpreviewfile = Ini-a-upload ang Preview File
committingchanges = Gumagawa ng mga Pagbabago
done = Tapos Na
-feature.unsupported = Hindi suportado ng 'yong device ang feature na'to.
+feature.unsupported = Hindi suportado ng iyong device ang feature na ito.
mods.initfailed = [red]⚠[] Nabigong masimulan ang nakaraang instance ng Mindustry. Malamang na sanhi ito ng maling pagkilos ng mga mod.\n\nPara maiwasan ang crash loop, [red]lahat ng mga mod ay pinahinto.[]
mods = Mga Mod
mods.none = [lightgray]Walang mga mod na nahanap!
@@ -141,23 +142,25 @@ mod.enabled = [lightgray]Gumagana
mod.disabled = [scarlet]Hindi Gumagana
mod.multiplayer.compatible = [gray]Multiplayer Compatible
mod.disable = 'Wag Paganahin
+mod.version = Version:
mod.content = Nilalaman:
mod.delete.error = 'Di matanggal ang mod. Maaaring ginagamit pa 'to.
-mod.incompatiblegame = [red]Outdated Game
-mod.incompatiblemod = [red]Incompatible
-mod.blacklisted = [red]Unsupported
-mod.unmetdependencies = [red]Unmet Dependencies
-mod.erroredcontent = [scarlet]Mga Error sa Nilalaman
+mod.incompatiblegame = [red]Larong luma na
+mod.incompatiblemod = [red]Hindi magkatugma
+mod.blacklisted = [red]Hindi pwede
+mod.unmetdependencies = [red]Pagpapaasa ay hindi magkatulad
+mod.erroredcontent = [scarlet]Mga sira sa Nilalaman
mod.circulardependencies = [red]Circular Dependencies
-mod.incompletedependencies = [red]Incomplete Dependencies
-mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
-mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
-mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
-mod.missingdependencies.details = This mod is missing dependencies: {0}
-mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
-mod.circulardependencies.details = This mod has dependencies that depends on each other.
-mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
-mod.requiresversion = Requires game version: [red]{0}
+mod.incompletedependencies = [red]Pagpapaasa ay hindi kompleto
+mod.requiresversion.details = Kailangan ng bersyon: [accent]{0}[]\nAng iyong laro ay hindi bago. Ang mod na ito ay kailangan ng bagong bersyon ng larong ito (pwedeng beta o alpha na bersyon) para gumana.
+mod.outdatedv7.details = Ang mod na ito ay hindi tugma sa pinakabagong bersyon ng laro. Dapat itong i-update ng may-akda, at idagdag ang [accent]minGameVersion: 136[] sa [accent]mod.json[] file nito.
+mod.blacklisted.details = Ang mod na ito ay manu-manong na-blacklist para sa pagdudulot ng mga pag-crash o iba pang isyu sa bersyong ito ng laro. Huwag gamitin ito.
+mod.missingdependencies.details = Ang mod na ito ay walang mga dependencies: {0}
+mod.erroredcontent.details = Nagdulot ng mga error ang larong ito kapag naglo-load. Hilingin sa may-akda ng mod na ayusin ang mga ito.
+mod.circulardependencies.details = Ang mod na ito ay may mga dependency na umaasa sa isa't isa.
+mod.incompletedependencies.details = Hindi ma-load ang mod na ito dahil sa di-wasto o nawawalang mga dependency: {0}.
+mod.requiresversion = Nangangailangan ng bersyon ng laro: [red]{0}
+
mod.errors = May mga error na naitala habang ni-lo-load ang nilalaman.
mod.noerrorplay = [scarlet]May mga mod kang may error.[] Maaaring 'wag munang paganahin ang mga apektadong mod o 'di kaya'y ayusin ang mga error bago maglaro.
mod.enable = Paganahin
@@ -178,30 +181,34 @@ mod.scripts.disable = Ang device mo ay hindi sumusuporta ng mga mod na may iskri
about.button = Tungkol
name = Pangalan:
noname = Pumili ng[accent] pangalan[] muna.
-search = Search:
-planetmap = Planet Map
+search = Maghanap:
+planetmap = Mapa ng Planeta:
+
launchcore = I-Launch Ang Core
-filename = File Name:
+filename = Pangalan ng File:
unlocked = Bagong content na na-unlock!
available = Bagong research na available!
unlock.incampaign = < I-unlock sa campaign para sa detalye >
-campaign.select = Select Starting Campaign
-campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
-campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
-campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
-completed = [accent]Completed
+campaign.select = Piliin ang Starting Campaign
+campaign.none = [lightgray]Pumili ng planetang sisimulan.\nMaaari itong ilipat anumang oras.
+campaign.erekir = Mas bago, mas pinakintab na content. Kadalasan ay linear na pag-unlad ng kampanya.\n\nMas mataas na kalidad at pangkalahatang karanasan.
+campaign.serpulo = Mas lumang nilalaman; ang klasikong karanasan. Mas open-ended.\n\nPotensyal na hindi balanseng mga mapa at mechanics ng campaign. Hindi gaanong pulido.
+campaign.difficulty = Difficulty
+completed = [accent]Nakumpleto
+
techtree = Tech Tree
-techtree.select = Tech Tree Selection
+techtree.select = Pagpili ng Tech Tree
techtree.serpulo = Serpulo
techtree.erekir = Erekir
research.load = Load
research.discard = Discard
-research.list = [lightgray]Research:
-research = Research
-researched = [lightgray]{0} researched.
-research.progress = {0}% complete
-players = {0} player
-players.single = {0} player
+research.list = [lightgray]Pananaliksik:
+research = Pananaliksik
+researched = [lightgray]{0} nagsaliksik.
+research.progress = {0}% kumpleto
+players = {0} manlalaro
+players.single = {0} manlalaro
+
players.search = mag-search
players.notfound = [gray]walang nahanap na players
server.closing = [accent]Sinasarado ang server...
@@ -209,8 +216,8 @@ server.kicked.kick = Sinipa ka mula sa server!
server.kicked.whitelist = Hindi ka naka whitelist.
server.kicked.serverClose = Ang server ay isinarado.
server.kicked.vote = Na-vote-kick ka na. Paalam.
-server.kicked.clientOutdated = Outdated client! I-Update yung laro mo!
-server.kicked.serverOutdated = Outdated server! Hilingin sa host na mag-update!
+server.kicked.clientOutdated = Outdated na kliyente! I-Update yung laro mo!
+server.kicked.serverOutdated = Lumang server! Hilingin sa host na mag-update!
server.kicked.banned = Ikaw ay pinagbawalan sa server na ito.
server.kicked.typeMismatch = Ang server na ito ay hindi tugma sa iyong uri ng build.
server.kicked.playerLimit = Puno na ang server na ito. maghintay ng libreng slot.
@@ -219,25 +226,25 @@ server.kicked.nameInUse = May ganyang pangalan\nsa server na ito.
server.kicked.nameEmpty = Invalid ang pangalan mo.
server.kicked.idInUse = Nandito kana sa server, bawal mag-join gamit nang dalawan accounts.
server.kicked.customClient = Hindi sinusuportahan ng server na ito ang mga custom na build. Mag-download ng opisyal na bersyon.
-server.kicked.gameover = Game over!
+server.kicked.gameover = Tapos na ang laro!
server.kicked.serverRestarting = Nag rerestart ang server.
-server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
-host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
-join.info = Dito, maaari mong ipasok ang isang [accent]server IP[] para ikonekta, o pag diskubre ng [accent]local network[] or [accent]global[] servers pwedeng konektahin.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]If you want to connect to someone by IP, you would need to ask the host for their IP, which can be found by googling "my ip" from their device.
-hostserver = Host Multiplayer Game
+server.versions = Iyong bersyon:[accent] {0}[]\nBersyon ng server:[accent] {1}[]
+host.info = Ang [accent]host[] button ay nagho-host ng server sa port [scarlet]6567[]. \nAng sinuman sa parehong [lightgray]wifi o lokal na network[] ay dapat na makita ang iyong server sa kanilang listahan ng server.\n\nKung gusto mong makakonekta ang mga tao mula sa kahit saan sa pamamagitan ng IP, [accent]port forwarding[] ay kinakailangan.\n\n[lightgray]Tandaan: Kung may nakakaranas ng problema sa pagkonekta sa iyong LAN game, tiyaking pinayagan mo ang Mindustry na ma-access ang iyong lokal na network sa iyong mga setting ng firewall. Tandaan na minsan ay hindi pinapayagan ng mga pampublikong network ang pagtuklas ng server.
+join.info = Dito, maaari mong ipasok ang isang [accent]server IP[] para ikonekta, o pag diskubre ng [accent]local network[] or [accent]global[] servers pwedeng konektahin.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]Kung gusto mong kumonekta sa isang tao sa pamamagitan ng IP, kakailanganin mong hilingin sa host ang kanilang IP, na makikita sa pamamagitan ng pag-googling sa "aking ip" mula sa kanilang device.
+hostserver = Mag-host ng Multiplayer Game
invitefriends = Mag-imbita ng mga kaibigan
hostserver.mobile = Host\nGame
host = Host
hosting = [accent]Opening server...
-hosts.refresh = Refresh
-hosts.discovering = Discovering LAN games
-hosts.discovering.any = Discovering games
-server.refreshing = Refreshing server
-hosts.none = [lightgray]walang nahanap na local games!
+hosts.refresh = I-refresh
+hosts.discovering = Pagtuklas ng mga LAN games...
+hosts.discovering.any = Pagtuklas ng mga laro...
+server.refreshing = Nagre-refresh ng server
+hosts.none = [lightgray]Walang nahanap na local games!
host.invalid = [scarlet]Hindi makakonekta sa Host.
servers.local = Local Servers
-servers.local.steam = Open Games & Local Servers
+servers.local.steam = Buksan ang Mga Laro at Lokal na Server
servers.remote = Remote Servers
servers.global = Community Servers
servers.disclaimer = Ang mga server ng komunidad ay [accent]hindi pagmamay-ari o kinokontrol[] ng developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
@@ -288,13 +295,14 @@ disconnect.error = Connection error.
disconnect.closed = Connection closed.
disconnect.timeout = Na-time out.
disconnect.data = Pumalya ang pag-load ng world data!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Hindi kayant sumali sa larong ([accent]{0}[]).
connecting = [accent]Connecting...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Loading world data...
server.port = Port:
-server.addressinuse = Address already in use!
server.invalidport = Invalid port number!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Error hosting server.
save.new = Bagong Save
save.overwrite = Sigurado ka bang gusto mong i-overwrite ang save slot na ito?
@@ -334,35 +342,37 @@ workshop.listing = I-edit ang Listahan sa Workshop
ok = OK
open = Open
customize = I-customize ang Mga Panuntunan
-cancel = Cancel
+cancel = I-kansel
command = Command
command.queue = [lightgray][Queuing]
-command.mine = Mine
-command.repair = Repair
-command.rebuild = Rebuild
-command.assist = Assist Player
-command.move = Move
-command.boost = Boost
-command.enterPayload = Enter Payload Block
+
+command.mine = Mina
+command.repair = Ipagawa
+command.rebuild = Itayo
+command.assist = Asistahan ang maglalaro
+command.move = Galaw
+command.boost = Magpabilis
+command.enterPayload = Pumasok sa payload na tipak
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
-openlink = Open Link
-copylink = Copy Link
-back = Back
-max = Max
+command.loopPayload = Loop Unit Transfer
+stance.stop = Tigilan ang mga sunurin
+stance.shoot = Paninindigan: Barilan
+stance.holdfire = Paninindigan: Huwag Bumaril
+stance.pursuetarget = Paninindigan: Habulin ang Target
+stance.patrol = Paninindigan: Patrolyang Lakarin
+stance.ram = Paninindigan: Daan\n[lightgray]Tuwid na linyang paggalaw, walang paghanag ng path
+openlink = Buksan Link
+copylink = Koypa Link
+back = Balik
+max = Pinakarami
objective = Objective sa Map
crash.export = I-Export Crash Logs
crash.none = Walang nahanap na crash logs.
crash.exported = Na-export ang mga crash log.
-data.export = Export Data
-data.import = Import Data
+data.export = Export ang Data
+data.import = Import ang Data
data.openfolder = Buksan ang Data Folder
data.exported = Na-i-export ang data.
data.invalid = Hindi ito wastong data.
@@ -392,8 +402,8 @@ wave.enemycore = [accent]{0}[lightgray] Enemy Core
wave.enemy = [lightgray]{0} Natitirang Kaaway
wave.guardianwarn = Ang Guardian ay papalapit na ng mga [accent]{0}[] wave.
wave.guardianwarn.one = Ang Guardian ay papalapit na ng [accent]{0}[] wave.
-loadimage = I-Load Image
-saveimage = I-Save Image
+loadimage = I-Load ng Imahe
+saveimage = I-Save ng Imahe
unknown = Unknown
custom = Custom
builtin = Built-In
@@ -429,10 +439,10 @@ editor.mapinfo = Map Info
editor.author = Author:
editor.description = Description:
editor.nodescription = Dapat meron paglalarawan ng hindi bababa sa 4 na character bago i-publish.
-editor.waves = Waves:
-editor.rules = Rules:
+editor.waves = Mga Waves:
+editor.rules = Mga Rules:
editor.generation = Generation:
-editor.objectives = Objectives
+editor.objectives = Mga Objectives
editor.locales = Locale Bundles
editor.worldprocessors = World Processors
editor.worldprocessors.editname = Edit Name
@@ -489,6 +499,7 @@ waves.units.show = Ipakita lahat
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = Lahat
editor.default = [lightgray]
details = Details...
@@ -517,38 +528,38 @@ editor.apply = Apply
editor.generate = Generate
editor.sectorgenerate = Sector Generate
editor.resize = Resize
-editor.loadmap = Load Map
-editor.savemap = Save Map
+editor.loadmap = I-load ang Mapa
+editor.savemap = I-save ang Mapa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Saved!
editor.save.noname = Walang pangalan ang iyong mapa! Itakda ang isa sa menu na 'impormasyon ng mapa'.
editor.save.overwrite = Ino-overwrite ng iyong mapa ang isang built-in na mapa! Pumili ng ibang pangalan sa menu na 'impormasyon ng mapa'.
editor.import.exists = [scarlet]Hindi kayang ma-import:[] mayroon nang built-in na mapa na '{0}'!
editor.import = Import...
-editor.importmap = Import Map
+editor.importmap = Import ang Mapa
editor.importmap.description = Mag-import ng umiiral nang mapa
-editor.importfile = Import File
+editor.importfile = Import ang File
editor.importfile.description = Mag-import ng panlabas na file ng mapa
editor.importimage = Mag-import ng File ng Larawan
editor.importimage.description = Mag-import ng panlabas na file ng imahe ng mapa
editor.export = Export...
-editor.exportfile = Export File
+editor.exportfile = I-export ang File
editor.exportfile.description = Mag-Export nang map file
-editor.exportimage = Export Terrain Image
+editor.exportimage = I-export ang Terrain Image
editor.exportimage.description = Mag-export ng image file na naglalaman lamang ng basic terrain
-editor.loadimage = Import Terrain
-editor.saveimage = Export Terrain
+editor.loadimage = Import ang Terrain
+editor.saveimage = I-export ang Terrain
editor.unsaved = [scarlet]Mayroon kang mga hindi na-adyang mga pagbabago![]\nSigurado ka bang gusto mong mag-exit?
editor.resizemap = Resize Map
-editor.mapname = Map Name:
+editor.mapname = Pangalan ng Mapa:
editor.overwrite = [accent]Warning!\nIno-overwrite nito ang isang existing na mapa.
editor.overwrite.confirm = [scarlet]Warning![] Umiiral na ang isang mapa na may ganitong pangalan. Sigurado ka bang gusto mong i-overwrite ito?\n"[accent]{0}[]"
editor.exists = Umiiral na ang isang mapa na may ganitong pangalan.
editor.selectmap = Pumili ng mapa na ilo-load:
-toolmode.replace = Replace
+toolmode.replace = Palitan
toolmode.replace.description = Gumuhit lamang sa mga solidong blocks.
-toolmode.replaceall = Replace All
+toolmode.replaceall = Palitan Lahat
toolmode.replaceall.description = Palitan ang lahat ng mga blocks sa mapa.
toolmode.orthogonal = Orthogonal
toolmode.orthogonal.description = Gumuhit lamang ng mga orthogonal na linya.
@@ -656,7 +667,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Ang host lang ang makakapagsaliksik ng mga item.
map.multiplayer = Ang host lang ang makakatingin sa mga sektor.
uncover = Uncover
configure = I-Configure ang Loadout
@@ -702,19 +712,23 @@ loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Mga Pinagbabawalan na Blocks
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Mga Pinagbabawalan na Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Add All
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Ang halaga ay dapat na isang numero sa pagitan ng 0 at {0}.
-add = Add...
+add = I-Add...
guardian = Guardian
-connectfail = [scarlet]Connection error:\n\n[accent]{0}
+connectfail = [scarlet]Error sa Koneksyon:\n\n[accent]{0}
error.unreachable = Hindi maabot ang server.\nTama ba ang spelling ng address?
error.invalidaddress = Invalid address.
error.timedout = Timed out!\nTiyaking may naka-set up na port forwarding ang host, at tama ang address!
@@ -724,37 +738,41 @@ error.mapnotfound = Hindi nakita ang file ng mapa!
error.io = Network I/O error.
error.any = Unknown network error.
error.bloom = Nabigong simulan ang bloom.\nMaaaring hindi ito sinusuportahan ng iyong device.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
-weather.rain.name = Rain
-weather.snowing.name = Snow
+weather.rain.name = Ulan
+weather.snowing.name = Niyebe
weather.sandstorm.name = Sandstorm
weather.sporestorm.name = Sporestorm
weather.fog.name = Fog
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
-sectorlist = Sectors
+sectorlist = Mga Sector
sectorlist.attacked = {0} ay inaatake
sectors.unexplored = [lightgray]Unexplored
sectors.resources = Resources:
-sectors.production = Production:
+sectors.production = Produksyon:
sectors.export = Export:
sectors.import = Import:
-sectors.time = Time:
+sectors.time = Oras:
sectors.threat = Threat:
-sectors.wave = Wave:
+sectors.wave = Mga Waves:
sectors.stored = Stored:
sectors.resume = Resume
-sectors.launch = Launch
-sectors.select = Select
+sectors.launch = I-Launch
+sectors.select = I-Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
-sectors.rename = Rename Sector
+sectors.redirect = Redirect Launch Pads
+sectors.rename = Palitan ang pangalan ng Sector
+
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
sectors.underattack.nodamage = [scarlet]Uncaptured
sectors.survives = [accent]Survives {0} waves
-sectors.go = Go
+sectors.go = Punta
sector.abandon = Abandonahin
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
sector.curcapture = Nai-capture ang sector
@@ -764,15 +782,20 @@ sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
sector.lost = Ang sector [accent]{0}[white] ay nawala!
sector.capture = Sector [accent]{0}[white]Captured!
sector.capture.current = Sector Captured!
-sector.changeicon = Change Icon
-sector.noswitch.title = Unable to Switch Sectors
-sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
-sector.view = View Sector
+sector.changeicon = I-Change ang Icon
+sector.noswitch.title = Hindi ka mapalit sa ibang Sectors
+sector.noswitch = Hindi ka pwede magpalit ng sectors habang ina-atake ang isang sector mo.\n\nSector: [accent]{0}[] on [accent]{1}[]
+sector.view = Tingnan ang Sector
threat.low = Mababa
threat.medium = Medium
threat.high = Mataas
threat.extreme = Sobra-sobra
threat.eradication = Tiyak na talo sa hind handa
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Mga planeta
planet.serpulo.name = Serpulo
@@ -781,22 +804,32 @@ planet.sun.name = Araw
sector.impact0078.name = Impact 0078
sector.groundZero.name = Ground Zero
-sector.craters.name = The Craters
-sector.frozenForest.name = Frozen Forest
+sector.craters.name = Mga Bunganga
+sector.frozenForest.name = Kagubatang Nagyelo
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.nuclearComplex.name = Complex para sa Nuklear na Produksyon
+sector.overgrowth.name = Labis ng paglalaki
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.facility32m.name = Pasilidad 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
-sector.navalFortress.name = Naval Fortress
+sector.navalFortress.name = Kutang Pantubig
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Ang pinakamainam na lokasyon upang magsimulang muli. Mababang banta ng kaaway. Kaunting mapagkukunan.\nMagtipon ng mas maraming tingga at tanso hangga't maaari.\nItuloy.
sector.frozenForest.description = Kahit dito, mas malapit sa mga bundok, ang mga spore ay kumalat. Ang napakalamig na temperatura ay hindi maaaring maglaman ng mga ito magpakailanman.\n\nSimulan ang pakikipagsapalaran sa kapangyarihan. Bumuo ng mga generator ng pagkasunog. Matutong gumamit ng mga mender.
@@ -816,23 +849,35 @@ sector.impact0078.description = Dito nakalatag ang mga labi ng interstellar tran
sector.planetaryTerminal.description = Ang huling target.\n\nAng coastal base na ito ay naglalaman ng isang istraktura na may kakayahang maglunsad ng mga Core sa mga lokal na planeta. Ito ay napakahusay na binabantayan.\n\nGumawa ng mga yunit ng hukbong-dagat. Tanggalin ang kalaban sa lalong madaling panahon. Magsaliksik sa istraktura ng paglulunsad.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
-sector.lake.name = Lake
+sector.lake.name = Lawa
sector.intersect.name = Intersect
sector.atlas.name = Atlas
-sector.split.name = Split
+sector.split.name = Hati
sector.basin.name = Basin
sector.marsh.name = Marsh
-sector.peaks.name = Peaks
+sector.peaks.name = Itaas
sector.ravine.name = Ravine
sector.caldera-erekir.name = Caldera
sector.stronghold.name = Stronghold
sector.crevice.name = Crevice
sector.siege.name = Siege
-sector.crossroads.name = Crossroads
+sector.crossroads.name = Sangang Daanan
sector.karst.name = Karst
-sector.origin.name = Origin
+sector.origin.name = Pinaggalingan
sector.onset.description = Ang tutorial sector. Ang objective ay hindi pa nagawa. Maghintay para sa kinabukasang impormasyon.
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
@@ -850,28 +895,28 @@ sector.siege.description = This sector features two parallel canyons that will f
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
-status.burning.name = Burning
-status.freezing.name = Freezing
-status.wet.name = Wet
-status.muddy.name = Muddy
-status.melting.name = Melting
-status.sapped.name = Sapped
-status.electrified.name = Electrified
-status.spore-slowed.name = Spore Slowed
+status.burning.name = Nasusunog
+status.freezing.name = Nayeyelo
+status.wet.name = Basa
+status.muddy.name = Naputikan
+status.melting.name = Natutunaw
+status.sapped.name = Napahina
+status.electrified.name = Napakuryente
+status.spore-slowed.name = Binagalan ng Spore
status.tarred.name = Tarred
status.overdrive.name = Overdrive
status.overclock.name = Overclock
status.shocked.name = Shocked
status.blasted.name = Blasted
-status.unmoving.name = Unmoving
-status.boss.name = Guardian
+status.unmoving.name = Di-magalaw
+status.boss.name = Namumuno
-settings.language = Language
+settings.language = Wika
settings.data = Game Data
-settings.reset = Reset to Defaults
-settings.rebind = Rebind
-settings.resetKey = Reset
-settings.controls = Controls
+settings.reset = I-Reset sa mga Default
+settings.rebind = I-Rebind
+settings.resetKey = I-Reset
+settings.controls = Mga Controls
settings.game = Game
settings.sound = Sound
settings.graphics = Graphics
@@ -879,8 +924,8 @@ settings.cleardata = I-Clear ang Game Data...
settings.clear.confirm = Sigurado ka bang gusto mong i-clear ang data na ito?\nHindi na mababawi ang nagawa!
settings.clearall.confirm = [scarlet]WARNING![]\nIki-clear nito ang lahat ng data, kabilang ang mga pag-save, mapa, pag-unlock at keybinds.\nKapag pinindot mo ang 'ok', ibubura ng laro ang lahat ng data at awtomatikong lalabas.
settings.clearsaves.confirm = Sigurado ka bang gusto mong i-clear ang lahat ng iyong saves?
-settings.clearsaves = Clear Saves
-settings.clearresearch = Clear Research
+settings.clearsaves = I-Clear Saves
+settings.clearresearch = I-Clear Research
settings.clearresearch.confirm = Sigurado ka bang gusto mong i-clear ang lahat ng iyong campaign research?
settings.clearcampaignsaves = Tanggalin ang mga Campaign Save
settings.clearcampaignsaves.confirm = Sigurado ka bang gusto mong i-clear ang lahat ng iyong mga campaign save?
@@ -898,87 +943,88 @@ lastaccessed = [lightgray]Last Accessed: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap =
-stat.description = Purpose
+stat.description = Layunin
stat.input = Input
stat.output = Output
-stat.maxefficiency = Max Efficiency
-stat.booster = Booster
-stat.tiles = Required Tiles
-stat.affinities = Affinities
-stat.opposites = Opposites
-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.maxefficiency = Max ng Kahusayan
+stat.booster = Pampalakas
+stat.tiles = Kinakailangan mga Tiles
+stat.affinities = Pagkakaugnay
+stat.opposites = Kabaligtaran
+stat.powercapacity = Kapasidad ng Kuryente
+stat.powershot = Kuryente/Putok
+stat.damage = Pinsala
+stat.targetsair = Tinatarget ng mga Air
+stat.targetsground = Tinatarget ng mga Ground
+stat.itemsmoved = Bilis ng Pag-galaw
+stat.launchtime = Oras sa pagitan ng mga launches
+stat.shootrange = Saklaw
+stat.size = Laki
+stat.displaysize = Laki ng Display
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.powerrange = Saklaw ng Kuryente
+stat.linkrange = Saklaw ng Link
+stat.instructions = Tagubilin
+stat.powerconnections = Max na Koneksyon
+stat.poweruse = Ginagamit ng Kuryente
+stat.powerdamage = Kuryente/Pinsala
+stat.itemcapacity = Kapasidad ng mga Aytem
+stat.memorycapacity = Kapasidad ng Memorya
+stat.basepowergeneration = Pagbuo ng Kuryente
+stat.productiontime = Oras ng Produksyon
stat.repairtime = Block Full Repair Time
-stat.repairspeed = Repair Speed
-stat.weapons = Weapons
-stat.bullet = Bullet
+stat.repairspeed = Bilis ng pagkumpuni
+stat.weapons = Armas
+stat.bullet = Bala
stat.moduletier = Module Tier
-stat.unittype = Unit Type
-stat.speedincrease = Speed Increase
-stat.range = Range
-stat.drilltier = Drillables
-stat.drillspeed = Base Drill Speed
-stat.boosteffect = Boost Effect
+stat.unittype = Uri ng mga Unit
+stat.speedincrease = Pag-taas ng bilis
+stat.range = Saklaw
+stat.drilltier = Mga Drillable
+stat.drillspeed = Base na Bilis ng Drill
+stat.boosteffect = Epekto ng Lakas
stat.maxunits = Max Active Units
stat.health = Health
-stat.armor = Armor
-stat.buildtime = Build Time
+stat.armor = Baluti
+stat.buildtime = Oras ng pagbuo
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.buildcost = Gastos ng pagbuo
+stat.inaccuracy = Ang Inaccuracy
+stat.shots = Mga Putok
+stat.reload = Putok/Segundo
+stat.ammo = Mga Bala
+stat.shieldhealth = Health ng Kalasag
+stat.cooldowntime = Oras ng Cooldown
+stat.explosiveness = Pagkasabog
stat.basedeflectchance = Base Deflect Chance
-stat.lightningchance = Lightning Chance
-stat.lightningdamage = Lightning Damage
-stat.flammability = Flammability
-stat.radioactivity = Radioactivity
+stat.lightningchance = Pagkakataon ng Lightning
+stat.lightningdamage = Pinsala ng Lightning
+stat.flammability = Pagkasunog
+stat.radioactivity = Radyaktibidad
stat.charge = Charge
-stat.heatcapacity = HeatCapacity
-stat.viscosity = Viscosity
-stat.temperature = Temperature
-stat.speed = Speed
-stat.buildspeed = Build Speed
-stat.minespeed = Mine Speed
+stat.heatcapacity = Kapasidad ng Init
+stat.viscosity = Lagkit
+stat.temperature = Temperatura
+stat.speed = Bilis
+stat.buildspeed = Bilis ng Pag-buo
+stat.minespeed = Bilis ng Pagmimina
stat.minetier = Mine Tier
-stat.payloadcapacity = Payload Capacity
-stat.abilities = Abilities
-stat.canboost = Can Boost
-stat.flying = Flying
-stat.ammouse = Ammo Use
-stat.ammocapacity = Ammo Capacity
-stat.damagemultiplier = Damage Multiplier
-stat.healthmultiplier = Health Multiplier
-stat.speedmultiplier = Speed Multiplier
-stat.reloadmultiplier = Reload Multiplier
-stat.buildspeedmultiplier = Build Speed Multiplier
+stat.payloadcapacity = Kapasidad ng Payload
+stat.abilities = Mga Abilidad
+stat.canboost = Maaaring Magpalakas
+stat.flying = Maaring Maglipad
+stat.ammouse = Paggamit ng Bala
+stat.ammocapacity = Kapasidad ng Bala
+stat.damagemultiplier = Multiplier ng Pinsala
+stat.healthmultiplier = Multiplier ng Health
+stat.speedmultiplier = Multiplier ng Bilis
+stat.reloadmultiplier = Multiplier ng BReload
+stat.buildspeedmultiplier = Multiplier ng Bilis ng Pag-buo
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1011,43 +1057,48 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
+ability.stat.maxtargets = [stat]{0}[lightgray] max ng mga target
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.stat.damagereduction = [stat]{0}%[lightgray] pagbabawas ng pinsala
+ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min ng bilis
+ability.stat.duration = [stat]{0} sec[lightgray] na tagal
+ability.stat.buildtime = [stat]{0} sec[lightgray] oras na pagbuo
-bar.onlycoredeposit = Only Core Depositing Allowed
+bar.onlycoredeposit = Pinapayag lang ang Cire Depositing
-bar.drilltierreq = Better Drill Required
-bar.noresources = Missing Resources
-bar.corereq = Core Base Required
-bar.corefloor = Core Zone Tile Required
-bar.cargounitcap = Cargo Unit Cap Reached
-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}
-bar.poweroutput = Power Output: {0}
-bar.powerlines = Connections: {0}/{1}
-bar.items = Items: {0}
-bar.capacity = Capacity: {0}
+bar.drilltierreq = Kinakailangan ang Mas mahusay na Drill
+bar.nobatterypower = Insufficient Battery Power
+bar.noresources = Walang mga Kinakailangang Resources
+bar.corereq = Kinakailangang Core Base
+bar.corefloor = Kinakailangang Tile ng Core Zone
+bar.cargounitcap = Naabot ng Limit ng Cargo Unit
+bar.drillspeed = Bilis ng Drill: {0}/s
+bar.pumpspeed = Bilis ng Pump: {0}/s
+bar.efficiency = Kahusayan: {0}%
+bar.boost = Palakas: +{0}%
+bar.powerbuffer = Batteries: {0}/{1}
+bar.powerbalance = Kuryente: {0}/s
+bar.powerstored = Nakaimbak: {0}/{1}
+bar.poweramount = Kuryente: {0}
+bar.poweroutput = Output ng Kuryente: {0}
+bar.powerlines = Mga Connection: {0}/{1}
+bar.items = Aytems: {0}
+bar.capacity = Kapasidad: {0}
bar.unitcap = {0} {1}/{2}
-bar.liquid = Liquid
-bar.heat = Heat
+bar.liquid = Likido
+bar.heat = Init
+bar.cooldown = Cooldown
+
bar.instability = Instability
-bar.heatamount = Heat: {0}
-bar.heatpercent = Heat: {0} ({1}%)
-bar.power = Power
-bar.progress = Build Progress
+bar.heatamount = Init: {0}
+bar.heatpercent = Init: {0} ({1}%)
+bar.power = Kuryente
+bar.progress = Progress ng Bumuo
bar.loadprogress = Progress
bar.launchcooldown = Launch Cooldown
bar.input = Input
@@ -1067,6 +1118,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1075,6 +1127,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
bullet.reload = [stat]{0}[lightgray]x fire rate
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocks
unit.blockssquared = blocks²
@@ -1082,31 +1136,32 @@ unit.powersecond = mga yunit ng kuryente/segundo
unit.tilessecond = tile/segundo
unit.liquidsecond = mga yunit ng likido/segundo
unit.itemssecond = aytem/segundo
-unit.liquidunits = liquid units
-unit.powerunits = power units
-unit.heatunits = heat units
-unit.degrees = degrees
-unit.seconds = seconds
+unit.liquidunits = mga yunit ng likido
+unit.powerunits = mga yunit ng kuryente
+unit.heatunits = mga yunit ng init
+unit.degrees = digri
+unit.seconds = segundo
unit.minutes = mins
-unit.persecond = /sec
+unit.persecond = /seg
unit.perminute = /min
-unit.timesspeed = x speed
+unit.timesspeed = x bilis
+unit.multiplier = x
unit.percent = %
-unit.shieldhealth = shield health
-unit.items = items
+unit.shieldhealth = health ng kalasag
+unit.items = aytems
unit.thousands = k
unit.millions = mil
unit.billions = bil
unit.shots = shots
unit.pershot = /shot
-category.purpose = Purpose
-category.general = General
-category.power = Power
-category.liquids = Liquids
-category.items = Items
+category.purpose = Ang Purpose
+category.general = Pangkalahatan
+category.power = Kuryente
+category.liquids = Mga Likido
+category.items = Mga Aytem
category.crafting = Input/Output
category.function = Function
-category.optional = Optional Enhancements
+category.optional = Opsyonal na mga enchantment
setting.alwaysmusic.name = Always Play Music
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
setting.skipcoreanimation.name = Laktawan ang Core Launch/Land Animation
@@ -1120,7 +1175,7 @@ setting.backgroundpause.name = Pause In Background
setting.buildautopause.name = Auto-Pause Building
setting.doubletapmine.name = Double-Tap to Mine
setting.commandmodehold.name = Hold For Command Mode
-setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
+setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
setting.modcrashdisable.name = Huwag paganahin ang Mods Sa Startup Crash
setting.animatedwater.name = Animated Fluids
setting.animatedshields.name = Animated Shields
@@ -1135,18 +1190,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Scaling[lightgray] (restart required)[]
setting.uiscale.description = Kinakailangan ang pag-restart upang mailapat ang mga pagbabago.
setting.swapdiagonal.name = Palaging Diagonal na Placement
-setting.difficulty.training = Training
-setting.difficulty.easy = Easy
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Hard
-setting.difficulty.insane = Insane
-setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = I-Display Effects
setting.destroyedblocks.name = Ipakita ang mga Nawasak na Block
setting.blockstatus.name = I-Display Block Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Pathfinding ng Conveyor Placement
setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Save Interval
@@ -1173,11 +1223,13 @@ setting.mutemusic.name = Mute Music
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Mag-send ng Anonymous Crash Reports
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Auto-Create Saves
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Player Limit
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Ipakita Player Bubble Chat
setting.showweather.name = Show Weather Graphics
@@ -1230,6 +1282,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
@@ -1267,11 +1320,11 @@ keybind.menu.name = Menu
keybind.pause.name = Pause
keybind.pause_building.name = Pause/Resume Building
keybind.minimap.name = Minimap
-keybind.planet_map.name = Planet Map
-keybind.research.name = Research
-keybind.block_info.name = Block Info
+keybind.planet_map.name = Mapa ng Planeta
+keybind.research.name = Mga Research
+keybind.block_info.name = Info ng Block
keybind.chat.name = Chat
-keybind.player_list.name = Player List
+keybind.player_list.name = Lista ng mga Players
keybind.console.name = Console
keybind.rotate.name = Rotate
keybind.rotateplaced.name = Rotate Existing (Hold)
@@ -1307,12 +1360,16 @@ rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Waves
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1328,12 +1385,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wave Spacing:[lightgray] (sec)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
@@ -1342,65 +1401,74 @@ rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
rules.waitForWaveToEnd = Waves Wait for Enemies
rules.wavelimit = Map Ends After Wave
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
-rules.unitammo = Units Require Ammo
-rules.enemyteam = Enemy Team
-rules.playerteam = Player Team
+rules.unitammo = Mga yunit nangangailangan ng Munisyon
+rules.enemyteam = Pangkat ng mga Kaaway
+rules.playerteam = Pangkat ng Player
rules.title.waves = Waves
rules.title.resourcesbuilding = Resources & Building
-rules.title.enemy = Enemies
-rules.title.unit = Units
+rules.title.enemy = Mga Kaaway
+rules.title.unit = Mga Yunit
rules.title.experimental = Experimental
-rules.title.environment = Environment
-rules.title.teams = Teams
-rules.title.planet = Planet
+rules.title.environment = Kapaligiran
+rules.title.teams = Mga Team
+rules.title.planet = Planeta
rules.lighting = Lighting
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
rules.ambientlight = Ambient Light
-rules.weather = Weather
+rules.weather = Panahon
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
-content.item.name = Items
-content.liquid.name = Liquids
-content.unit.name = Units
-content.block.name = Blocks
-content.status.name = Status Effects
-content.sector.name = Sectors
-content.team.name = Factions
+content.item.name = Aytems
+content.liquid.name = Likido
+content.unit.name = Yunits
+content.block.name = Mga Block
+content.status.name = Status ng mga Epekto
+content.sector.name = Mga Sector
+content.team.name = Mga Faction
wallore = (Wall)
-item.copper.name = Copper
-item.lead.name = Lead
+item.copper.name = Tanso
+item.lead.name = Tingga
+
item.coal.name = Coal
-item.graphite.name = Graphite
-item.titanium.name = Titanium
+item.graphite.name = Grapayt
+item.titanium.name = Titanyo
item.thorium.name = Thorium
-item.silicon.name = Silicon
+item.silicon.name = Silikon
item.plastanium.name = Plastanium
-item.phase-fabric.name = Phase Fabric
+item.phase-fabric.name = Phase Pabriko
item.surge-alloy.name = Surge Alloy
item.spore-pod.name = Spore Pod
-item.sand.name = Sand
+item.sand.name = Buhangin
item.blast-compound.name = Blast Compound
item.pyratite.name = Pyratite
item.metaglass.name = Metaglass
-item.scrap.name = Scrap
+item.scrap.name = Piraso
item.fissile-matter.name = Fissile Matter
-item.beryllium.name = Beryllium
+item.beryllium.name = Berilyo
item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
-liquid.water.name = Water
+liquid.water.name = Tubig
liquid.slag.name = Slag
-liquid.oil.name = Oil
-liquid.cryofluid.name = Cryofluid
+liquid.oil.name = Langis
+liquid.cryofluid.name = Lamigtubig
+
liquid.neoplasm.name = Neoplasm
liquid.arkycite.name = Arkycite
liquid.gallium.name = Gallium
@@ -1466,24 +1534,24 @@ unit.evoke.name = Evoke
unit.incite.name = Incite
unit.emanate.name = Emanate
unit.manifold.name = Manifold
-unit.assembly-drone.name = Assembly Drone
+unit.assembly-drone.name = Drone sa Paggagawa
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.cliff.name = Cliff
-block.sand-boulder.name = Sand Boulder
-block.basalt-boulder.name = Basalt Boulder
-block.grass.name = Grass
+block.sand-boulder.name = Batong Buhangin
+block.basalt-boulder.name = Batong Basalt
+block.grass.name = Damo
block.molten-slag.name = Slag
block.pooled-cryofluid.name = Cryofluid
-block.space.name = Space
-block.salt.name = Salt
-block.salt-wall.name = Salt Wall
+block.space.name = Kalawakan
+block.salt.name = Asin
+block.salt-wall.name = Asin na Pader
block.pebbles.name = Pebbles
block.tendrils.name = Tendrils
-block.sand-wall.name = Sand Wall
+block.sand-wall.name = Buhangin na Pader
block.spore-pine.name = Spore Pine
-block.spore-wall.name = Spore Wall
+block.spore-wall.name = Spore na Pader
block.boulder.name = Boulder
block.snow-boulder.name = Snow Boulder
block.snow-pine.name = Snow Pine
@@ -1493,32 +1561,35 @@ block.moss.name = Moss
block.shrubs.name = Shrubs
block.spore-moss.name = Spore Moss
block.shale-wall.name = Shale Wall
-block.scrap-wall.name = Scrap Wall
-block.scrap-wall-large.name = Malaking Scrap Wall
-block.scrap-wall-huge.name = Masmalaking Scrap Wall
-block.scrap-wall-gigantic.name = Pinakamalaking Scrap Wall
+block.scrap-wall.name = Pirasong Pader
+block.scrap-wall-large.name = Malaking Pirasong Pader
+block.scrap-wall-huge.name = Masmalaking Pirasong Pader
+block.scrap-wall-gigantic.name = Pinakamalaking Pirasong Pader
block.thruster.name = Thruster
block.kiln.name = Kiln
-block.graphite-press.name = Graphite Press
+block.graphite-press.name = Grapayt Press
block.multi-press.name = Multi-Press
block.constructing = {0} [lightgray](Constructing)
block.spawn.name = Enemy Spawn
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Core: Shard
block.core-foundation.name = Core: Foundation
block.core-nucleus.name = Core: Nucleus
-block.deep-water.name = Deep Water
-block.shallow-water.name = Water
-block.tainted-water.name = Tainted Water
-block.deep-tainted-water.name = Deep Tainted Water
-block.darksand-tainted-water.name = Dark Sand Tainted Water
+block.deep-water.name = Malalim ng Tubig
+block.shallow-water.name = Tubig
+block.tainted-water.name = Bahid ng Tubig
+block.deep-tainted-water.name = Malalim na bahid ng tubig
+block.darksand-tainted-water.name = Madilim na buhangin na may bahid ng tubig
block.tar.name = Tar
-block.stone.name = Stone
-block.sand-floor.name = Sand
-block.darksand.name = Dark Sand
-block.ice.name = Ice
+block.stone.name = Bato
+block.sand-floor.name = Buhangin
+block.darksand.name = Madilim na Buhangin
+
+block.ice.name = Yelo
block.snow.name = Snow
block.crater-stone.name = Craters
-block.sand-water.name = Sand water
+block.sand-water.name = Buhangin na Tubig
block.darksand-water.name = Dark Sand Water
block.char.name = Char
block.dacite.name = Dacite
@@ -1526,107 +1597,107 @@ block.rhyolite.name = Rhyolite
block.dacite-wall.name = Dacite Wall
block.dacite-boulder.name = Dacite Boulder
block.ice-snow.name = Ice Snow
-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 = Pader na Bato
+block.ice-wall.name = Pader na Yelo
+block.snow-wall.name = Pader na Niyebe
+block.dune-wall.name = Pader ng Dune
block.pine.name = Pine
-block.dirt.name = Dirt
-block.dirt-wall.name = Dirt Wall
-block.mud.name = Mud
-block.white-tree-dead.name = White Tree Dead
-block.white-tree.name = White Tree
-block.spore-cluster.name = Spore Cluster
-block.metal-floor.name = Metal Floor 1
-block.metal-floor-2.name = Metal Floor 2
-block.metal-floor-3.name = Metal Floor 3
-block.metal-floor-4.name = Metal Floor 4
-block.metal-floor-5.name = Metal Floor 4
-block.metal-floor-damaged.name = Metal Floor Damaged
-block.dark-panel-1.name = Dark Panel 1
-block.dark-panel-2.name = Dark Panel 2
-block.dark-panel-3.name = Dark Panel 3
-block.dark-panel-4.name = Dark Panel 4
-block.dark-panel-5.name = Dark Panel 5
-block.dark-panel-6.name = Dark Panel 6
-block.dark-metal.name = Dark Metal
+block.dirt.name = Dumi
+block.dirt-wall.name = Pader ng Dumi
+block.mud.name = Putik
+block.white-tree-dead.name = Namatay na Puting Puno
+block.white-tree.name = Puting Puno
+block.spore-cluster.name = Kumpol ng Spore
+block.metal-floor.name = Bakal na Sahig 1
+block.metal-floor-2.name = Bakal na Sahig 2
+block.metal-floor-3.name = Bakal na Sahig 3
+block.metal-floor-4.name = Bakal na Sahig 4
+block.metal-floor-5.name = Bakal na Sahig 4
+block.metal-floor-damaged.name = Wasak na Bakal na Sahig
+block.dark-panel-1.name = Madilim na Panel 1
+block.dark-panel-2.name = Madilim na Panel 2
+block.dark-panel-3.name = Madilim na Panel 3
+block.dark-panel-4.name = Madilim na Panel 4
+block.dark-panel-5.name = Madilim na Panel 5
+block.dark-panel-6.name = Madilim na Panel
+block.dark-metal.name = Madilim na Bakal
block.basalt.name = Basalt
-block.hotrock.name = Hot Rock
-block.magmarock.name = Magma Rock
-block.copper-wall.name = Copper Wall
-block.copper-wall-large.name = Malaking Copper Wall
-block.titanium-wall.name = Titanium Wall
-block.titanium-wall-large.name = Malaking Titanium Wall
-block.plastanium-wall.name = Plastanium Wall
-block.plastanium-wall-large.name = Malaking Plastanium Wall
-block.phase-wall.name = Phase Wall
-block.phase-wall-large.name = Malaking Phase Wall
-block.thorium-wall.name = Thorium Wall
-block.thorium-wall-large.name = Malaking Thorium Wall
-block.door.name = Door
-block.door-large.name = Malaking Door
+block.hotrock.name = Mainit na Bato
+block.magmarock.name = Batong Magma
+block.copper-wall.name = Tanso na Pader
+block.copper-wall-large.name = Malaking Tanso na Pader
+block.titanium-wall.name = Titanyo na Pader
+block.titanium-wall-large.name = Malaking Titanyo na Pader
+block.plastanium-wall.name = Plastanium na Pader
+block.plastanium-wall-large.name = Malaking Plastanium na Pader
+block.phase-wall.name = Phase na Pader
+block.phase-wall-large.name = Malaking Phase na Pader
+block.thorium-wall.name = Thorium na Pader
+block.thorium-wall-large.name = Malaking Thorium na Pader
+block.door.name = Pinto
+block.door-large.name = Malaking Pinto
block.duo.name = Duo
block.scorch.name = Scorch
block.scatter.name = Scatter
block.hail.name = Hail
block.lancer.name = Lancer
block.conveyor.name = Conveyor
-block.titanium-conveyor.name = Titanium Conveyor
-block.plastanium-conveyor.name = Plastanium Conveyor
-block.armored-conveyor.name = Armored Conveyor
+block.titanium-conveyor.name = Titanyo na Conveyor
+block.plastanium-conveyor.name = Plastanium na Conveyor
+block.armored-conveyor.name = Nakabaluti na Conveyor
block.junction.name = Junction
block.router.name = Router
-block.distributor.name = Distributor
+block.distributor.name = Distribyutor
block.sorter.name = Sorter
block.inverted-sorter.name = Inverted Sorter
-block.message.name = Message
-block.reinforced-message.name = Reinforced Message
-block.world-message.name = World Message
+block.message.name = Mensahe
+block.reinforced-message.name = Pinatibay na Mensahe
+block.world-message.name = Mensahe ng Mundo
block.world-switch.name = World Switch
block.illuminator.name = Illuminator
block.overflow-gate.name = Overflow Gate
block.underflow-gate.name = Underflow Gate
-block.silicon-smelter.name = Silicon Smelter
+block.silicon-smelter.name = Silikon na Smelter
block.phase-weaver.name = Phase Weaver
block.pulverizer.name = Pulverizer
block.cryofluid-mixer.name = Cryofluid Mixer
-block.melter.name = Melter
+block.melter.name = Pangtunaw
block.incinerator.name = Incinerator
block.spore-press.name = Spore Press
-block.separator.name = Separator
+block.separator.name = Panghiwalay
block.coal-centrifuge.name = Coal Centrifuge
-block.power-node.name = Power Node
-block.power-node-large.name = Malaking Power Node
-block.surge-tower.name = Surge Tower
-block.diode.name = Battery Diode
-block.battery.name = Battery
-block.battery-large.name = Malaking Battery
+block.power-node.name = Kuryente na Node
+block.power-node-large.name = Malaking Kuryente na Node
+block.surge-tower.name = Tore na Surge
+block.diode.name = Bateryang Diode
+block.battery.name = Baterya
+block.battery-large.name = Malaking Baterya
block.combustion-generator.name = Combustion Generator
block.steam-generator.name = Steam Generator
block.differential-generator.name = Differential Generator
block.impact-reactor.name = Impact Reactor
-block.mechanical-drill.name = Mechanical Drill
-block.pneumatic-drill.name = Pneumatic Drill
+block.mechanical-drill.name = Mekanikal na Drill
+block.pneumatic-drill.name = Niyumatik na Drill
block.laser-drill.name = Laser Drill
block.water-extractor.name = Water Extractor
block.cultivator.name = Cultivator
-block.conduit.name = Conduit
-block.mechanical-pump.name = Mechanical Pump
-block.item-source.name = Item Source
-block.item-void.name = Item Void
-block.liquid-source.name = Liquid Source
-block.liquid-void.name = Liquid Void
-block.power-void.name = Power Void
-block.power-source.name = Power Source
-block.unloader.name = Unloader
+block.conduit.name = Tubo
+block.mechanical-pump.name = Mekanikal na Pump
+block.item-source.name = Pinagmulan ng Aytem
+block.item-void.name = Void ng Aytem
+block.liquid-source.name = Pinagmulan ng Likido
+block.liquid-void.name = Void ng Likido
+block.power-void.name = Void ng Kuryente
+block.power-source.name = Pinagmulan ng Kuryente
+block.unloader.name = Diskargahan
block.vault.name = Vault
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.phase-conveyor.name = Phase na Conveyor
+block.bridge-conveyor.name = Tulay ng Conveyor
block.plastanium-compressor.name = Plastanium Compressor
block.pyratite-mixer.name = Pyratite Mixer
block.blast-mixer.name = Blast Mixer
@@ -1635,14 +1706,14 @@ block.solar-panel-large.name = Large Solar Panel
block.oil-extractor.name = Oil Extractor
block.repair-point.name = Repair Point
block.repair-turret.name = Repair Turret
-block.pulse-conduit.name = Pulse Conduit
-block.plated-conduit.name = Plated Conduit
-block.phase-conduit.name = Phase Conduit
-block.liquid-router.name = Liquid Router
-block.liquid-tank.name = Liquid Tank
-block.liquid-container.name = Liquid Container
-block.liquid-junction.name = Liquid Junction
-block.bridge-conduit.name = Bridge Conduit
+block.pulse-conduit.name = Pulse na Conduit
+block.plated-conduit.name = Plated na Conduit
+block.phase-conduit.name = Phase na Conduit
+block.liquid-router.name = Likidong Router
+block.liquid-tank.name = Likidong Tangke
+block.liquid-container.name = Likidong Lalagyan
+block.liquid-junction.name = Likidong Junction
+block.bridge-conduit.name = Tubong Tulay
block.rotary-pump.name = Rotary Pump
block.thorium-reactor.name = Thorium Reactor
block.mass-driver.name = Mass Driver
@@ -1652,12 +1723,12 @@ block.thermal-generator.name = Thermal Generator
block.surge-smelter.name = Surge Smelter
block.mender.name = Mender
block.mend-projector.name = Mend Projector
-block.surge-wall.name = Surge Wall
-block.surge-wall-large.name = Malaking Surge Wall
+block.surge-wall.name = Surge na Pader
+block.surge-wall-large.name = Malaking Surge na Pader
block.cyclone.name = Cyclone
block.fuse.name = Fuse
-block.shock-mine.name = Shock Mine
-block.overdrive-projector.name = Overdrive Projector
+block.shock-mine.name = Mina ng Kuryente
+block.overdrive-projector.name = Projector ng Overdrive
block.force-projector.name = Force Projector
block.arc.name = Arc
block.rtg-generator.name = RTG Generator
@@ -1666,10 +1737,12 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Container
block.launch-pad.name = Launch Pad
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
-block.ground-factory.name = Ground Factory
-block.air-factory.name = Air Factory
-block.naval-factory.name = Naval Factory
+block.ground-factory.name = Pabrika ng Lupa
+block.air-factory.name = Pabrika ng Langit
+block.naval-factory.name = Pabrika ng Pandagat
block.additive-reconstructor.name = Additive Reconstructor
block.multiplicative-reconstructor.name = Multiplicative Reconstructor
block.exponential-reconstructor.name = Exponential Reconstructor
@@ -1760,6 +1833,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1807,6 +1881,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2032,6 +2107,10 @@ block.phase-wall.description = Isang pader na pinahiran ng espesyal na phase-bas
block.phase-wall-large.description = Isang pader na pinahiran ng espesyal na phase-based na reflective compound. Pinapalihis ang karamihan sa mga bala kapag natamaan.\nGumagamit ng maraming tile.
block.surge-wall.description = Isang napakatibay na defensive block.\nNagpapalaki ng singil sa bullet contact, na ilalabas ito nang random.
block.surge-wall-large.description = Isang napakatibay na defensive block.\nBumubuo ng singil sa bullet contact, ilalabas ito nang random.\nGumagamit ng maraming tile.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Isang maliit na pinto. Maaaring buksan o isara sa pamamagitan ng pag-tap.
block.door-large.description = Isang malaking pinto. Maaaring buksan at isara sa pamamagitan ng pag-tap.\nSpans maramihang mga tile.
block.mender.description = Pana-panahong nag-aayos ng mga blocks sa paligid nito. Pinapanatiling maayos ang mga depensa sa pagitan ng mga alon.\nOpsyonal na gumagamit ng silicon upang palakasin ang saklaw at kahusayan.
@@ -2065,26 +2144,26 @@ block.liquid-tank.description = Stores a large amount of liquids. Use for creati
block.liquid-junction.description = Acts as a bridge for two crossing conduits. Useful in situations with two different conduits carrying different liquids to different locations.
block.bridge-conduit.description = Advanced liquid transport block. Allows transporting liquids over up to 3 tiles of any terrain or building.
block.phase-conduit.description = Advanced liquid transport block. Uses power to teleport liquids to a connected phase conduit over several tiles.
-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 = An extremely long-range power node with fewer available connections.
-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 = Stores power as a buffer in times of surplus energy. Outputs power in times of deficit.
-block.battery-large.description = Stores much more power 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 = An advanced combustion generator. More efficient, but requires additional water for generating steam.
-block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
-block.rtg-generator.description = A simple, reliable generator. 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 = A significantly more efficient version of 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. Power output depends on fullness, with base power generated at full capacity.
-block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
-block.mechanical-drill.description = A cheap drill. When placed on appropriate tiles, 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.power-node.description = Nagpapadala ng kuryente sa mga konektadong node. Ang node ay makakatanggap ng kuryente mula sa o magsu-supply ng kuryente sa anumang katabing block.
+block.power-node-large.description = Isang advanced na node na may mas malawak na hanay.
+block.surge-tower.description = Isang napakahabang kuryente na node, pero mas kaunting lamang magagamit na mga koneksyon.
+block.diode.description = Ang kuryente ng baterya ay maaaring dumaloy sa block na to sa isang direksyon lamang, ngunit kung ang kabilang panig ay may mas kaunting kuryenteng nakaimbak.
+block.battery.description = Nag-iimbak ng Kuryente bilang buffer sa mga oras ng sobrang enerhiya. Nag output ng mga kuryente sa oras ng kakulangan.
+block.battery-large.description = Nag-iimbak ng mas maraming kuryente kaysa sa normal na baterya.
+block.combustion-generator.description = Bumubuo ng kuryente sa pamamagitan ng pagsunog ng mga nasusunog na materyales, tulad ng coal.
+block.thermal-generator.description = Bumubuo ng kuryente sa mga maiinit na lugar.
+block.steam-generator.description = Isang advanced combustion generator. Mas efficient pero nangangailangan ng karagdagang tubig para sa pagbuo ng singaw.
+block.differential-generator.description = Bumubuo ng malaking halaga ng enerhiya. Ginagamit ang pagkakaiba ng temperatura sa pagitan ng cryofluid at nasusunog na pyratite.
+block.rtg-generator.description = Isang simpleng at maaasahang na generator. Gumagamit ng init ng mga nabubulok na radioactive compound upang makagawa ng enerhiya sa mabagal na bilis.
+block.solar-panel.description = Nagbibigay ng kaunting kuryente mula sa araw.
+block.solar-panel-large.description = Isang makabuluhang mas efficient na bersyon ng karaniwang solar panel.
+block.thorium-reactor.description = Bumubuo ng malaking halaga ng kuryente mula sa thorium. Nangangailangan ng patuloy na lamigin gamit ang cryofluid. Marahas na sasabog kung hindi sapat ang dami ng coolant na ibinibigay. Ang output ng kuryente ay depende sa kapunuan, na may base na kuryente na nabuo sa buong kapasidad.
+block.impact-reactor.description = Isang advanced na generator, na may kakayahang lumikha ng napakalaking halaga ng kuryente sa pinakamataas na efficiency. Nangangailangan lang ng makabuluhang input ng kuryente upang masimulan ang proseso.
+block.mechanical-drill.description = Pinaka-mura na drill. Kapag inilagay sa mga appropriate tiles, naglalabas ng items na mabagal na walang katiyakan. Kaya mag drill ng basic resources.
+block.pneumatic-drill.description = Isang upgrade sa nakaraan ng drill, kaya mag drill ang titanyo. Mas mabilis kaysa sa Mekanikal na Drill.
+block.laser-drill.description = Pwede mag drill na mas mabilis lalo na sa teknolohiya ng laser, pero kailangan kuryente. Kaya mag drill ang thorium.
+block.blast-drill.description = Ang pangwakas ng drill na ito. Kailangan ng malaking input sa kuryente.
+block.water-extractor.description = Nag e-extract ng groundwater. Ginagamit sa mga sahig na walang ibabaw na tubig.
block.cultivator.description = Cultivates tiny concentrations of spores in the atmosphere into industry-ready 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.
@@ -2098,7 +2177,9 @@ block.vault.description = Stores a large amount of items of each type. An unload
block.container.description = Stores a small amount of items of each type. An unloader block can be used to retrieve items from the container.
block.unloader.description = Unloads items from any nearby non-transportation block. The type of item to be unloaded can be changed by tapping.
block.launch-pad.description = Launches batches of items without any need for a core launch.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = A small, cheap turret. Useful against ground units.
block.scatter.description = An essential anti-air turret. Sprays clumps of lead, scrap or metaglass flak at enemy units.
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
@@ -2159,6 +2240,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2171,6 +2253,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2291,6 +2374,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2510,3 +2594,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_fr.properties b/core/assets/bundles/bundle_fr.properties
index d7de1682a2..04e78673bc 100644
--- a/core/assets/bundles/bundle_fr.properties
+++ b/core/assets/bundles/bundle_fr.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Activé
mod.disabled = [scarlet]Désactivé
mod.multiplayer.compatible = [gray]Compatible en Multijoueur
mod.disable = Désactiver
+mod.version = Version:
mod.content = Contenu :
mod.delete.error = Impossible de supprimer le mod. Le fichier est probablement en cours d'utilisation.
@@ -196,6 +197,7 @@ campaign.select = Sélectionnez la Campagne de Départ
campaign.none = [lightgray]Sélectionnez votre planète de départ.\nCela peut être changé à tout moment.
campaign.erekir = Contenu récent et mieux travaillé. Une progression dans la campagne assez linéaire.\n\nPlus difficile. Des cartes et une expérience de qualité.
campaign.serpulo = Contenu ancien, l'expérience classique de Mindustry. Avec plus de contenu et de possibilités.\n\nCartes et mécaniques de campagnes possiblement moins équilibrées. Moins travaillé.
+campaign.difficulty = Difficulty
completed = [accent]Complété
techtree = Arbre technologique
techtree.select = Sélection de l'Arbre technologique
@@ -298,13 +300,14 @@ disconnect.error = Un problème est survenu lors de la connexion.
disconnect.closed = Connexion fermée.
disconnect.timeout = Délai de connexion expiré.
disconnect.data = Les données du monde n'ont pas pu être chargées !
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Impossible de rejoindre ([accent]{0}[]).
connecting = [accent]Connexion...
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.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Erreur lors de l'hébergement du serveur.
save.new = Nouvelle sauvegarde
save.overwrite = Êtes-vous sûr de vouloir\nécraser cette sauvegarde ?
@@ -357,6 +360,7 @@ command.enterPayload = Entrer dans Bloc de Transport
command.loadUnits = Transporter Unités
command.loadBlocks = Transporter Blocs
command.unloadPayload = Poser Chargement
+command.loopPayload = Loop Unit Transfer
stance.stop = Annuler les Ordres
stance.shoot = Ordre: Tirer
stance.holdfire = Ordre: Ne pas Tirer
@@ -500,6 +504,7 @@ waves.units.show = Afficher tout
wavemode.counts = compte
wavemode.totals = totaux
wavemode.health = santé
+all = All
editor.default = [lightgray]
details = Détails...
@@ -670,7 +675,6 @@ requirement.capture = Capturer {0}
requirement.onplanet = Contrôler le Secteur sur {0}
requirement.onsector = Atterrir sur le Secteur: {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 le chargement
@@ -722,14 +726,18 @@ loadout = Chargement
resources = Ressources
resources.max = Max
bannedblocks = Blocs bannis
+unbannedblocks = Unbanned Blocks
objectives = Objectifs
bannedunits = Unités bannies
+unbannedunits = Unbanned Units
bannedunits.whitelist = Unités bannies en tant que liste blanche
bannedblocks.whitelist = Blocs bannis en tant que liste blanche
addall = Ajouter TOUT
launch.from = Décollage depuis : [accent]{0}
launch.capacity = Capacité de Lancement d'Objets : [accent]{0}
launch.destination = Destination : {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = La quantité doit être un nombre compris entre 0 et {0}.
add = Ajouter
guardian = Gardien
@@ -744,6 +752,7 @@ error.mapnotfound = Fichier de carte introuvable !
error.io = Erreur de Réseau (I/O)
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.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Pluie
weather.snowing.name = Neige
@@ -768,7 +777,9 @@ sectors.stored = Stockage :
sectors.resume = Reprendre
sectors.launch = Décoller
sectors.select = Sélectionner
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]Vide (soleil)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Renommer le secteur
sectors.enemybase = [scarlet]Base ennemie
sectors.vulnerable = [scarlet]Vulnérable
@@ -795,6 +806,11 @@ threat.medium = Normale
threat.high = Grande
threat.extreme = Extrême
threat.eradication = Éradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planètes
@@ -817,9 +833,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Un endroit optimal pour commencer. Avec une menace ennemie faible et peu de ressources disponibles.\nRassemblez 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 apprenez à utiliser les bâtiments de soin.
@@ -839,6 +865,18 @@ sector.impact0078.description = Ici reposent les vestiges d'un vaisseau de trans
sector.planetaryTerminal.description = La cible finale.\n\nCette base côtière contient une structure capable de propulser 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 propulsion.
sector.coastline.description = Des restes d’unités navales ont été détectés à cet endroit. Repoussez les attaques ennemies, capturez ce secteur, et obtenez cette technologie.
sector.navalFortress.description = L’ennemi a établi une base sur une île isolée, avec des défenses naturelles. Détruisez cet avant-poste. Acquérez leur technologie navale avancée.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
@@ -1005,6 +1043,7 @@ stat.buildspeedmultiplier = Multiplicateur de vitesse de construction
stat.reactive = Réactions
stat.immunities = Immunités
stat.healing = Guérison
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Champ de Force
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1037,6 +1076,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1050,6 +1090,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
bar.drilltierreq = Meilleure Foreuse Requise
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Ressources manquantes
bar.corereq = Noyau de base requis
bar.corefloor = Tuiles de Zone de Noyau requis
@@ -1058,6 +1099,7 @@ bar.drillspeed = Vitesse de Forage: {0}/s
bar.pumpspeed = Vitesse de Pompage: {0}/s
bar.efficiency = Efficacité: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Énergie: {0}/s
bar.powerstored = Réserves d'Énergie: {0}/{1}
bar.poweramount = Énergie: {0}
@@ -1068,6 +1110,7 @@ bar.capacity = Capacité: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Liquides
bar.heat = Chaleur
+bar.cooldown = Cooldown
bar.instability = Instabilité
bar.heatamount = Chaleur: {0}
bar.heatpercent = Chaleur: {0} ({1}%)
@@ -1092,6 +1135,7 @@ bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire:
bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation:
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] recul
bullet.pierce = [stat]{0}[lightgray]x perçant
bullet.infinitepierce = [stat]perçant
@@ -1100,6 +1144,8 @@ bullet.healamount = [stat]{0}[lightgray] réparation directe
bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions
bullet.reload = [stat]{0}[lightgray]% vitesse de tir
bullet.range = [stat]{0}[lightgray] blocs de portée
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocs
unit.blockssquared = blocs²
@@ -1116,6 +1162,7 @@ unit.minutes = min
unit.persecond = /sec
unit.perminute = /min
unit.timesspeed = x vitesse
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = santé du bouclier
unit.items = objets
@@ -1160,18 +1207,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Échelle de l'interface
setting.uiscale.description = Redémarrage du jeu nécessaire pour appliquer les changements.
setting.swapdiagonal.name = Autoriser le placement en diagonale
-setting.difficulty.training = Entraînement
-setting.difficulty.easy = Facile
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Difficile
-setting.difficulty.insane = Extrême
-setting.difficulty.name = Difficulté:
setting.screenshake.name = Tremblement de l'Écran
setting.bloomintensity.name = Intensité de l'effet de Bloom
setting.bloomblur.name = Flou de l'effet de Bloom
setting.effects.name = Afficher les Effets
setting.destroyedblocks.name = Afficher les Blocs détruits
setting.blockstatus.name = Afficher le Statut des Blocs
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Placement intelligent des Convoyeurs
setting.sensitivity.name = Sensibilité de la manette
setting.saveinterval.name = Intervalle des Sauvegardes automatiques
@@ -1198,11 +1240,13 @@ setting.mutemusic.name = Couper la Musique
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.communityservers.name = Fetch Community Server List
setting.savecreate.name = Sauvegardes Automatiques
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limite de Joueurs
setting.chatopacity.name = Opacité du Chat
setting.lasersopacity.name = Opacité des Connexions laser
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Opacité des ponts
setting.playerchat.name = Montrer les bulles de discussion des joueurs
setting.showweather.name = Montrer les Effets météo
@@ -1256,6 +1300,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Reconstruire la Zone
keybind.schematic_select.name = Sélectionner une Région
@@ -1334,12 +1379,16 @@ rules.wavetimer = Compte à rebours des vagues
rules.wavesending = Déclenchement des Vagues
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Vagues
rules.airUseSpawns = Air units use spawn points
rules.attack = Mode « Attaque »
rules.buildai = IA de Construction de Base
rules.buildaitier = Niveau de l'IA de Construction de Base
rules.rtsai = IA de RTS [red](WIP)
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Taille Minimale d'une Escouade
rules.rtsmaxsquadsize = Taille Maximale d'une Escouade
rules.rtsminattackweight = Poids Minimum d'une Attaque
@@ -1355,12 +1404,14 @@ rules.unitcostmultiplier = Multiplicateur du coût de fabrication des Unités
rules.unithealthmultiplier = Multiplicateur de Santé des Unités
rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Limite initiale d'Unités actives
rules.limitarea = Limite de la zone de jeu de la Carte
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Temps entre les Vagues :[lightgray] (sec)
rules.initialwavespacing = Temps de Vague Initial :[lightgray] (sec)
rules.buildcostmultiplier = Multiplicateur du prix de construction
@@ -1382,6 +1433,12 @@ rules.title.teams = Équipes
rules.title.planet = Planète
rules.lighting = Éclairage
rules.fog = Brouillard de Guerre
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Feu
rules.anyenv =
rules.explosions = Dégâts d'explosion des Blocs/Unités
@@ -1390,6 +1447,7 @@ rules.weather = Météo
rules.weather.frequency = Fréquence :
rules.weather.always = Permanent
rules.weather.duration = Durée :
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1534,6 +1592,8 @@ block.graphite-press.name = Presse à Graphite
block.multi-press.name = Multi-Presse
block.constructing = {0} [lightgray](En Construction)
block.spawn.name = Point d'Apparition Ennemi
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Noyau: Fragment
block.core-foundation.name = Noyau: Fondation
block.core-nucleus.name = Noyau: Épicentre
@@ -1697,6 +1757,8 @@ block.meltdown.name = Fusion
block.foreshadow.name = Présage
block.container.name = Conteneur
block.launch-pad.name = Rampe de lancement
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Diviseur
block.ground-factory.name = Usine d'Unités Terrestres
block.air-factory.name = Usine d'Unités Aériennes
@@ -1793,6 +1855,7 @@ block.electric-heater.name = Chauffage Électrique
block.slag-heater.name = Chauffage de Scories
block.phase-heater.name = Chauffage Phasé
block.heat-redirector.name = Redirecteur de Chaleur
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Routeur de Chaleur
block.slag-incinerator.name = Incinérateur de Scories
block.carbide-crucible.name = Grande fonderie de Carbure
@@ -1840,6 +1903,7 @@ block.chemical-combustion-chamber.name = Chambre de Combustion Chimique
block.pyrolysis-generator.name = Générateur à Pyrolyse
block.vent-condenser.name = Condenseur à Évent
block.cliff-crusher.name = Broyeur de Parois
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Foreuse à Plasma
block.large-plasma-bore.name = Grande Foreuse à Plasma
block.impact-drill.name = Foreuse à Impact
@@ -2074,6 +2138,10 @@ block.phase-wall.description = Ce mur est moins puissant qu'un mur en thorium, m
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.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
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.
@@ -2140,7 +2208,9 @@ block.vault.description = Stocke un grand nombre d'objets de chaque type. Utilis
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.launch-pad.details = Système suborbital pour le transport point à point de ressources. Les Charges utiles sont fragiles et incapables de survivre à la rentrée atmosphérique.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
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.
@@ -2203,6 +2273,7 @@ block.electric-heater.description = Applique de la chaleur aux structures. Néce
block.slag-heater.description = Applique de la chaleur structures. Nécessite des scories.
block.phase-heater.description = Applique de la chaleur aux structures. Nécessite du tissu phasé.
block.heat-redirector.description = Redirige la chaleur accumulée aux autres blocs.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Répartit la chaleur dans trois directions de sortie.
block.electrolyzer.description = Décompose l'eau en hydrogène et en ozone. Les sorties de chaque gaz sont situées de part et d'autres du bloc, marquées par leur couleur correspondante.
block.atmospheric-concentrator.description = Concentre l'azote retenu dans l'atmosphère. Requiert de la chaleur.
@@ -2215,6 +2286,7 @@ block.vent-condenser.description = Condense les gaz d'évents en eau. Consomme d
block.plasma-bore.description = Lorsqu'il est placé face à un mur de minerai, il produit des matériaux indéfiniment. Requiert peu d'énergie.\nPeut utiliser de l'hydrogène pour booster l'efficacité.
block.large-plasma-bore.description = Une foreuse à plasma plus large. Capable d'extraire du tungstène et du thorium. Nécessite de l'hydrogène et de l'énergie.\nPeut utiliser de l'azote pour booster l'efficacité.
block.cliff-crusher.description = Écrase les murs, produisant du sable indéfiniment. Nécessite de l'énergie. L'efficacité varie en fonction du type de mur.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Lorsqu'il est placé sur du minerai, il produit des matériaux en rafales indéfiniment. Nécessite de l'énergie et de l'eau.
block.eruption-drill.description = Une foreuse à impact améliorée. Capable d'extraire du thorium. Requiert de l'hydrogène.
block.reinforced-conduit.description = Déplace les fluides. N'accepte pas les entrées sans conduit sur les côtés.
@@ -2339,6 +2411,7 @@ unit.emanate.description = Construit des structures pour défendre le Noyau acro
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2578,3 +2651,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_hu.properties b/core/assets/bundles/bundle_hu.properties
index 07661b5d54..09afe2cb77 100644
--- a/core/assets/bundles/bundle_hu.properties
+++ b/core/assets/bundles/bundle_hu.properties
@@ -14,14 +14,14 @@ link.f-droid.description = Listázás az F-Droidon
link.wiki.description = Hivatalos Mindustry wiki
link.suggestions.description = Új funkciók ajánlása
link.bug.description = Találtál egy szoftverhibát? Itt jelentheted
-linkopen = Ez a kiszolgáló egy hivatkozást küldött. Biztos vagy benne, hogy megnyitod?\n\n[sky]{0}
+linkopen = Ez a kiszolgáló egy hivatkozást küldött. Biztosan megnyitod?\nAkár kártékony is lehet!\n\n[sky]{0}
linkfail = Nem sikerült megnyitni a hivatkozást!\nA webcím a vágólapra lett másolva.
screenshot = Képernyőkép mentve ide: {0}
-screenshot.invalid = Túl nagy a pálya, nincs elég memória a képernyőképhez.
+screenshot.invalid = A pálya túl nagy és nem áll rendelkezésre elegendő memória a képernyőkép elkészítéséhez.
gameover = A játéknak vége
gameover.disconnect = A kapcsolat megszakadt
gameover.pvp = A(z)[accent] {0}[] csapat nyert!
-gameover.waiting = [accent]Várakozás a következő pályára...
+gameover.waiting = [accent]Várakozás a következő pályára…
highscore = [accent]Új rekord!
copied = Másolva.
indev.notready = A játéknak ez a része még nincs kész
@@ -32,11 +32,11 @@ load.image = Képek
load.content = Tartalom
load.system = Rendszer
load.mod = Modok
-load.scripts = Szkriptek
+load.scripts = Parancsfájlok
be.update = Új Bleeding Edge verzió áll rendelkezésre:
-be.update.confirm = Letöltöd és újraindítod a játékot?
-be.updating = Frissítés...
+be.update.confirm = Letöltöd és frissíted a játékot?\n\nAmint kész a frissítés, a játék automatikusan újraindul.
+be.updating = Frissítés…
be.ignore = Most nem
be.noupdates = Nem található frissítés.
be.check = Frissítések keresése
@@ -46,7 +46,7 @@ mods.browser.selected = Mod kiválasztása
mods.browser.add = Letöltés
mods.browser.reinstall = Újratelepítés
mods.browser.view-releases = Kiadások megtekintése
-mods.browser.noreleases = [scarlet]Nem találhatóak a kiadások\n[accent]Nem találhatóak kiadások ehhez a modhoz. Nézd meg a tárolóját, hogy vannak-e kiadásai.
+mods.browser.noreleases = [scarlet]Nem találhatók a kiadások\n[accent]Nem találhatók kiadások ehhez a modhoz. Nézd meg a tárolóját, hogy vannak-e kiadásai.
mods.browser.latest = [lightgray][Legújabb]
mods.browser.releases = Kiadások
mods.github.open = Tároló
@@ -55,12 +55,12 @@ mods.browser.sortdate = Rendezés dátum szerint
mods.browser.sortstars = Rendezés értékelés szerint
schematic = Vázlat
-schematic.add = Vázlat mentése...
+schematic.add = Vázlat mentése…
schematics = Vázlatok
-schematic.search = Vázlat keresése...
+schematic.search = Vázlat keresése…
schematic.replace = Már van ilyen nevű vázlat. Lecseréled?
schematic.exists = Már van ilyen nevű vázlat.
-schematic.import = Vázlat importálása...
+schematic.import = Vázlat importálása…
schematic.exportfile = Exportálás fájlba
schematic.importfile = Importálás fájlból
schematic.browseworkshop = Steam Műhely megtekintése
@@ -97,7 +97,7 @@ map.delete = Biztosan törölni akarod a(z) „[accent]{0}[]” nevű pályát?
level.highscore = Legmagasabb pontszám: [accent]{0}
level.select = Szint kiválasztása
level.mode = Játékmód:
-coreattack = < A támaszpont támadás alatt van! >
+coreattack = < A támaszpont támadás alatt áll! >
nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT![] ]\nA megsemmisülés fenyeget!
database = Támaszpont adatbázisa
database.button = Adatbázis
@@ -131,19 +131,20 @@ feature.unsupported = Ez az eszköz nem támogatja ezt a funkciót.
mods.initfailed = [red]⚠[] Az előző Mindustry példány előkészítése nem sikerült. Ezt valószínűleg egy rosszul működő mod okozta.\n\nAz ismételt összeomlások elkerülése érdekében [red]minden mod le lett tiltva.[]
mods = Modok
-mods.none = [lightgray]Nem találhatóak modok!
+mods.none = [lightgray]Nem találhatók modok!
mods.guide = Modkészítési útmutató
mods.report = Hiba jelentése
mods.openfolder = Mappa megnyitása
mods.viewcontent = Tartalom megtekintése
mods.reload = Újratöltés
-mods.reloadexit = A játék most kilép, hogy újratöltse a modokat.
+mods.reloadexit = A játék most kilép, hogy újratöltse a modokat a következő indításkor.
mod.installed = [[Telepítve]
mod.display = [gray]Mod:[orange] {0}
mod.enabled = [lightgray]Aktív
mod.disabled = [red]Inaktív
mod.multiplayer.compatible = [gray]Többjátékos kompatibilis
mod.disable = Letiltás
+mod.version = Verzió:
mod.content = Tartalom:
mod.delete.error = Nem lehet törölni a modot. Lehet, hogy egy másik folyamat használja.
@@ -157,7 +158,7 @@ mod.incompletedependencies = [red]Hiányos függőségek
mod.requiresversion.details = Szükséges játékverzió: [accent]{0}[]\nA játék ezen verziója elavult! A mod működéséhez újabb verzió szükséges (valószínűleg egy béta vagy alfa kiadás).
mod.outdatedv7.details = Ez a mod nem kompatibilis a játék legújabb verziójával! A mod készítőjének frissítenie kell azt és hozzá kell adnia ezt a [accent]mod.json[] fájlhoz: [accent]minGameVersion: 136[].
-mod.blacklisted.details = Ez a mod kézileg feketelistára került, mert a játék összeomlott tőle, vagy más problémát okozott. Ne használd!
+mod.blacklisted.details = Ez a mod automatikusan tiltólistára került, mert a játék összeomlott tőle, vagy más problémát okozott. Ne használd!
mod.missingdependencies.details = Ez a mod függőségeket hiányol: {0}
mod.erroredcontent.details = Ez a mod hibákat okozott a betöltésnél. Kérd meg a mod készítőjét, hogy javítsa őket.
mod.circulardependencies.details = Ennek a modnak egymástól függő függőségei vannak.
@@ -166,9 +167,10 @@ mod.incompletedependencies.details = Ez a mod nem tölthető be az érvénytelen
mod.requiresversion = Szükséges játékverzió: [red]{0}[]
mod.errors = Hiba történt a tartalom betöltése közben.
-mod.noerrorplay = [red]Hibákkal rendelkező modjaid vannak.[] Kapcsold ki, vagy javítsd ki őket a játék előtt.
+mod.noerrorplay = [red]Hibákkal rendelkező modjaid vannak.[] Kapcsold ki, vagy javítsd ki őket a játék elindítása előtt.
+mod.nowdisabled = [red]A(z) „{0}” modnak nincs megfelelő függősége:[accent] {1}\n[lightgray]Ezeket előbb le kell tölteni.\nEz a mod automatikusan ki lesz kapcsolva.
mod.enable = Engedélyezés
-mod.requiresrestart = A játék kilép a módosítások alkalmazásához.
+mod.requiresrestart = A játék most kilép, hogy a módosítások érvénybe lépjenek a következő indításkor.
mod.reloadrequired = [red]Újraindítás szükséges
mod.import = Mod importálása
mod.import.file = Fájl importálása
@@ -179,8 +181,8 @@ mod.remove.confirm = Ez a mod törölve lesz.
mod.author = [lightgray]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 közzéteszed ezt a modot a Steam Műhelyben, 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 Steam Műhelybe.\nHogy átalakítsd, bontsd ki a ZIP-fájlt egy mappába és töröld le a régit, majd indítsd újra a játékot, vagy töltsd újra a modokat.
-mod.scripts.disable = Ez az eszköz nem támogatja a szkriptekkel rendelkező modokat.\nA játékhoz tiltsd le ezeket a modokat.
+mod.folder.missing = Csak mappa formában lehet feltölteni a Steam Műhelybe.\nAhhoz, hogy átalakítsd, ki kell bontanod a ZIP-fájlt egy mappába és le kell törölnöd a régit, majd indítsd újra a játékot, vagy töltsd újra a modokat.
+mod.scripts.disable = Ez az eszköz nem támogatja a parancsfájlokkal rendelkező modokat.\nA játékhoz tiltsd le ezeket a modokat.
about.button = Névjegy
name = Név:
@@ -192,13 +194,14 @@ filename = Fájlnév:
unlocked = Új tartalom feloldva!
available = Új fejlesztés érhető el!
unlock.incampaign = < Oldd fel a hadjáratban a részletekért >
-campaign.select = Válassz kezdő hadjáratot
+campaign.select = Válassz ki egy kezdő hadjáratot
campaign.none = [lightgray]Válassz egy bolygót a kezdéshez.\nEzt bármikor megváltoztathatod.
campaign.erekir = Újabb, csiszoltabb tartalom. Többnyire lineáris játékmenet.\n\nSokkal nehezebb. Magasabb minőségű pályák és élmények.
campaign.serpulo = Régebbi tartalom. A klasszikus élmény. Nyíltabb végű, több tartalommal.\n\nPotenciálisan kiegyensúlyozatlan pályák és hadjárat. Kevésbé csiszolt.
-completed = [accent]Kész
-techtree = Technológia fa
-techtree.select = Technológia fa kiválasztása
+campaign.difficulty = Nehézségi szint
+completed = [accent]Kifejlesztve
+techtree = Technológiafa
+techtree.select = Technológiafa kiválasztása
techtree.serpulo = Serpulo
techtree.erekir = Erekir
research.load = Betöltés
@@ -211,9 +214,9 @@ players = {0} játékos
players.single = {0} játékos
players.search = Keresés
players.notfound = [gray]Nem található játékos
-server.closing = [accent]Kiszolgáló bezárása...
+server.closing = [accent]Kiszolgáló bezárása…
server.kicked.kick = Ki lettél rúgva a kiszolgálóról!
-server.kicked.whitelist = Nem vagy a fehérlistán.
+server.kicked.whitelist = Nem vagy az engedélyezési listán.
server.kicked.serverClose = A kiszolgáló be lett zárva.
server.kicked.vote = Ki lettél szavazva. Viszlát!
server.kicked.clientOutdated = Elavult játékverziót használsz! Frissítsd a játékot!
@@ -225,7 +228,7 @@ server.kicked.recentKick = Nemrég lettél kirúgva.\nVárj egy kicsit az újbó
server.kicked.nameInUse = Már van egy ilyen nevű játékos\nezen a kiszolgálón.
server.kicked.nameEmpty = A kiválasztott név érvénytelen.
server.kicked.idInUse = Már kapcsolódva vagy ehhez a kiszolgálóhoz! Nem lehet egyszerre két fiókot használni.
-server.kicked.customClient = Ez a kiszolgáló nem támogatja a saját készítésű játék-összeállításokat. Használj egy hivatalos változatot.
+server.kicked.customClient = Ez a kiszolgáló nem támogatja a saját készítésű játék-összeállításokat. Használj egy hivatalos változatot!
server.kicked.gameover = Vége a játéknak!
server.kicked.serverRestarting = Ez a kiszolgáló újraindul.
server.versions = A te játékverziód:[accent] {0}[]\nA kiszolgáló verziója:[accent] {1}[]
@@ -235,7 +238,7 @@ hostserver = Többjátékos játék
invitefriends = Barátok meghívása
hostserver.mobile = Többjátékos játék
host = Kiszolgáló nyitása
-hosting = [accent]Kiszolgáló megnyitása...
+hosting = [accent]Kiszolgáló megnyitása…
hosts.refresh = Frissítés
hosts.discovering = LAN játékok felderítése
hosts.discovering.any = Játékok felderítése
@@ -273,7 +276,7 @@ player.trace = Követés
player.admin = Admin be/ki
player.team = Csapatváltás
-server.bans = Tiltottak
+server.bans = Tiltólista
server.bans.none = Nincsenek tiltott játékosok!
server.admins = Adminok
server.admins.none = Nem található admin!
@@ -284,7 +287,7 @@ server.outdated = [scarlet]Elavult kiszolgáló![]
server.outdated.client = [scarlet]Elavult kliens![]
server.version = [gray]v{0} {1}
server.custombuild = [accent]Saját összeállítás
-confirmban = Biztosan tiltod a(z) „{0}[white]” nevű játékost?
+confirmban = Biztosan kitiltod a(z) „{0}[white]” nevű játékost?
confirmkick = Biztosan kirúgod a(z) „{0}[white]” nevű játékost?
confirmunban = Biztosan újra engedélyezed ezt a játékost?
confirmadmin = Biztosan előlépteted a(z) „{0}[white]” nevű játékost adminná?
@@ -298,17 +301,18 @@ disconnect.error = Kapcsolódási hiba.
disconnect.closed = Kapcsolat lezárva.
disconnect.timeout = Időtúllépés.
disconnect.data = Nem sikerült betölteni a világ adatait!
+disconnect.snapshottimeout = Időtúllépés történt az UDP-pillanatképek fogadása közben.\nEzt instabil hálózat vagy -kapcsolat okozhatja.
cantconnect = Nem sikerült kapcsolódni a(z) ([accent]{0}[]) játékhoz.
-connecting = [accent]Kapcsolódás...
-reconnecting = [accent]Újrakapcsolódás...
-connecting.data = [accent]Világadatok betöltése...
+connecting = [accent]Kapcsolódás…
+reconnecting = [accent]Újrakapcsolódás…
+connecting.data = [accent]Világadatok betöltése…
server.port = Port:
-server.addressinuse = A cím már használatban van!
server.invalidport = Érvénytelen port!
+server.error.addressinuse = [scarlet]Nem sikerült megnyitni a kiszolgálót a 6567-es porton.[]\n\nGyőződj meg arról, hogy nem fut más Mindustry-kiszolgáló az eszközön vagy a hálózaton!
server.error = [scarlet]Kiszolgálóhiba.
save.new = Új mentés
save.overwrite = Biztosan felülírod\nezt a mentést?
-save.nocampaign = A hadjáratból származó egyes mentési fájlok nem importálhatóak.
+save.nocampaign = A hadjáratból származó egyes mentési fájlok nem importálhatók.
overwrite = Felülírás
save.none = Nem található mentés!
savefail = Nem sikerült elmenteni a játékot!
@@ -329,7 +333,7 @@ save.corrupted = A mentési fájl sérült vagy érvénytelen!
empty = <üres>
on = Be
off = Ki
-save.search = Keresés a mentett játékok között...
+save.search = Keresés a mentett játékok között…
save.autosave = Automatikus mentés: {0}
save.map = Pálya: {0}
save.wave = Hullám: {0}
@@ -353,10 +357,11 @@ command.rebuild = Újraépítés
command.assist = Segítség a játékosnak
command.move = Mozgás
command.boost = Erősítés
-command.enterPayload = Berakodás a rakományszállítóba
+command.enterPayload = Berakodás a raktérbe
command.loadUnits = Egységek felvétele
command.loadBlocks = Blokkok felvétele
-command.unloadPayload = Kirakodás a rakományszállítóból
+command.unloadPayload = Kirakodás a raktérből
+command.loopPayload = Folyamatos egységelszállítás
stance.stop = Parancsok visszavonása
stance.shoot = Viselkedés: lövés
stance.holdfire = Viselkedés: tüzet szüntess
@@ -375,12 +380,12 @@ data.export = Adatok exportálása
data.import = Adatok importálása
data.openfolder = Adatok mappájának megnyitása
data.exported = Adatok exportálva.
-data.invalid = Ezek nem érvényes játékadatok.
-data.import.confirm = A külső adatok importálása felülírja[scarlet] minden[] jelenlegi játékadatodat.\n[accent]Nem vonható vissza![]\n\nAmint kész az importálás, a játék azonnal kilép.
+data.invalid = Ezek érvénytelen játékadatok.
+data.import.confirm = A külső adatok importálása felülírja[scarlet] minden[] jelenlegi játékadatodat.\n[accent]Ezt a műveletet nem lehet visszavonni![]\n\nAmint kész az importálás, a játék automatikusan kilép.
quit.confirm = Biztosan kilépsz?
-loading = [accent]Betöltés...
-downloading = [accent]Letöltés...
-saving = [accent]Mentés...
+loading = [accent]Betöltés…
+downloading = [accent]Letöltés…
+saving = [accent]Mentés…
respawn = [accent][[{0}][] az újraéledéshez
cancelbuilding = [accent][[{0}][] a tervrajz törléséhez
selectschematic = [accent][[{0}][] a kijelöléshez és másoláshoz
@@ -394,8 +399,8 @@ wave = [accent]{0}. hullám
wave.cap = [accent]{0}./{1} hullám
wave.waiting = [lightgray]A következő hullám elkezdődik: {0} mp múlva
wave.waveInProgress = [lightgray]Hullám folyamatban
-waiting = [lightgray]Várakozás...
-waiting.players = Várakozás a játékosokra...
+waiting = [lightgray]Várakozás…
+waiting.players = Várakozás a játékosokra…
wave.enemies = [lightgray]{0} ellenség maradt
wave.enemycores = [accent]{0}[lightgray] ellenséges támaszpont
wave.enemycore = [accent]{0}[lightgray] ellenséges támaszpont
@@ -407,7 +412,7 @@ saveimage = Kép mentése
unknown = Ismeretlen
custom = Egyéni
builtin = Beépített
-map.delete.confirm = Biztosan törlöd ezt a pályát? Ez a művelet nem vonható vissza!
+map.delete.confirm = Biztosan törlöd ezt a pályát? Ezt a műveletet nem lehet visszavonni!
map.random = [accent]Véletlenszerű pálya
map.nospawn = Ez a pálya nem rendelkezik támaszponttal, amellyel a játékos kezdhetne. Adj hozzá egy {0} támaszpontot a pályához a szerkesztőben.
map.nospawn.pvp = Ezen a pályán nincs ellenséges támaszpont, amellyel egy játékos kezdhet. Adj hozzá egy [scarlet]nem narancssárga[] támaszpontot a pályához a szerkesztőben.
@@ -415,15 +420,15 @@ map.nospawn.attack = Ezen a pályán nincs ellenséges támaszpont. Adj hozzá {
map.invalid = Hiba történt a pálya betöltésekor: sérült vagy érvénytelen fájl.
workshop.update = Elem frissítése
workshop.error = Hiba történt a Steam Műhely részleteinek lekérdezésekor: {0}
-map.publish.confirm = Biztos, hogy közzéteszed ezt a pályát?\n\n[lightgray]Győződj meg róla, hogy elfogadtad a Steam Műhely EULA-t, különben a pályáid nem jelennek meg.
+map.publish.confirm = Biztosan közzéteszed ezt a pályát?\n\n[lightgray]Győződj meg arról, hogy elfogadtad a Steam Műhely EULA-t, különben a pályáid nem jelennek meg.
workshop.menu = Válaszd ki, hogy mit szeretnél csinálni ezzel az elemmel.
workshop.info = Eleminformációk
-changelog = Változásnapló (nem kötelező):
+changelog = Változáslista (nem kötelező):
updatedesc = Cím és leírás felülírása
eula = Steam EULA
missing = Ezt az elemet törölték vagy áthelyezték.\n[lightgray]A Steam Műhely adatai automatikusan le lettek választva.
-publishing = [accent]Közzététel...
-publish.confirm = Biztosan közzéteszed?\n\n[lightgray]Győződj meg róla, hogy elfogadtad a Steam Műhely EULA-t, különben az elemeid nem jelennek meg!
+publishing = [accent]Közzététel…
+publish.confirm = Biztosan közzéteszed ezt az elemet?\n\n[lightgray]Győződj meg arról, hogy elfogadtad a Steam Műhely EULA-t, különben az elemeid nem jelennek meg!
publish.error = Hiba az elem közzétételekor: {0}
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
@@ -446,15 +451,15 @@ editor.objectives = Célok
editor.locales = Helyi csomagok
editor.worldprocessors = Világprocesszorok
editor.worldprocessors.editname = Név szerkesztése
-editor.worldprocessors.none = [lightgray]Nem találhatóak világprocesszor blokkok!\nAdj hozzá egyet a pályaszerkesztőben, vagy használd az alábbi \ue813 hozzáadás gombot.
+editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor blokkok!\nAdj hozzá egyet a pályaszerkesztőben, vagy használd az alábbi \ue813 hozzáadás gombot.
editor.worldprocessors.nospace = Nincs szabad hely egy világprocesszor elhelyezéséhez!\nKitöltötted a pályát struktúrákkal? Miért tetted ezt?
-editor.worldprocessors.delete.confirm = Biztos, hogy törölni akarod ezt a világprocesszort?\n\nHa falakkal van körülvéve, akkor egy környezeti fal fog a helyére kerülni.
+editor.worldprocessors.delete.confirm = Biztosan törölni akarod ezt a világprocesszort?\n\nHa falakkal van körülvéve, akkor egy környezeti fal fog a helyére kerülni.
editor.ingame = Szerkesztés a játékban
editor.playtest = Teszt a játékban
editor.publish.workshop = Közzététel a Steam Műhelyben
editor.newmap = Új pálya
editor.center = Ugrás középre
-editor.search = Pályák keresése...
+editor.search = Pályák keresése…
editor.filters = Pályák szűrése
editor.filters.mode = Játékmódok:
editor.filters.type = Pályatípus:
@@ -470,16 +475,16 @@ waves.every = minden
waves.waves = hullámonként
waves.health = élet: {0}%
waves.perspawn = kezdőpontonként
-waves.shields = pajzs/hullám
+waves.shields = erőpajzs/hullám
waves.to = -
waves.spawn = kezdőpont:
waves.spawn.all =
waves.spawn.select = Kezdőpont kiválasztása
-waves.spawn.none = [scarlet]nem találhatóak kezdőpontok a pályán
+waves.spawn.none = [scarlet]nem találhatók kezdőpontok a pályán
waves.max = egységkorlát
waves.guardian = Őrző
waves.preview = Előnézet
-waves.edit = Szerkesztés...
+waves.edit = Szerkesztés…
waves.random = Véletlenszerű
waves.copy = Másolás a vágólapra
waves.load = Betöltés a vágólapról
@@ -491,21 +496,22 @@ waves.sort.reverse = Rendezés visszafelé
waves.sort.begin = Kezdés
waves.sort.health = Élet
waves.sort.type = Típus
-waves.search = Hullám keresése...
+waves.search = Hullám keresése…
waves.filter = Egységszűrő
waves.units.hide = Összes elrejtése
waves.units.show = Összes megjelenítése
-#these are intentionally in lower case
+#Az alábbi szövegek szándékosan vannak kisbetűvel írva
wavemode.counts = típusokra bontva
wavemode.totals = összesítés
wavemode.health = életpontok
-editor.default = [lightgray]
-details = Részletek...
+all = Összes
+editor.default = [lightgray]
+details = Részletek…
edit = Szerkesztés
variables = Változók
-logic.clear.confirm = Biztos, hogy törölni akarod az összes kódot ebből a processzorból?
+logic.clear.confirm = Biztosan törölni akarod az összes kódot ebből a processzorból?
logic.globals = Beépített változók
editor.name = Név:
@@ -536,21 +542,21 @@ editor.saved = Mentve!
editor.save.noname = A pályádnak nincs neve! Állíts be egyet a „pályainformációk” menüben.
editor.save.overwrite = A pályád felülír egy beépített pályát! Válassz egy másik nevet a „pályainformációk” menüben.
editor.import.exists = [scarlet]Nem lehet importálni:[] Már létezik a(z) „{0}” nevű beépített pálya!
-editor.import = Importálás...
+editor.import = Importálás…
editor.importmap = Pálya importálása
editor.importmap.description = Létező pálya importálása
editor.importfile = Fájl importálása
editor.importfile.description = Egy külső pályafájl importálása
editor.importimage = Képfájl importálása
editor.importimage.description = Egy külső pályaképfájl importálása
-editor.export = Exportálás...
+editor.export = Exportálás…
editor.exportfile = Fájl exportálása
editor.exportfile.description = Exportálás egy pályafájlba
editor.exportimage = Domborzati kép exportálása
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
editor.loadimage = Domborzat importálása
editor.saveimage = Domborzat exportálása
-editor.unsaved = Biztos, hogy ki akarsz lépni?\n[scarlet]A nem mentett módosításaid elvesznek.
+editor.unsaved = Biztosan ki akarsz lépni?\n[scarlet]A nem mentett módosításaid elvesznek.
editor.resizemap = Pálya átméretezése
editor.mapname = Pálya neve:
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
@@ -574,7 +580,7 @@ toolmode.fillerase = Kitöltés törlése
toolmode.fillerase.description = Az azonos típusú blokkok törlése.
toolmode.drawteams = Csapatok rajzolása
toolmode.drawteams.description = Csapatok rajzolása blokkok helyett.
-#unused
+#Nem használt szövegek
toolmode.underliquid = Folyadékok alá
toolmode.underliquid.description = Padlók rajzolása a folyadékblokkok alá.
@@ -623,15 +629,15 @@ filter.option.percentile = Százalék
filter.option.code = Kód
filter.option.loop = Hurok
-locales.info = Itt adhatsz hozzá különböző nyelvi csomagokat a pályádhoz. A nyelvi csomagokban minden tulajdonságnak van egy neve és egy értéke. Ezeket a tulajdonságokat a világprocesszorok és a célkitűzések is használhatják a saját neveikkel. Támogatják a szövegformázást (a helyőrzőket a tényleges értékükkel helyettesítik).\n\n[cyan]Példa tulajdonság:\n[]name: [accent]időzítő[]\nvalue: [accent]Példa időzítő, hátralévő idő: {0}[]\n\n[cyan]Használat:\n[]Beállítás célkitűzés szövegeként: [accent]@időzítő\n\n[]Írd be egy világprocesszorba:\n[accent]localeprint "időzítő"\nformat time\n[gray](ahol az idő egy külön számított változó)
-locales.deletelocale = Biztos, hogy törölni akarod ezt a nyelvi csomagot?
+locales.info = Itt adhatsz hozzá különböző nyelvi csomagokat a pályádhoz. A nyelvi csomagokban minden tulajdonságnak van egy neve és egy értéke. Ezeket a tulajdonságokat a világprocesszorok és a pálya célkitűzései is használhatják a saját neveikkel. Támogatják a szövegformázást (a helyőrzőket a tényleges értékükkel helyettesítik).\n\n[cyan]Példa tulajdonság:\n[]name: [accent]időzítő[]\nvalue: [accent]Példa időzítő, hátralévő idő: {0}[]\n\n[cyan]Használat:\n[]Beállítás a pálya célkitűzésének szövegeként: [accent]@időzítő\n\n[]Írd be egy világprocesszorba:\n[accent]localeprint „időzítő”\nformat time\n[gray](ahol az idő egy külön számított változó)
+locales.deletelocale = Biztosan törölni akarod ezt a nyelvi csomagot?
locales.applytoall = Változások alkalmazása az összes nyelvi csomagra
locales.addtoother = Hozzáadás más nyelvi csomagokhoz
locales.rollback = Visszaállítás az utoljára elfogadottra
locales.filter = Tulajdonságszűrő
-locales.searchname = Név keresése...
-locales.searchvalue = Érték keresése...
-locales.searchlocale = Nyelvi csomag keresése...
+locales.searchname = Név keresése…
+locales.searchvalue = Érték keresése…
+locales.searchlocale = Nyelvi csomag keresése…
locales.byname = Név szerint
locales.byvalue = Érték szerint
locales.showcorrect = Azon tulajdonságok megjelenítése, amelyek mindenhol egyedi értékekkel rendelkeznek és jelen vannak minden nyelvi csomagban.
@@ -672,7 +678,6 @@ requirement.capture = Foglald el a(z) {0} szektort
requirement.onplanet = Szektor elfoglalása a(z) {0} bolygón
requirement.onsector = Landolj a(z) {0} szektorban
launch.text = Kilövés
-research.multiplayer = Csak a kiszolgáló fedezhet fel nyersanyagokat.
map.multiplayer = Csak a kiszolgáló tekintheti meg a szektorokat.
uncover = Felfedés
configure = Rakomány szerkesztése
@@ -716,36 +721,41 @@ objective.enemyescelating = [accent]Az ellenséges gyártás fokozódik: [lightg
objective.enemyairunits = [accent]Az ellenséges légi egységek gyártása elkezdődik: [lightgray]{0}[] mp múlva
objective.destroycore = [accent]Semmisítsd meg az ellenséges támaszpontot
objective.command = [accent]Irányítsd az egységeket
-objective.nuclearlaunch = [accent]⚠ Nukleáris kilövés észlelve: [lightgray]{0}
+objective.nuclearlaunch = [accent]⚠ Rakétakilövés észlelve: [lightgray]{0}
-announce.nuclearstrike = [red]⚠ BEÉRKEZŐ NUKLEÁRIS CSAPÁS ⚠\n[lightgray]Azonnal építs tartalék támaszpontokat!
+announce.nuclearstrike = [red]⚠ BEÉRKEZŐ RAKÉTACSAPÁS ⚠\n[lightgray]Azonnal építs tartalék támaszpontokat!
loadout = Rakomány
resources = Nyersanyagok
resources.max = Maximum
bannedblocks = Tiltott épületek
+unbannedblocks = Újraengedélyezett épületek
objectives = Feladatok
bannedunits = Tiltott egységek
-bannedunits.whitelist = Tiltott egységek fehérlistára
-bannedblocks.whitelist = Tiltott blokkok fehérlistára
+unbannedunits = Újraengedélyezett egységek
+bannedunits.whitelist = Tiltott egységek engedélyezése
+bannedblocks.whitelist = Tiltott épületek engedélyezése
addall = Összes hozzáadása
launch.from = Kilövés a(z) [accent]{0} szektorból
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
-launch.destination = Úticél: {0}
+launch.destination = Úti cél: {0}
+landing.sources = Forrásszektorok: [accent]{0}[]
+landing.import = Maximális összmennyiség: {0}[accent]{1}[lightgray]/perc
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
-add = Hozzáadás...
+add = Hozzáadás…
guardian = Őrző
connectfail = [scarlet]Kapcsolódási hiba:\n\n[accent]{0}
error.unreachable = A kiszolgálót nem lehet elérni.\nBiztosan jól írtad be a címet?
error.invalidaddress = Érvénytelen cím.
-error.timedout = Időtúllépés!\nGyőződj meg róla, hogy a porttovábbítás be van kapcsolva a kiszolgálógépen, és a cím helyes!
-error.mismatch = Csomaghiba:\nLehetséges kliens- vagy kiszolgálóverzió-eltérés.\nGyőződj meg róla, hogy te és a kiszolgáló is a Mindustry legfrissebb verzióját használjátok!
+error.timedout = Időtúllépés!\nGyőződj meg arról, hogy a porttovábbítás be van kapcsolva a kiszolgálógépen, és a cím helyes!
+error.mismatch = Csomaghiba:\nLehetséges kliens- vagy kiszolgálóverzió-eltérés.\nGyőződj meg arról, hogy te és a kiszolgáló is a Mindustry legfrissebb verzióját használjátok!
error.alreadyconnected = Már kapcsolódva vagy.
error.mapnotfound = A pályafájl nem található!
error.io = Internet I/O hiba.
error.any = Ismeretlen hálózati hiba.
error.bloom = A bloom hatás előkészítése nem sikerült.\nElőfordulhat, hogy az eszköz nem támogatja.
+error.moddex = A Mindustry nem tudja betölteni ezt a modot.\nAz eszközöd blokkolja a Java modok importálását az Android legújabb változásai miatt.\nEz a hiba nem lesz javítva, mert nincs ismert megoldás erre a problémára.
weather.rain.name = Eső
weather.snowing.name = Hóesés
@@ -754,7 +764,7 @@ weather.sporestorm.name = Spóravihar
weather.fog.name = Köd
campaign.playtime = \uf129 [lightgray]Játékidő a szektorban: {0}
-campaign.complete = [accent]Gratulálunk.\n\nAz ellenség legyőzve a(z) {0} bolygón.\n[lightgray]Az utolsó szektor meghódítása megtörtént.
+campaign.complete = [accent]Gratulálunk!\n\nLegyőzted az ellenséget a(z) {0} bolygón.\n[lightgray]Meghódítottad az utolsó szektor is.
sectorlist = Szektorok
sectorlist.attacked = {0} támadás alatt
@@ -770,7 +780,9 @@ sectors.stored = Tárolt nyersanyagok:
sectors.resume = Folytatás
sectors.launch = Kilövés
sectors.select = Kiválasztás
+sectors.launchselect = Célállomás kiválasztása
sectors.nonelaunch = [lightgray]semmi (nap)
+sectors.redirect = Kilövőállások átirányítása
sectors.rename = Szektor átnevezése
sectors.enemybase = [scarlet]Ellenséges bázis
sectors.vulnerable = [scarlet]Sebezhető
@@ -779,7 +791,7 @@ sectors.underattack.nodamage = [scarlet]Nincs meghódítva
sectors.survives = [accent]Túlél {0} hullámot
sectors.go = Visszatérés
sector.abandon = Elhagyás
-sector.abandon.confirm = Ennek a szektornak a támaszpontjai önmegsemmisítésre kerülnek.\nFolytatod?
+sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
sector.curcapture = A szektor elfoglalva
sector.curlost = A szektor elveszett
sector.missingresources = [scarlet]Nincs elég nyersanyag
@@ -798,6 +810,12 @@ threat.high = Magas
threat.extreme = Extrém
threat.eradication = Irtózatos
+difficulty.casual = Laza
+difficulty.easy = Könnyű
+difficulty.normal = Normál
+difficulty.hard = Nehéz
+difficulty.eradication = Irtózatos
+
planets = Bolygók
planet.serpulo.name = Serpulo
@@ -816,31 +834,55 @@ sector.overgrowth.name = Túlburjánzás
sector.tarFields.name = Kátránymezők
sector.saltFlats.name = Sós síkságok
sector.fungalPass.name = Gombahágó
-sector.biomassFacility.name = Biomassza szintetizáló létesítmény
+sector.biomassFacility.name = Biomassza-szintetizáló-létesítmény
sector.windsweptIslands.name = Szélfútta szigetek
sector.extractionOutpost.name = Kivonási helyőrség
+sector.facility32m.name = 32M-es létesítmény
+sector.taintedWoods.name = Szennyezett fák
+sector.infestedCanyons.name = Fertőzött kanyonok
sector.planetaryTerminal.name = Bolygó körüli kilövőállás
sector.coastline.name = Partvonal
-sector.navalFortress.name = Tengerészeti erőd
+sector.navalFortress.name = Haditengerészeti erőd
+sector.polarAerodrome.name = Sarkvidéki légikikötő
+sector.atolls.name = Atollok
+sector.testingGrounds.name = Gyakorlótér
+sector.seaPort.name = Tengeri kikötő
+sector.weatheredChannels.name = Viharvert csatornák
+sector.mycelialBastion.name = Micéliumbástya
+sector.frontier.name = Frontvidék
-sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés 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 elektromosság erejét! Építs égetőerőműveket! Tanuld meg a foltozók használatát!
+sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést!
+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 elektromosság erejét! Építs égetőerőműveket! Tanuld meg, hogyan használd a foltozókat!
sector.saltFlats.description = A sivatag peremén terülnek el a Sós síkságok. Kevés nyersanyag található errefelé.\n\nAz ellenség egy raktárkomplexumot létesített itt. Pusztítsd el a támaszpontjukat! Kő kövön ne maradjon!
-sector.craters.description = Víz gyűlt össze ebben a kráterben, amely régi háborúk emlékét őrzi. Szerezd vissza a területet. Gyűjts homokot! Olvassz üveget! Szivattyúzz vizet, hogy lehűtsd a fúróidat és lövegtornyaidat.
+sector.craters.description = Víz gyűlt össze ebben a kráterben, amely régi háborúk emlékét őrzi. Szerezd vissza a területet. Gyűjts homokot! Olvassz üveget, és szivattyúzz vizet a fúróid és lövegtornyaid hűtéséhez!
sector.ruinousShores.description = A pusztaság mögött a partvonal húzódik. Valaha ezen a helyen egy partvédelmi rendszer állt. Nem sok minden maradt belőle. Csak a legalapvetőbb védelmi szerkezetek maradtak érintetlenül, minden más csak törmelék lett.\nFolytasd a terjeszkedést! Fedezd fel újra a technológiát!
-sector.stainedMountains.description = Mélyebben a szárazföldön fekszenek a hegyek, a spóráktól még érintetlenül.\nTermeld ki a bőséges titán 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.stainedMountains.description = Mélyebben a szárazföldön fekszenek a hegyek, a spóráktól még érintetlenül.\nTermeld ki a bőséges titán 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 a bázist!
-sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag között. Egy azon kevés szektorok közül, ahol még hasznosítható kátránykészletek találhatóak.\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 a kockázat. Építs szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
+sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag határán. Egy azon kevés szektorok 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 = Ez egy rendkívül veszélyes zóna. Bár nyersanyagokban gazdag, kevés hely áll rendelkezésre. Magas a kockázat. Építs szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
sector.nuclearComplex.description = Egy néhai tóriumkitermelő és feldolgozó létesítmény, romokban.\n[lightgray]Fedezd fel a tóriumot és a sokrétű felhasználását!\n\nAz ellenség nagy létszámban van jelen, és folyamatosan megfigyelés alatt tartják a környéket.
sector.fungalPass.description = Átmeneti terület 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 támaszpontot!
-sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket, és eredetileg itt is gyártották őket.\nFedezd fel az itt található technológiákat. Tenyészd ki a spórákat üzemanyag és műanyagok gyártásához.\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak és szétszóródtak a légkörben. A helyi ökoszisztémában semmi sem tudta felvenni a versenyt egy ennyire invazív életformával.
+sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket, és eredetileg itt is gyártották őket.\nFedezd fel az itt található technológiákat. Tenyészd ki a spórákat, és használd őket üzemanyagok vagy műanyagok gyártásához.\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak és szétszóródtak a légkörben. 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. A feljegyzések szerint egykor [accent]műanyagot[] gyártottak itt.\n\nVerd vissza az ellenség vízi egységeit! Állíts fel egy bázist a szigeteken! Fedezd fel az itt talált gyárakat!
sector.extractionOutpost.description = Egy távoli ellenséges támaszpont, amelyet az ellenség azért épített, hogy nyersanyagokat juttasson el más szektorokba.\n\nA szektorok közötti szállítási technológia elengedhetetlen a további hódításhoz. Pusztítsd el a bázist. Fejleszd ki a kilövőállást.
-sector.impact0078.description = Itt nyugszanak az ebbe a csillagrendszerbe érkező első csillagközi űrhajó maradványai.\n\nMents ki a romok alól mindent amit csak tudsz. Fedezd fel az épen maradt technológiákat.
-sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison egy olyan építmény található, amely képes támaszpontokat kilőni a közeli bolygókra. Rendkívül jól őrzik.\n\nKészíts vízi egységeket! Ártalmatlanítsd az ellenséget, amilyen gyorsan csak tudod! Találd meg a kilövőszerkezetet!
+sector.impact0078.description = Itt nyugszanak az ebbe a csillagrendszerbe érkező első csillagközi űrhajó maradványai.\n\nMents ki mindent a romok alól, amit csak lehet. Fedezd fel az épségben maradt technológiákat.
+sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison egy olyan építmény található, amely képes támaszpontokat kilőni a közeli bolygókra. Rendkívül jól őrzik.\n\nGyárts vízi egységeket, és semmisítsd meg az ellenséget a lehető leggyorsabban! Találd meg a kilövőszerkezetet!
sector.coastline.description = Ezen a helyen egy haditengerészeti egység technológiájának maradványait azonosították. Verd vissza az ellenséges támadásokat, foglald el ezt a szektort, és szerezd meg a technológiát.
sector.navalFortress.description = Az ellenség bázist létesített egy távoli, természetes erődítményes szigeten. Pusztítsd el ezt az előőrsöt. Szerezd meg a fejlett hadihajó-technológiájukat, és fejleszd ki te is.
+sector.cruxscape.name = Zord vidék
+sector.geothermalStronghold.name = Geotermikus erődítmény
+
+#A következő sorokat ne fordítsd le!
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = A kezdet
sector.aegis.name = Égisz
@@ -861,20 +903,20 @@ sector.karst.name = Karszt
sector.origin.name = Eredet
sector.onset.description = Kezdd meg az Erekir meghódítását. Gyűjts nyersanyagokat, állíts elő egységeket, és kezdd el a technológiai fejlesztéseket.
-sector.aegis.description = Ez a szektor volfrám-lelőhelyeket tartalmaz.\nFejleszd ki az [accent]Ütvefúrót[], hogy ki tudd bányászni ezt a nyersanyagot, és pusztítsd el az ellenséges bázist a szektorban.
-sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]Repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
+sector.aegis.description = Ez a szektor volfrám-lelőhelyeket tartalmaz.\nFejleszd ki az [accent]ütvefúrót[], hogy ki tudd bányászni ezt a nyersanyagot, és pusztítsd el az ellenséges bázist a szektorban.
+sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél gyorsabban.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
-sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]Elektrolizátort[] és a [accent]Tankújratervezőt[].
+sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]elektrolizátort[] és a [accent]Tankújratervezőt[].
sector.split.description = A minimális ellenséges jelenlét miatt ez a szektor tökéletes az új nyersanyagszállító technológiák tesztelésére.
sector.basin.description = Jelentős ellenséges jelenlét lett érzékelve ebben a szektorban.\nÉpíts gyorsan egységeket, és foglald el az ellenséges támaszpontokat, hogy megvethesd a lábad.
-sector.marsh.description = Ebben a szektorban rengeteg arkicit található, de kevés a kürtő.\nÉpíts [accent]Kémiai égetőkamrát[] az áramfejlesztéshez.
+sector.marsh.description = Ebben a szektorban rengeteg arkicit található, de kevés a kürtő.\nÉpíts [accent]kémiai égetőkamrát[] az áramfejlesztéshez.
sector.peaks.description = A hegyvidéki terep ebben a szektorban a legtöbb egységet használhatatlanná teszi. Légi egységekre lesz szükség.\nVigyázz az ellenséges légvédelmi létesítményekkel. Lehetséges, hogy az ilyen létesítményeket hatástalanítani lehet a támogató épületeik célba vételével.
sector.ravine.description = A szektorban nem észlelhető ellenséges támaszpont, de ez egy fontos szállítási útvonal az ellenség számára, így változatos ellenséges erőkkel kell számolni.\nTermelj [accent]elektrometált[]. Építs [accent]Afflict[] lövegtornyokat.
-sector.caldera-erekir.description = Ebben a szektorban a feltárható nyersanyagok több szigeten szétszóródva találhatóak.\nFejleszd ki és helyezd üzembe a drónalapú szállítmányozást.
+sector.caldera-erekir.description = Ebben a szektorban a feltárható nyersanyagok több szigeten szétszóródva találhatók.\nFejleszd ki és helyezd üzembe a drónalapú szállítmányozást.
sector.stronghold.description = A nagy ellenséges tábor ebben a szektorban jelentős mennyiségű [accent]tóriumot[] őriz.\nHasználd magasabb szintű egységek és lövegtornyok fejlesztésére.
-sector.crevice.description = Ebben a szektorban az ellenség kegyetlen támadóerőket fog mozgósítani, hogy kiiktassa a bázisodat.\nA [accent]karbid[] és a [accent]Pirolízis-erőmű[] kifejlesztése nélkülözhetetlen lehet a túléléshez.
-sector.siege.description = Ebben a szektorban két párhuzamos kanyon található, amelyek két irányból érkező támadásokat tesznek lehetővé.\nFejleszd ki a [accent]diciánt[], hogy még erősebb tankegységeket hozhass létre.\nVigyázat: ellenséges, nagy hatótávolságú rakéták észlelve. A rakéták a becsapódásuk előtt megsemmisíthetőek.
-sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban változó terepviszonyok között alakultak ki. Ahhoz, hogy alkalmazkodni tudj, fejlessz ki különböző egységeket.\nEzenkívül egyes bázisokat pajzsok védenek. Találd ki, hogyan táplálják őket.
+sector.crevice.description = Ebben a szektorban az ellenség kegyetlen támadóerőket fog mozgósítani, hogy kiiktassa a bázisodat.\nA [accent]karbid[] és a [accent]pirolízis-erőmű[] kifejlesztése nélkülözhetetlen lehet a túléléshez.
+sector.siege.description = Ebben a szektorban két párhuzamos kanyon található, amelyek két irányból érkező támadásokat tesznek lehetővé.\nFejleszd ki a [accent]diciánt[], hogy még erősebb tankegységeket hozhass létre.\nVigyázat: ellenséges, nagy hatótávolságú rakéták észlelve. A rakéták a becsapódásuk előtt megsemmisíthetők.
+sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban változó terepviszonyok között alakultak ki. Ahhoz, hogy alkalmazkodni tudj, fejlessz ki különböző egységeket.\nEzenkívül egyes bázisokat erőpajzsok védenek. Találd ki, hogyan táplálják őket.
sector.karst.description = Ez a szektor gazdag a nyersanyagokban, de amint egy új támaszpont leszáll, az ellenség megtámadja azt.\nHasználd ki a nyersanyagokat és fedezd fel a [accent]tóritkvarcot[].
sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
@@ -903,8 +945,8 @@ settings.controls = Irányítás
settings.game = Játék
settings.sound = Hangok
settings.graphics = Grafika
-settings.cleardata = Játékadatok törlése...
-settings.clear.confirm = Biztosan törlöd ezeket az adatokat?\nA műveletet nem lehet visszavonni!
+settings.cleardata = Játékadatok törlése…
+settings.clear.confirm = Biztosan törlöd ezeket az adatokat?\nEzt a műveletet nem lehet visszavonni!
settings.clearall.confirm = [scarlet]FIGYELEM![]\nEz törli az összes adatot, beleértve a mentéseket, pályákat, felfedezéseket és a billentyűbeállításokat.\nAz „OK” gomb megnyomásával a játék minden adatot töröl, és automatikusan kilép.
settings.clearsaves.confirm = Biztosan törlöd az összes mentést?
settings.clearsaves = Mentések törlése
@@ -930,7 +972,7 @@ stat.showinmap =
stat.description = Rendeltetés
stat.input = Bemenet
stat.output = Kimenet
-stat.maxefficiency = Maximális hatékonyság
+stat.maxefficiency = Maximális hatásfok
stat.booster = Erősítő
stat.tiles = Szükséges talaj
stat.affinities = Módosító körülmények
@@ -950,7 +992,7 @@ stat.powerrange = Hatótávolság
stat.linkrange = Kapcsolat hatótávolsága
stat.instructions = Utasítások
stat.powerconnections = Max. kapcsolatok
-stat.poweruse = Áramhasználat
+stat.poweruse = Áramfogyasztás
stat.powerdamage = Áram/sebzés
stat.itemcapacity = Nyersanyag-kapacitás
stat.memorycapacity = Memóriakapacitás
@@ -964,7 +1006,7 @@ stat.moduletier = Modul szintje
stat.unittype = Egység típusa
stat.speedincrease = Gyorsítás
stat.range = Hatótávolság
-stat.drilltier = Kitermelhetőek
+stat.drilltier = Kitermelhetők
stat.drillspeed = Alap termelési sebesség
stat.boosteffect = Erősítés hatása
stat.maxunits = Max. aktív egységek
@@ -977,7 +1019,7 @@ stat.inaccuracy = Pontatlanság
stat.shots = Lövések
stat.reload = Tüzelési sebesség
stat.ammo = Lőszer
-stat.shieldhealth = Pajzs életereje
+stat.shieldhealth = Erőpajzs életereje
stat.cooldowntime = Újratöltés időtartama
stat.explosiveness = Robbanékonyság
stat.basedeflectchance = Alap hárítási esély
@@ -993,7 +1035,7 @@ stat.speed = Sebesség
stat.buildspeed = Építési sebesség
stat.minespeed = Termelési sebesség
stat.minetier = Termelési szint
-stat.payloadcapacity = Rakománykapacitás
+stat.payloadcapacity = Raktérkapacitás
stat.abilities = Képességek
stat.canboost = Erősíthető
stat.flying = Repül
@@ -1007,23 +1049,24 @@ stat.buildspeedmultiplier = Építési sebességszorzó
stat.reactive = Reakciók
stat.immunities = Immunitások
stat.healing = Gyógyulás
+stat.efficiency = [stat]{0}% Hatásfok
-ability.forcefield = Erőtér
-ability.forcefield.description = Olyan erőteret vetít ki, amely elnyeli a lövedékeket
+ability.forcefield = Erőpajzs
+ability.forcefield.description = Olyan erőpajzsot vetít ki, amely elnyeli a lövedékeket
ability.repairfield = Javító mező
ability.repairfield.description = Megjavítja a közeli egységeket
ability.statusfield = Állapotmező
ability.statusfield.description = Állapothatást alkalmaz a közeli egységekre
ability.unitspawn = Gyár
ability.unitspawn.description = Egységeket gyárt
-ability.shieldregenfield = Pajzsregeneráló mező
-ability.shieldregenfield.description = Regenerálja a közeli egységek pajzsát
+ability.shieldregenfield = Erőpajzs-regeneráló mező
+ability.shieldregenfield.description = Regenerálja a közeli egységek erőpajzsát
ability.movelightning = Villámcsapás
ability.movelightning.description = Mozgás közben villámokat bocsát ki
ability.armorplate = Páncéllemez
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
-ability.shieldarc = Pajzs ív
-ability.shieldarc.description = Olyan erőteret vetít ki egy ívben, amely elnyeli a lövedékeket
+ability.shieldarc = Erőpajzs-ív
+ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli a lövedékeket
ability.suppressionfield = Javítás elnyomása
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
ability.energyfield = Energiamező
@@ -1040,7 +1083,8 @@ ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki bel
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
ability.stat.regen = [stat]{0}[lightgray] életerő/mp
-ability.stat.shield = [stat]{0}[lightgray] pajzs
+ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
+ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
@@ -1051,16 +1095,18 @@ ability.stat.minspeed = [stat]{0} mező/mp[lightgray] min. sebesség
ability.stat.duration = [stat]{0} mp[lightgray] időtartam
ability.stat.buildtime = [stat]{0} mp[lightgray] építési idő
-bar.onlycoredeposit = Csak a támaszpont elhelyezése megengedett
+bar.onlycoredeposit = Nyersanyagtárolás csak a támaszpontban.
bar.drilltierreq = Erősebb fúró szükséges
+bar.nobatterypower = Alacsony akkumulátor-töltöttség
bar.noresources = Hiányzó nyersanyagok
bar.corereq = Támaszpont szükséges
-bar.corefloor = Támaszpont zónamező szükséges
-bar.cargounitcap = A rakományszállító egység teljes kapacitáson
+bar.corefloor = Támaszpont-zónamező szükséges
+bar.cargounitcap = Az egység raktere megtelt
bar.drillspeed = Termelés: {0}/mp
bar.pumpspeed = Termelés: {0}/mp
bar.efficiency = Hatásfok: {0}%
bar.boost = Erősítés: +{0}%
+bar.powerbuffer = Akkumulátorok: {0}/{1}
bar.powerbalance = Áram: {0}/mp
bar.powerstored = Eltárolva: {0}/{1}
bar.poweramount = Kapacitás: {0}
@@ -1071,6 +1117,7 @@ bar.capacity = Tárhely: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Folyadék
bar.heat = Hő
+bar.cooldown = Lehűlés
bar.instability = Instabilitás
bar.heatamount = Hő: {0}
bar.heatpercent = Hő: {0} ({1}%)
@@ -1095,6 +1142,7 @@ bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
+bullet.shielddamage = [stat]{0}%[lightgray] pajzssebzés
bullet.knockback = [stat]{0}[lightgray] hátralökés
bullet.pierce = [stat]{0}[lightgray]x átütő erő
bullet.infinitepierce = [stat]átütő erő
@@ -1102,7 +1150,9 @@ bullet.healpercent = [stat]{0}%[lightgray] javítás
bullet.healamount = [stat]{0}[lightgray] közvetlen javítás
bullet.multiplier = [stat]{0}[lightgray] lőszer/nyersanyag
bullet.reload = [stat]{0}%[lightgray] tüzelési sebesség
-bullet.range = [stat]{0}[lightgray] csempés hatótávolság
+bullet.range = [stat]{0}[lightgray] mezős hatótávolság
+bullet.notargetsmissiles = [stat] Nem veszi célba a rakétákat
+bullet.notargetsbuildings = [stat] Nem veszi célba az épületeket
unit.blocks = blokk
unit.blockssquared = blokk²
@@ -1119,8 +1169,9 @@ unit.minutes = perc
unit.persecond = /mp
unit.perminute = /perc
unit.timesspeed = x sebesség
+unit.multiplier = x
unit.percent = %
-unit.shieldhealth = pajzs életereje
+unit.shieldhealth = erőpajzs életereje
unit.items = nyersanyag
unit.thousands = k
unit.millions = mil
@@ -1136,7 +1187,7 @@ category.crafting = Bemenet/kimenet
category.function = Funkció
category.optional = Lehetséges fejlesztések
setting.alwaysmusic.name = Folyamatos zenelejátszás
-setting.alwaysmusic.description = Ha engedélyezve van, akkor a zene folyamatosan szól a játékban.\nHa ki van kapcsolva, akkor csak véletlenszerű időközönként szólal meg.
+setting.alwaysmusic.description = Amikor engedélyezve van, akkor a zene folyamatosan szól a játékban.\nHa ki van kapcsolva, akkor csak véletlenszerű időközönként szólal meg.
setting.skipcoreanimation.name = Támaszpont kilövés/leszállás animáció kihagyása
setting.landscape.name = Fekvő mód zárolása
setting.shadows.name = Árnyékok
@@ -1151,7 +1202,7 @@ setting.commandmodehold.name = Lenyomva tartás a parancs módhoz
setting.distinctcontrolgroups.name = Egységenként legfeljebb egy vezérlőcsoport
setting.modcrashdisable.name = Modok letiltása indításkori összeomláskor
setting.animatedwater.name = Animált felületek
-setting.animatedshields.name = Animált pajzsok
+setting.animatedshields.name = Animált erőpajzsok
setting.playerindicators.name = Játékosjelzők
setting.indicators.name = Ellenségjelzők
setting.autotarget.name = Automatikus célzás
@@ -1161,20 +1212,15 @@ setting.fpscap.name = FPS-korlát
setting.fpscap.none = Nincs
setting.fpscap.text = {0} FPS
setting.uiscale.name = Felület méretezése
-setting.uiscale.description = A módosítások alkalmazásához újraindítás szükséges.
+setting.uiscale.description = A módosítások érvénybe lépéséhez újraindítás szükséges.
setting.swapdiagonal.name = Mindig átlós elhelyezés
-setting.difficulty.training = Kiképzés
-setting.difficulty.easy = Könnyű
-setting.difficulty.normal = Normál
-setting.difficulty.hard = Nehéz
-setting.difficulty.insane = Őrült
-setting.difficulty.name = Nehézség:
setting.screenshake.name = Képernyő rázkódása
setting.bloomintensity.name = Bloom intenzitása
setting.bloomblur.name = Bloom elmosása
setting.effects.name = Hatások megjelenítése
setting.destroyedblocks.name = Lerombolt építmények megjelenítése
setting.blockstatus.name = Blokkok állapotának megjelenítése
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Szállítószalag útvonalkeresése építéskor
setting.sensitivity.name = Kontroller érzékenysége
setting.saveinterval.name = Mentési időköz
@@ -1201,21 +1247,23 @@ setting.mutemusic.name = Zene némítása
setting.sfxvol.name = Hanghatások hangereje
setting.mutesound.name = Hang némítása
setting.crashreport.name = Névtelen összeomlási jelentések
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Automatikus mentés
setting.steampublichost.name = Nyilvános játék láthatósága
setting.playerlimit.name = Játékoskorlát
setting.chatopacity.name = Csevegő átlátszatlansága
setting.lasersopacity.name = Villanyvezeték átlátszatlansága
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Híd átlátszatlansága
setting.playerchat.name = Játékosok csevegőbuborékainak megjelenítése
-setting.showweather.name = Időjárásgrafika megjelenítése
+setting.showweather.name = Időjárás-grafika megjelenítése
setting.hidedisplays.name = Logikai kijelzők elrejtése
setting.macnotch.name = A felület igazítása a kijelző bevágásához
setting.macnotch.description = A változtatások érvénybe lépéséhez újraindítás szükséges
steam.friendsonly = Csak barátok
steam.friendsonly.tooltip = Csak a Steam-barátok tudnak kapcsolódni a játékodhoz.\nHa nem jelölöd be ezt a négyzetet, a játékod nyilvános lesz – bárki kapcsolódhat hozzá.
public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni.
-uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Visszavonás és kilépés [accent] {0}[] másodperc múlva...
+uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Automatikus visszavonás és kilépés [accent] {0}[] másodperc múlva…
uiscale.cancel = Mégse és kilépés
setting.bloom.name = Bloom
keybind.title = Billentyűk átállítása
@@ -1229,8 +1277,8 @@ placement.blockselectkeys = \n[lightgray]Kulcs: [{0},
keybind.respawn.name = Újraéledés
keybind.control.name = Egység irányítása
keybind.clear_building.name = Épület törlése
-keybind.press = Nyomj meg egy gombot...
-keybind.press.axis = Nyomj meg egy kart vagy gombot...
+keybind.press = Nyomj meg egy gombot…
+keybind.press.axis = Nyomj meg egy kart vagy gombot…
keybind.screenshot.name = Pálya képernyőképe
keybind.toggle_power_lines.name = Villanyvezetékek be/ki
keybind.toggle_block_status.name = Blokkállapotok be/ki
@@ -1260,6 +1308,7 @@ keybind.unit_command_load_units.name = Egységparancs: egységek berakodása
keybind.unit_command_load_blocks.name = Egységparancs: blokkok berakodása
keybind.unit_command_unload_payload.name = Egységparancs: kirakodás
keybind.unit_command_enter_payload.name = Egységparancs: berakodás
+keybind.unit_command_loop_payload.name = Egységparancs: folyamatos egységelszállítás
keybind.rebuild_select.name = Régió újraépítése
keybind.schematic_select.name = Terület kijelölése
@@ -1289,7 +1338,7 @@ keybind.pick.name = Blokk kiválasztása
keybind.break_block.name = Blokk törlése
keybind.select_all_units.name = Összes egység kijelölése
keybind.select_all_unit_factories.name = Összes egységgyár kijelölése
-keybind.deselect.name = Blokkkijelölés törlése
+keybind.deselect.name = Blokk-kijelölés törlése
keybind.pickupCargo.name = Rakomány felvétele
keybind.dropCargo.name = Rakomány lerakása
keybind.shoot.name = Lövés
@@ -1326,7 +1375,7 @@ mode.attack.description = Pusztítsd el az ellenség bázisát. \n[gray]Piros t
mode.custom = Egyéni szabályok
rules.invaliddata = Érvénytelen adatok vannak a vágólapon.
-rules.hidebannedblocks = Tiltott blokkok elrejtése
+rules.hidebannedblocks = Tiltott épületek elrejtése
rules.infiniteresources = Végtelen nyersanyagforrás
rules.onlydepositcore = Csak a támaszpontok elhelyezése engedélyezett
rules.derelictrepair = Az elhagyatott épületek javításának engedélyezése
@@ -1337,13 +1386,17 @@ rules.schematic = Vázlatok engedélyezése
rules.wavetimer = Hullámok időzítése
rules.wavesending = Hullámok küldése
rules.allowedit = Szabályok szerkesztésének engedélyezése
-rules.allowedit.info = Ha engedélyezve van, akkor a játékos szerkesztheti a szabályokat a játékban a Szünet menü bal alsó sarkában található gomb segítségével.
+rules.allowedit.info = Amikor engedélyezve van, akkor a játékos szerkesztheti a szabályokat a játékban a „Szünet” menü bal alsó sarkában található gomb segítségével.
+rules.alloweditworldprocessors = Világprocesszorok szerkesztésének engedélyezése
+rules.alloweditworldprocessors.info = Amikor engedélyezve van, a világlogikai blokkok a szerkesztőn kívül is elhelyezhetők és szerkeszthetők.
rules.waves = Hullámok
rules.airUseSpawns = A légi egységek használjanak kezdőpontokat
rules.attack = Támadási mód
rules.buildai = Bázisépítő MI
rules.buildaitier = Építő MI szintje
rules.rtsai = RTS MI [red](WIP)
+rules.rtsai.campaign = RTS Támadó MI
+rules.rtsai.campaign.info = A „támadó” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
rules.rtsminsquadsize = Minimális osztagméret
rules.rtsmaxsquadsize = Maximális osztagméret
rules.rtsminattackweight = Minimális támadási súly
@@ -1359,21 +1412,23 @@ rules.unitcostmultiplier = Egység költségszorzója
rules.unithealthmultiplier = Egység életpontszorzója
rules.unitdamagemultiplier = Egység sebzésszorzója
rules.unitcrashdamagemultiplier = Egység ütközési sebzésszorzója
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Napenergia szorzója
rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek darabszámát
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
rules.unitcap = Alap egységdarabszám
rules.limitarea = Játékterület korlátozása
-rules.enemycorebuildradius = Ellenséges támaszpont körüli tiltott zóna sugara:[lightgray] (mező)
+rules.enemycorebuildradius = Ellenséges támaszpont körüli tiltott építkezési zóna sugara:[lightgray] (mező)
+rules.extracorebuildradius = Tiltott építkezési zóna sugarának további mérete:[lightgray] (mező)
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
rules.buildcostmultiplier = Építési költség szorzója
rules.buildspeedmultiplier = Építési sebesség szorzója
rules.deconstructrefundmultiplier = Bontási visszatérítés szorzója
rules.waitForWaveToEnd = Az ellenség kivárja a korábbi hullám végét
-rules.wavelimit = A pálya az utolsó hullám után ér véget
+rules.wavelimit = A pálya érjen véget ennyi hullám után
rules.dropzoneradius = A ledobási zóna sugara:[lightgray] (mező)
-rules.unitammo = Az egységeknek lőszer kell [red](törölhető)
+rules.unitammo = Az egységeknek lőszer kell [red](eltávolítható)
rules.enemyteam = Ellenséges csapat
rules.playerteam = Saját csapat
rules.title.waves = Hullámok
@@ -1385,7 +1440,13 @@ rules.title.environment = Környezet
rules.title.teams = Csapatok
rules.title.planet = Bolygó
rules.lighting = Világítás
-rules.fog = Köd
+rules.fog = A háború köde
+rules.invasions = Ellenséges szektorokból érkező inváziók
+rules.legacylaunchpads = Hagyományos kilövőállás-mechanizmus
+rules.legacylaunchpads.info = Lehetővé teszi a kilövőállások használatát landolóállások nélkül, mint a v7.0-ban.
+landingpad.legacy.disabled = [scarlet]\ue815 Letiltva[lightgray] (Hagyományos kilövőállás engedélyezve)
+rules.showspawns = Ellenséges kezdőpontok megjelenítése a minitérképen
+rules.randomwaveai = Kiszámíthatatlan ellenséges támadások (MI)
rules.fire = Tűz
rules.anyenv =
rules.explosions = Épület/egység robbanási sebzése
@@ -1395,7 +1456,8 @@ rules.weather.frequency = Gyakoriság:
rules.weather.always = Mindig
rules.weather.duration = Időtartam:
-rules.placerangecheck.info = Megakadályozza, hogy a játékosok lövegtornyokat helyezzenek el az ellenséges épületek közelében. Amikor megpróbálnak egy lövegtornyot elhelyezni, az építési távolság megnő, így a lövegtorony nem fogja elérni az ellenséget.
+rules.randomwaveai.info = A hullámokban érkező egységek a támaszpont vagy az áramfejlesztők\nközvetlen támadása helyett véletlenszerű építményeket vesznek célba.
+rules.placerangecheck.info = Megakadályozza, hogy a játékosok lövegtornyokat helyezzenek el az ellenséges épületek közelében.\nAmikor megpróbálnak egy lövegtornyot elhelyezni, az építési távolság megnő, így a lövegtorony nem fogja elérni az ellenséget.
rules.onlydepositcore.info = Megakadályozza, hogy az egységek nyersanyagokat helyezzenek el a támaszponton kívül más épületekbe.
content.item.name = Nyersanyagok
@@ -1539,9 +1601,11 @@ block.graphite-press.name = Grafitprés
block.multi-press.name = Grafitsajtoló
block.constructing = {0} [lightgray](építés alatt)
block.spawn.name = Ellenséges kezdőpont
-block.core-shard.name = Támaszpont: Szilánk
-block.core-foundation.name = Támaszpont: Alapítvány
-block.core-nucleus.name = Támaszpont: Atommag
+block.remove-wall.name = Fal eltávolítása
+block.remove-ore.name = Érc eltávolítása
+block.core-shard.name = Szilánk
+block.core-foundation.name = Alapítvány
+block.core-nucleus.name = Atommag
block.deep-water.name = Mély víz
block.shallow-water.name = Víz
block.tainted-water.name = Szennyezett víz
@@ -1622,12 +1686,12 @@ block.world-switch.name = Világkapcsoló
block.illuminator.name = Világítótest
block.overflow-gate.name = Túlcsorduló kapu
block.underflow-gate.name = Alulcsorduló kapu
-block.silicon-smelter.name = Szilícium kohó
+block.silicon-smelter.name = Szilíciumkohó
block.phase-weaver.name = Tóritkvarcképző
-block.pulverizer.name = Porlasztó
+block.pulverizer.name = Törmelékdaráló
block.cryofluid-mixer.name = Hűtőfolyadék-keverő
block.melter.name = Olvasztó
-block.incinerator.name = Törmelékégető
+block.incinerator.name = Égetőkamra
block.spore-press.name = Spóraprés
block.separator.name = Leválasztó
block.coal-centrifuge.name = Széncentrifuga
@@ -1644,7 +1708,7 @@ block.impact-reactor.name = Ütközéses erőmű
block.mechanical-drill.name = Mechanikus fúró
block.pneumatic-drill.name = Pneumatikus fúró
block.laser-drill.name = Lézerfúró
-block.water-extractor.name = Vízkinyerő
+block.water-extractor.name = Kútfúró torony
block.cultivator.name = Betakarító
block.conduit.name = Csővezeték
block.mechanical-pump.name = Mechanikus szivattyú
@@ -1668,7 +1732,7 @@ block.pyratite-mixer.name = Piratitkeverő
block.blast-mixer.name = Robbanóelegy-keverő
block.solar-panel.name = Napelem
block.solar-panel-large.name = Nagy napelem
-block.oil-extractor.name = Olajleválasztó
+block.oil-extractor.name = Olajfúró torony
block.repair-point.name = Javítási pont
block.repair-turret.name = Javítótorony
block.pulse-conduit.name = Impulzus-csővezeték
@@ -1676,7 +1740,7 @@ block.plated-conduit.name = Lemezelt csővezeték
block.phase-conduit.name = Tóritkvarc-csővezeték
block.liquid-router.name = Folyadékelosztó
block.liquid-tank.name = Folyadéktartály
-block.liquid-container.name = Folyadéktároló
+block.liquid-container.name = Folyadéktározó
block.liquid-junction.name = Csővezeték-átkötés
block.bridge-conduit.name = Csővezetékhíd
block.rotary-pump.name = Fogaskerekes szivattyú
@@ -1687,21 +1751,24 @@ block.impulse-pump.name = Impulzusszivattyú
block.thermal-generator.name = Hőerőmű
block.surge-smelter.name = Elektrometál-olvasztó
block.mender.name = Foltozó
-block.mend-projector.name = Foltozó projektor
+block.mend-projector.name = Foltozó-kivetítő
block.surge-wall.name = Elektrometálfal
block.surge-wall-large.name = Nagy elektrometálfal
block.cyclone.name = Cyclone
block.fuse.name = Fuse
block.shock-mine.name = Sokkoló taposóakna
block.overdrive-projector.name = Túlhajtó kivetítő
-block.force-projector.name = Erőkivetítő
+block.force-projector.name = Erőpajzs-kivetítő
block.arc.name = Arc
-block.rtg-generator.name = RTG erőmű
+block.rtg-generator.name = R. T. Generátor
block.spectre.name = Spectre
block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Konténer
-block.launch-pad.name = Kilövőállás
+block.launch-pad.name = Kilövőállás [lightgray](Hagyományos)
+block.advanced-launch-pad.name = Kilövőállás
+block.landing-pad.name = Landolóállás
+
block.segment.name = Segment
block.ground-factory.name = Földiegységgyár
block.air-factory.name = Repülőgépgyár
@@ -1726,7 +1793,7 @@ block.constructor.name = Építő
block.constructor.description = Legfeljebb 2×2-es mezőméretű épületeket gyárt.
block.large-constructor.name = Nagy építő
block.large-constructor.description = Akár 4×4-es mezőméretű épületeket is gyárt.
-block.deconstructor.name = Lebontó
+block.deconstructor.name = Nagy lebontó
block.deconstructor.description = Lebontja az épületeket és az egységeket. Visszaadja az építési költség 100%-át.
block.payload-loader.name = Rakománycsomagoló
block.payload-loader.description = A folyadékokat és a nyersanyagokat blokkokba csomagolja.
@@ -1764,19 +1831,19 @@ block.bluemat.name = Kék padló
block.core-zone.name = Támaszpontzóna
block.regolith-wall.name = Regolitfal
block.yellow-stone-wall.name = Sárgakő-fal
-block.rhyolite-wall.name = Riolit fal
+block.rhyolite-wall.name = Riolitfal
block.carbon-wall.name = Szénfal
block.ferric-stone-wall.name = Vasaskő-fal
block.beryllic-stone-wall.name = Berilliumoskő-fal
block.arkyic-wall.name = Arkicites fal
-block.crystalline-stone-wall.name = Kristályos kőFal
+block.crystalline-stone-wall.name = Kristályos kőfal
block.red-ice-wall.name = Vörösjég-fal
block.red-stone-wall.name = Vöröskő-fal
block.red-diamond-wall.name = Vörösgyémánt-fal
block.redweed.name = Vörös fű
block.pur-bush.name = Lila bokor
block.yellowcoral.name = Sárga korall
-block.carbon-boulder.name = Szén szikla
+block.carbon-boulder.name = Szénszikla
block.ferric-boulder.name = Vasas szikla
block.beryllic-boulder.name = Berilliumos szikla
block.yellow-stone-boulder.name = Sárgakő-szikla
@@ -1787,10 +1854,10 @@ block.crystal-blocks.name = Kristályblokkok
block.crystal-orbs.name = Kristálygömbök
block.crystalline-boulder.name = Kristályos szikla
block.red-ice-boulder.name = Vörösjég-szikla
-block.rhyolite-boulder.name = Riolit szikla
+block.rhyolite-boulder.name = Riolitszikla
block.red-stone-boulder.name = Vöröskő-szikla
-block.graphitic-wall.name = Grafit fal
-block.silicon-arc-furnace.name = Szilícium ívkemence
+block.graphitic-wall.name = Grafitfal
+block.silicon-arc-furnace.name = Szilícium-ívkemence
block.electrolyzer.name = Elektrolizátor
block.atmospheric-concentrator.name = Atmoszferikus sűrítő
block.oxidation-chamber.name = Oxidációs kamra
@@ -1798,8 +1865,9 @@ block.electric-heater.name = Elektromos fűtőtest
block.slag-heater.name = Salakos fűtőtest
block.phase-heater.name = Tóritkvarcos fűtőtest
block.heat-redirector.name = Hőelvezető
+block.small-heat-redirector.name = Kis hőelvezető
block.heat-router.name = Hőelosztó
-block.slag-incinerator.name = Salakégető kemence
+block.slag-incinerator.name = Salakos égetőkamra
block.carbide-crucible.name = Karbidolvasztó
block.slag-centrifuge.name = Salakcentrifuga
block.surge-crucible.name = Elektrometál-olvasztó
@@ -1820,8 +1888,8 @@ block.radar.name = Radar
block.build-tower.name = Építőtorony
block.regen-projector.name = Regeneráló kivetítő
block.shockwave-tower.name = Sokkhullámtorony
-block.shield-projector.name = Pajzskivetítő
-block.large-shield-projector.name = Nagy pajzskivetítő
+block.shield-projector.name = Erőpajzs-kivetítő
+block.large-shield-projector.name = Nagy erőpajzs-kivetítő
block.armored-duct.name = Páncélozott szállítószalag
block.overflow-duct.name = Túlcsorduló kapu
block.underflow-duct.name = Alulcsorduló kapu
@@ -1835,7 +1903,7 @@ block.reinforced-conduit.name = Megerősített csővezeték
block.reinforced-liquid-junction.name = Megerősített folyadékátkötés
block.reinforced-bridge-conduit.name = Megerősített csővezetékhíd
block.reinforced-liquid-router.name = Megerősített folyadékelosztó
-block.reinforced-liquid-container.name = Megerősített folyadékkonténer
+block.reinforced-liquid-container.name = Megerősített folyadéktározó
block.reinforced-liquid-tank.name = Megerősített folyadéktartály
block.beam-node.name = Sugárcsomópont
block.beam-tower.name = Sugártorony
@@ -1845,15 +1913,16 @@ block.chemical-combustion-chamber.name = Kémiai égetőkamra
block.pyrolysis-generator.name = Pirolízis-erőmű
block.vent-condenser.name = Vízleválasztó
block.cliff-crusher.name = Sziklazúzó
+block.large-cliff-crusher.name = Fejlett sziklazúzó
block.plasma-bore.name = Plazmafúró
-block.large-plasma-bore.name = Nagy plazmafúró
+block.large-plasma-bore.name = Fejlett plazmafúró
block.impact-drill.name = Ütvefúró
block.eruption-drill.name = Kitöréses fúró
block.core-bastion.name = Bástya
block.core-citadel.name = Citadella
block.core-acropolis.name = Akropolisz
block.reinforced-container.name = Megerősített konténer
-block.reinforced-vault.name = Megerősített tároló
+block.reinforced-vault.name = Megerősített raktár
block.breach.name = Breach
block.sublimate.name = Sublimate
block.titan.name = Titan
@@ -1909,34 +1978,34 @@ hint.desktopShoot = Használd a [accent]bal egérgombot[] a lövéshez.
hint.depositItems = A nyersanyagokat húzással helyezheted át a drónból a támaszpontba.
hint.respawn = Ahhoz, hogy drónként újraéledj, nyomd meg a [accent][[V][] gombot.
hint.respawn.mobile = Átvetted az irányítást egy egység vagy épület felett. Ahhoz, hogy drónként újraéledj, [accent]koppints a profilképre a bal felső sarokban.[]
-hint.desktopPause = Nyomd meg a [accent][[Szóközt][] a játék szüneteltetéséhez vagy folytatásához.
+hint.desktopPause = Nyomd meg a [accent][[szóközt][] a játék szüneteltetéséhez vagy folytatásához.
hint.breaking = [accent]Jobb egérgombbal[] és húzással lebonthatod a blokkokat.
hint.breaking.mobile = Használd a jobb alsó sarokban lévő \ue817 [accent]kalapács[] gombot a blokkok törléséhez.\n\nTartsd lenyomva az ujjad és húzd, hogy nagyobb területet tudj kijelölni.
hint.blockInfo = Egy blokk információinak megtekintéséhez válaszd ki az épületet az [accent]építési menüben[], majd válaszd a [accent][[?][] gomb jobb oldalt.
hint.derelict = Az [accent]elhagyatott[] szerkezetek régi bázisok maradványai, amelyek már nem működnek.\n\nEzeket az épületeket le lehet [accent]bontani[] nyersanyagokért, vagy meg is lehet javítani őket.
-hint.research = Használd a \ue875 [accent]Technológia fa[] gombot, hogy új technológiákat fedezz fel.
-hint.research.mobile = Használd a \ue875 [accent]Technológia fa[] gombot a \ue88c [accent]menüben[], hogy új technológiákat fedezz fel.
+hint.research = Használd a \ue875 [accent]technológiafa[] gombot, hogy új technológiákat fedezz fel.
+hint.research.mobile = Használd a \ue875 [accent]technológiafa[] gombot a \ue88c [accent]menüben[], hogy új technológiákat fedezz fel.
hint.unitControl = Nyomd le a [accent][[bal Ctrl][] gombot, és kattints [accent]jobb egérgombbal[] a baráti egység vagy lövegtorony irányításához.
-hint.unitControl.mobile = [accent][[Dupla koppintással][] a szövetséges egységek vagy lövegtornyok kézileg irányíthatóak.
-hint.unitSelectControl = Az egységek irányításához lépj be [accent]parancs módba[] a [accent]bal Shift[] lenyomva tartásával.\nParancs módban az egységek kijelöléséhez kattints, és húzd az egeret. A [accent]jobb egérgombbal[] küldd az egységeket a helyszínre vagy a célponthoz.
+hint.unitControl.mobile = [accent][[Dupla koppintással][] a szövetséges egységek vagy lövegtornyok kézileg irányíthatók.
+hint.unitSelectControl = Az egységek irányításához lépj be [accent]parancs módba[] a [accent]bal shift[] lenyomva tartásával.\nParancs módban az egységek kijelöléséhez kattints, és húzd az egeret. A [accent]jobb egérgombbal[] küldd az egységeket a helyszínre vagy a célponthoz.
hint.unitSelectControl.mobile = Az egységek irányításához lépj be [accent]parancs módba[] a bal alsó sarokban lévő [accent]parancs[] gombbal.\nParancs módban az egységek kiválasztásához érintsd meg a kijelzőt és húzással jelöld ki az egységeket. Koppintással küldd az egységeket a helyszínre vagy a célponthoz.
-hint.launch = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]Bolygótérképet[] a jobb alsó sarokban, és átforgatod az új helyszínre.
-hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot egy közeli szektorba, úgy, hogy kiválasztasz egy szektort a \ue88c [accent]Menüben[] a \ue827 [accent]Bolygótérképről[].
+hint.launch = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]bolygótérképet[] a jobb alsó sarokban, és átforgatod az új helyszínre.
+hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot egy közeli szektorba, úgy, hogy kiválasztasz egy szektort a \ue88c [accent]menüben[] a \ue827 [accent]bolygótérképről[].
hint.schematicSelect = Tartsd nyomja az [accent][[F][] gombot több épület kijelöléséhez és másolásához.\n\n[accent][[Középső kattintással][] egy adott blokktípus másolható.
hint.rebuildSelect = Tartsd nyomva a [accent][[B][] gombot és húzással jelöld ki a megsemmisített blokkterveket.\nEz automatikusan újraépíti őket.
hint.rebuildSelect.mobile = Válaszd a \ue874 másolás gombot, majd koppints az \ue80f újraépítés gombra, és húzd a megsemmisült blokktervek kijelöléséhez.\nEz automatikusan újraépíti őket.
-hint.conveyorPathfind = Tartsd nyomva a [accent][[bal Ctrl][] gombot a szállítószalagok lerakása közben, hogy a játék útvonalat állítson elő.
+hint.conveyorPathfind = Tartsd nyomva a [accent][[bal ctrl][] gombot a szállítószalagok lerakása közben, hogy a játék útvonalat állítson elő.
hint.conveyorPathfind.mobile = Engedélyezd az \ue844 [accent]átlós módot[], és tegyél le egyszerre több szállítószalagot, hogy a játék útvonalat állítson elő.
-hint.boost = Tartsd nyomva a [accent][[bal Shift][] gombot, hogy átrepülj az akadályok felett.\n\nErre csak néhány földi egység képes.
+hint.boost = Tartsd nyomva a [accent][[bal shift][] gombot, hogy átrepülj az akadályok felett.\n\nErre csak néhány földi egység képes.
hint.payloadPickup = Nyomd meg a [accent][[[] gombot a kis blokkok vagy egységek felemeléséhez.
hint.payloadPickup.mobile = [accent]Koppints és tartsd lenyomva az ujjad[] egy kis blokk vagy egység felemeléséhez.
hint.payloadDrop = Nyomd le a [accent]][] gombot a rakomány lerakásához.
hint.payloadDrop.mobile = [accent]Koppints és tartsd lenyomva az ujjad[] egy üres területen a rakomány lerakásához.
hint.waveFire = A vizet lőszerként használó [accent]Wave[] lövegtornyok automatikusan eloltják a közeli tüzeket.
-hint.generator = Az \uf879 [accent]égetőerőmű[] szenet éget, és áramot ad át a vele érintkező épületeknek.\n\nAz áramszállítás távolsága [accent]villanyoszlopokkal[] növelhető.
-hint.guardian = Az [accent]Őrzők[] páncélozottak. A gyenge lövedékek, mint a [accent]réz[] vagy az [accent]ólom[] [scarlet]nem hatásosak[] az Őrző páncéljával szemben.\n\nHasználj magasabb szintű lövegtornyokat, vagy \uf835 [accent]grafitot[] a Duo/\uf859Salvo lövegtornyokban, hogy leszedd az Őrzőket.
-hint.coreUpgrade = A támaszpont úgy fejleszthető, hogy [accent]magasabb szintű támaszpontot teszel rá[].\n\nHelyezz egy \uf868 [accent]Alapítvány[] támaszpontot a \uf869 [accent]Szilánk[] támaszpontra. Figyelj rá, hogy ne legyenek az új támaszpont területén épületek.
-hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorok[], mint ez is, [accent]nem kötelezők[].
+hint.generator = Az \uf879 [accent]égetőerőmű[] szenet éget, és áramot ad át a vele érintkező épületeknek.\n\nAz áramszállítás távolsága további \uf87f [accent]villanyoszlopokkal[] növelhető.
+hint.guardian = Az [accent]őrzők[] páncélozottak. A gyenge lövedékek, mint a [accent]réz[] vagy az [accent]ólom[] [scarlet]nem hatásosak[] az Őrző páncéljával szemben.\n\nHasználj magasabb szintű lövegtornyokat, vagy juttass \uf835 [accent]grafitot[] a \uf861 Duo / \uf859 Salvo lövegtornyokba, hogy leszedd az őrzőket.
+hint.coreUpgrade = A támaszpont úgy fejleszthető, hogy [accent]magasabb szintű támaszpontot teszel rá[].\n\nHelyezz egy \uf868 [accent]alapítvány[] támaszpontot a \uf869 [accent]szilánk[] támaszpontra. Figyelj rá, hogy ne legyenek az új támaszpont területén épületek.
+hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a maximumot, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
hint.factoryControl = Egy egységgyár [accent]kimeneti célpontjának[] beállításához kattints parancs módban egy gyárépületre, majd kattints jobb egérgombbal egy helyre.\nAz előállított egységek automatikusan odamennek.
@@ -1944,13 +2013,13 @@ hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[]
gz.mine = Menj a földön lévő \uf8c4 [accent]rézérc[] közelébe, és kattints a bányászat megkezdéséhez.
gz.mine.mobile = Menj a földön lévő \uf8c4 [accent]rézérc[] közelébe, és koppints a bányászat megkezdéséhez.
-gz.research = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki a \uf870 [accent]Mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő menüből.\nKattints egy rézfoltra az elhelyezéséhez.
-gz.research.mobile = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki a \uf870 [accent]Mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő menüből.\nKattints egy rézfoltra az elhelyezéséhez.\n\nA megerősítéshez nyomd meg a jobb alsó sarokban lévő \ue800 [accent]pipát[].
-gz.conveyors = Fejleszd ki, és építs \uf896 [accent]Szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nKattints és húzd az egeret, hogy több szállítószalagot helyezz el.\nHasználd a [accent]görgőt[] a forgatáshoz.
+gz.research = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki a \uf870 [accent]mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő \ue85e menüből.\nKattints egy rézfoltra az elhelyezéséhez.
+gz.research.mobile = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki a \uf870 [accent]mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő \ue85e menüből.\nKattints egy rézfoltra az elhelyezéséhez.\n\nA megerősítéshez nyomd meg a jobb alsó sarokban lévő \ue800 [accent]pipát[].
+gz.conveyors = Fejleszd ki, és építs \uf896 [accent]szállítsszalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nKattints és húzd az egeret, hogy több szállítószalagot helyezz el.\nHasználd a [accent]görgőt[] a forgatáshoz.
gz.conveyors.mobile = Fejleszd ki, és építs \uf896 [accent]Szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
gz.drills = Bővítsd a bányászati kapacitást.\nÉpíts több mechanikus fúrót.\nBányássz 100 rezet.
gz.lead = Az \uf837 [accent]ólom[] egy másik gyakran használt nyersanyag.\nÉpíts fúrókat az ólom kitermelésére.
-gz.moveup = \ue804 Menj tovább a további utasításokért.
+gz.moveup = \ue804 Fedezd fel a szektort, hogy megtaláld a küldetés további utasításait!
gz.turrets = Fejleszd ki, és építs két \uf861 [accent]Duo[] lövegtornyot, hogy megvédd a támaszpontot.\nA Duo lövegtornyoknak \uf838 [accent]lőszerre[] van szükségük, amelyet szállítószalaggal juttathatsz el hozzájuk.
gz.duoammo = Szállítószalagok segítségével lásd el [accent]rézzel[] a Duo lövegtornyokat.
gz.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf8ae [accent]Rézfalakat[] a lövegtornyok köré.
@@ -1960,45 +2029,45 @@ gz.scatterammo = Szállítószalagok segítségével lásd el \uf837 [accent]ól
gz.supplyturret = [accent]Lövegtorony ellátása
gz.zone1 = Ez az ellenség leszállóhelye.
gz.zone2 = Bármi, ami a hatósugarában épült, elpusztul, amikor egy hullám elindul.
-gz.zone3 = Egy hullám most kezdődik.\nKészülj fel.
+gz.zone3 = Egy hullám most kezdődik.\nKészülj fel!
gz.finish = Építs több lövegtornyot, bányássz több nyersanyagot,\nés védekezz az ellenséges hullámok ellen, hogy [accent]elfoglald a szektort[].
onset.mine = Kattints bal egérgombbal a \uf748 [accent]berillium[] kibányászáshoz a falakból.\n\nA mozgáshoz használd a [accent][[WASD] gombokat.
onset.mine.mobile = Koppints a \uf748 [accent]berillium[] kibányászáshoz a falakból.
-onset.research = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki, és építs egy \uf73e [accent]Kondenzációs turbinát[] a kürtőn.\nEz [accent]áramot[] fog termelni.
-onset.bore = Fejleszd ki, és építs egy \uf741 [accent]Plazmafúrót[].\nEz automatikusan bányássza ki a nyersanyagokat a falakból.
-onset.power = Ahhoz, hogy [accent]árammal[] lásd el a plazmafúrót, fejleszd ki, és helyezz el egy \uf73d [accent]Sugárcsomópontot[].\nSegítségükkel összekötheted a kondenzációs turbinát a plazmafúróval.
-onset.ducts = Fejleszd ki, és építs \uf799 [accent]Szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\nKattints, és húzd az egeret több szállítószalag elhelyezéséhez.\nHasználd a [accent]görgőt[] a forgatáshoz.
-onset.ducts.mobile = Fejleszd ki, és építs \uf799 [accent]Szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
+onset.research = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki, és építs egy \uf73e [accent]kondenzációs turbinát[] a kürtőn.\nEz [accent]áramot[] fog termelni.
+onset.bore = Fejleszd ki, és építs egy \uf741 [accent]plazmafúrót[].\nEz automatikusan bányássza ki a nyersanyagokat a falakból.
+onset.power = Ahhoz, hogy [accent]árammal[] lásd el a plazmafúrót, fejleszd ki, és helyezz el egy \uf73d [accent]sugárcsomópontot[].\nSegítségükkel összekötheted a kondenzációs turbinát a plazmafúróval.
+onset.ducts = Fejleszd ki, és építs \uf799 [accent]szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\nKattints, és húzd az egeret több szállítószalag elhelyezéséhez.\nHasználd a [accent]görgőt[] a forgatáshoz.
+onset.ducts.mobile = Fejleszd ki, és építs \uf799 [accent]szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
onset.moremine = Bővítsd a bányászati kapacitást.\nHelyezz el több plazmavágót, és a támogatásukhoz használj sugárcsomópontokat és szállítószalagokat.\nBányássz 200 berilliumot.
onset.graphite = Az összetettebb épületekhez \uf835 [accent]grafit[] szükséges.\nÉpíts plazmavágókat a grafit kibányászásához.
-onset.research2 = Kezdd el a [accent]gyárak[] fejlesztését.\nFejleszd ki a \uf74d [accent]Sziklazúzót[] és a \uf779 [accent]Szilícium ívkemencét[].
-onset.arcfurnace = A szilícium ívkemencének \uf834 [accent]homokra[] és \uf835 [accent]grafitra[] van szüksége, hogy \uf82f [accent]szilíciumot[] gyártson.\nTovábbá [accent]áram[] is szükséges a működéséhez.
-onset.crusher = Használj \uf74d [accent]Sziklazúzókat[], hogy homokot bányász.
-onset.fabricator = Használd az [accent]egységeket[], hogy felfedezd a pályát, megvédd az épületeket, és megtámadhasd velük az ellenséget. Fejleszd ki, és helyezz el egy \uf6a2 [accent]Tankgyártót[].
+onset.research2 = Kezdd el a [accent]gyárak[] fejlesztését.\nFejleszd ki a \uf74d [accent]sziklazúzót[] és a \uf779 [accent]szilícium-ívkemencét[].
+onset.arcfurnace = A szilícium-ívkemencének \uf834 [accent]homokra[] és \uf835 [accent]grafitra[] van szüksége, hogy \uf82f [accent]szilíciumot[] gyártson.\nTovábbá [accent]áram[] is szükséges a működéséhez.
+onset.crusher = Használj \uf74d [accent]sziklazúzókat[], hogy homokot bányássz.
+onset.fabricator = Használd az [accent]egységeket[], hogy felfedezd a pályát, megvédd az épületeket, és megtámadhasd velük az ellenséget. Fejleszd ki, és helyezz el egy \uf6a2 [accent]tankgyártót[].
onset.makeunit = Állíts elő egy egységet.\nHasználd a „?” gombot, hogy megnézd a kiválasztott gyár követelményeit.
onset.turrets = Az egységek hatékonyak, de hatásosan alkalmazva a [accent]lövegtornyok[] jobb védelmi képességeket biztosítanak.\nHelyezz el egy \uf6eb [accent]Breach[] lövegtornyot.\nA lövegtornyoknak \uf748 [accent]lőszerre[] van szüksége.
onset.turretammo = Szállítótalagok használatával lásd el a lövegtornyokat [accent]berillium[] lőszerrel.
-onset.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf6ee [accent]Berillium falakat[] a lövegtornyok körül.
+onset.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf6ee [accent]berilliumfalakat[] a lövegtornyok körül.
onset.enemies = Az ellenség közeledik, készülj fel a védekezésre.
onset.defenses = [accent]Állíts fel védelmet:[lightgray] {0}
-onset.attack = Az ellenség most sebezhető. Indíts ellentámadást.
-onset.cores = Új támaszpont csak a [accent]támaszpontcsempére[] helyezhető.\nAz új támaszpontok előretolt bázisként működnek, és megosztják a nyersanyagkészletüket más támaszpontokkal.\nHelyezz el egy \uf725 támaszpontot.
+onset.attack = Az ellenség most sebezhető. Indíts ellentámadást!
+onset.cores = Új támaszpont csak a [accent]támaszpontmezőre[] helyezhető.\nAz új támaszpontok előretolt bázisként működnek, és megosztják a nyersanyagkészletüket más támaszpontokkal.\nHelyezz el egy \uf725 támaszpontot.
onset.detect = Az ellenség 2 percen belül észrevesz téged.\nÁllíts fel védelmet, bányászatot és termelést.
-onset.commandmode = Tartsd nyomva a [accent]Shift[] gombot, hogy [accent]parancs módba[] lépj.\n[accent]Bal egérgombbal és húzással[] lehet egységeket kijelölni.\n[accent]Jobb egérgombbal[] az egységek mozgásra vagy támadásra utasíthatóak.
-onset.commandmode.mobile = Nyomd meg a [accent]parancs gombot[], hogy [accent]parancs módba[] lépj.\nTartsd nyomva az ujjad, majd [accent]húzd[] az egységek kiválasztásához.\n[accent]Koppintással[] az egységek mozgásra vagy támadásra utasíthatóak.
-aegis.tungsten = Volfrámot [accent]Ütvefúróval[] lehet bányászni.\nEnnek az épületnek [accent]vízre[] és [accent]áramra[] van szüksége.
+onset.commandmode = Tartsd nyomva a [accent]shift[] gombot, hogy [accent]parancs módba[] lépj.\n[accent]Bal egérgombbal és húzással[] lehet egységeket kijelölni.\n[accent]Jobb egérgombbal[] az egységek mozgásra vagy támadásra utasíthatók.
+onset.commandmode.mobile = Nyomd meg a [accent]parancs gombot[], hogy [accent]parancs módba[] lépj.\nTartsd nyomva az ujjad, majd [accent]húzd[] az egységek kiválasztásához.\n[accent]Koppintással[] az egységek mozgásra vagy támadásra utasíthatók.
+aegis.tungsten = Volfrámot [accent]ütvefúróval[] lehet bányászni.\nEnnek az épületnek [accent]vízre[] és [accent]áramra[] van szüksége.
-split.pickup = Egyes blokkok a támaszpont drónjával is felvehetőek.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [[ és ].)
-split.pickup.mobile = Egyes blokkok a támaszpont drónjával is felvehetőek.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.)
+split.pickup = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [[ és ].)
+split.pickup.mobile = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.)
split.acquire = Az egységek építéséhez volfrámot kell szerezned.
-split.build = Az egységeket a fal másik oldalára kell eljuttatni.\nÉpíts két [accent]Rakomány-tömegmozgatót[], egyet-egyet a fal mindkét oldalán.\nÁllítsd be a szállítási kapcsolatukat úgy, hogy kiválasztod az egyiket, majd kiválasztod a másikat.
-split.container = A konténerekhez hasonlóan, az egységek is szállíthatóak a [accent]Rakomány-tömegmozgatóval[].\nÉpíts egy egységgyárat egy tömegmozgató mellé, hogy feltöltsd őket, majd küldd át őket a falon, hogy megtámadják az ellenséges bázist.
+split.build = Az egységeket a fal másik oldalára kell eljuttatni.\nÉpíts két [accent]rakomány-tömegmozgatót[], egyet-egyet a fal mindkét oldalán.\nÁllítsd be a szállítási kapcsolatukat úgy, hogy kiválasztod az egyiket, majd kiválasztod a másikat.
+split.container = A konténerekhez hasonlóan, az egységek is szállíthatók a [accent]rakomány-tömegmozgatóval[].\nÉpíts egy egységgyárat egy tömegmozgató mellé, hogy feltöltsd őket, majd küldd át őket a falon, hogy megtámadják az ellenséges bázist.
item.copper.description = Széleskörűen használatos építkezésnél és lőszerként.
item.copper.details = Réz. Szokatlanul bőségesen elterjedt fém a Serpulón. Megerősítés nélkül strukturálisan gyenge.
item.lead.description = Folyadékszállításnál és elektromos eszközökben használatos.
-item.lead.details = Sűrű. Közömbös. Széles körben használatos az akkumulátorokban.\nMegjegyzés: Valószínűleg mérgező a biológiai életformákra. Nem mintha sok maradt volna errefelé.
+item.lead.details = Sűrű. Közömbös. Széleskörűen használatos az akkumulátorokban.\nMegjegyzés: Valószínűleg mérgező a biológiai életformákra; nem mintha sok maradt volna errefelé.
item.metaglass.description = Folyadékszállító és -tárolóépületeknél használatos.
item.graphite.description = Elektromos alkatrészekben és lőszerként használatos.
item.sand.description = Egyéb finomított nyersanyagok gyártása során használatos.
@@ -2024,7 +2093,7 @@ item.oxide.description = Hővezetőként és szigetelőként is használatos az
item.carbide.description = Fejlett szerkezetekben, nehezebb egységekhez és lőszerként használatos.
liquid.water.description = Gépek hűtéséhez és törmelékfeldolgozáshoz használatos.
-liquid.slag.description = Leválasztóban alkotófémekre finomítható. Folyadékot használó tornyokban lőszerként használható.
+liquid.slag.description = Leválasztókban alkotófémekre finomítható. A folyadékot lőszerként használó tornyokban használható, például: Wave, Tsunami.
liquid.oil.description = Fejlett nyersanyagok gyártásához és gyújtólövedékhez használatos.
liquid.cryofluid.description = Reaktorokban, lövegtornyokban és gyárakban használatos hűtőfolyadékként.
@@ -2035,7 +2104,7 @@ liquid.hydrogen.description = A nyersanyagok kitermelésében, egységgyártásb
liquid.cyanogen.description = Lőszerként, fejlett egységek építéséhez és különböző reakciókhoz használatos a fejlett blokkokban. Erősen gyúlékony.
liquid.nitrogen.description = A nyersanyagok kitermelésénél, gáztermelésnél és egységgyártásnál is használatos. Semleges gáz.
liquid.neoplasm.description = A neopláziareaktor veszélyes biológiai mellékterméke. Gyorsan átterjed minden szomszédos víztartalmú blokkra, amelyhez hozzáér, és közben károsítja azokat. Sűrű folyadék.
-liquid.neoplasm.details = Neoplazma. Egy kontrollálhatatlan, gyorsan osztódó, iszap állagú, szintetikus sejtmassza. Hőálló. Rendkívül veszélyes minden vízzel kapcsolatos szerkezetre.\n\nTúl összetett és instabil a szabványos elemzésekhez. Potenciális alkalmazási területe ismeretlen. A salakmedencékben való elégetés ajánlott.
+liquid.neoplasm.details = Neoplazma. Egy kontrollálhatatlan, gyorsan osztódó, iszap állagú, szintetikus sejtmassza. Hőálló. Rendkívül veszélyes minden vízzel kapcsolatos szerkezetre.\n\nTúl összetett és instabil a szabványos elemzésekhez. Potenciális alkalmazási területe ismeretlen. Ajánlott elégetni a salakos égetőkamrákban.
block.derelict = \uf77e [lightgray]Elhagyatott
block.armored-conveyor.description = Nyersanyagokat szállít. Nem fogad el oldalról nem szállítószalagról érkező nyersanyagot.
@@ -2044,19 +2113,19 @@ block.message.description = Üzenetet tárol a szövetségesek kommunikációjá
block.reinforced-message.description = Üzenetet tárol a szövetségesek közötti kommunikációhoz.
block.world-message.description = A pályakészítésben használható üzenetblokk. Nem lehet megsemmisíteni.
block.graphite-press.description = Grafittá préseli a szenet.
-block.multi-press.description = Grafittá sajtolja a szenet. Hűtéséhez viz szükséges.
+block.multi-press.description = Grafittá sajtolja a szenet. Hűtéséhez víz szükséges.
block.silicon-smelter.description = A homokot és a szenet szilíciummá finomítja.
block.kiln.description = Ólomüveget olvaszt az ólomból és a homokból.
block.plastanium-compressor.description = Olaj és titán felhasználásával műanyagot gyárt.
block.phase-weaver.description = Tórium és homok keverékéből tóritkvarcot állít elő.
block.surge-smelter.description = Titán, ólom, szilícium és réz ötvözésével elektrometált állít elő.
block.cryofluid-mixer.description = Finom titánpor vízhez keverésével hűtőfolyadékot állít elő.
-block.blast-mixer.description = Robbanóelegyet készít a piratitból és a spórakapszulákból.
+block.blast-mixer.description = Robbanóelegyet gyárt piratitból és spórakapszulából.
block.pyratite-mixer.description = Piratittá vegyíti a szenet, a homokot és az ólmot.
block.melter.description = Salakká olvasztja a törmeléket.
block.separator.description = Ásványi összetevőire bontja a salakot.
block.spore-press.description = Olajat sajtol a spórakapszulából.
-block.pulverizer.description = Finom homokká őrli a törmeléket.
+block.pulverizer.description = Finom homokká darálja a törmeléket.
block.coal-centrifuge.description = Szénné alakítja az olajat.
block.incinerator.description = Megsemmisít minden nyersanyagot és folyadékot.
block.power-void.description = Elnyel minden áramot. Csak homokozó módban.
@@ -2079,29 +2148,33 @@ block.phase-wall.description = Megvédi az épületeket az ellenséges lövedék
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.scrap-wall.description = Megvédi az épületeket az ellenséges lövedékektől.
+block.scrap-wall-large.description = Megvédi az épületeket az ellenséges lövedékektől.
+block.scrap-wall-huge.description = Megvédi az épületeket az ellenséges lövedékektől.
+block.scrap-wall-gigantic.description = Megvédi az épületeket az ellenséges lövedékektől.
block.door.description = Nyitható és zárható fal.
block.door-large.description = Nyitható és zárható fal.
-block.mender.description = Időnként javítja a közeli épületeket.\nSzilíciummal növelhető a hatósugara és hatékonysága.
-block.mend-projector.description = Javítja a közeli épületeket.\nTóritkvarccal növelhető a hatósugara és hatékonysága.
-block.overdrive-projector.description = Növeli a közeli épületek termelési sebességét.\nTóritkvarccal növelhető a hatósugara és hatékonysága.
-block.force-projector.description = Hatszögletű erőteret hoz létre maga körül, amely megvédi az épületeket és a benne lévő egységeket a sérüléstől.\nTúlmelegszik, ha túl sok sérülést szenved. Hűtőfolyadékot használva megakadályozható a túlmelegedés. A tóritkvarc növeli a pajzs méretét.
+block.mender.description = Időnként javítja a közeli épületeket.\nSzilíciummal növelhető a hatósugara és hatásfoka.
+block.mend-projector.description = Javítja a közeli épületeket.\nTóritkvarccal növelhető a hatósugara és hatásfoka.
+block.overdrive-projector.description = Megöveli a környező épületek termelési sebességét.\nTóritkvarccal növelhető a hatósugara és hatásfoka.
+block.force-projector.description = Hatszögletű erőpajzsot hoz létre maga körül, amely megvédi a benne lévő épületeket és egységeket a sérüléstől.\nTúlmelegszik, ha túl sok sérülést szenved. Hűtőfolyadék használatával megakadályozható a túlmelegedés. A tóritkvarc megnöveli az erőpajzs méretét.
block.shock-mine.description = Elektromos kisülést hoz létre, ha ellenséggel érintkezik.
block.conveyor.description = Nyersanyagokat szállít.
block.titanium-conveyor.description = Nyersanyagokat szállít. Gyorsabb a sima szállítószalagnál.
block.plastanium-conveyor.description = Nyersanyagokat szállít tömbösítve. Hátulról fogadja a nyersanyagokat, elöl három irányba osztja szét őket. Több kezdő- és végponttal növelhető az áteresztőképessége.
block.junction.description = Hídként működik két egymást keresztező szállítószalag 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 szállítószalaghíd, de áramot igényel.
+block.phase-conveyor.description = Nyersanyagokat szállít épületek és terepakadályok fölött. Nagyobb távolságra ér, mint a sima szállítószalaghíd, de áramot fogyaszt.
block.sorter.description = Csak a kiválasztott nyersanyagot engedi tovább egyenesen, minden mást oldalra ad ki.
block.inverted-sorter.description = Hasonló a szokásos válogatóhoz, de a kiválasztott nyersanyagot oldalra adja ki.
block.router.description = Egyenletesen háromfelé osztja szét a beérkező nyersanyagokat.
block.router.details = Egy szükséges rossz. Nem ajánlott termelőegységek mellett használni, mert a kimenet eltömíti.
-block.distributor.description = Egyenletesen hétfelé osztja szét a beérkező nyersanyagokat.
+block.distributor.description = Egyenletesen, hétfelé osztja szét a beérkező nyersanyagokat.
block.overflow-gate.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud.
block.underflow-gate.description = A túlcsorduló kapu ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
block.mass-driver.description = Nagy hatótávolságú nyersanyagszállító eszköz. Rakományokat gyűjt össze, és átlövi egy másik, hozzákapcsolt tömegmozgatónak.
-block.mechanical-pump.description = Folyadékot szivattyúz és ad ki. Nem igényel áramot.
-block.rotary-pump.description = Folyadékot szivattyúz és ad ki. Áramot igényel.
+block.mechanical-pump.description = Folyadékot szivattyúz és ad ki. Nem fogyaszt áramot.
+block.rotary-pump.description = Folyadékot szivattyúz és ad ki. Áramot fogyaszt.
block.impulse-pump.description = Folyadékot szivattyúz és ad ki.
block.conduit.description = Folyadékot szállít. Szivattyúkkal és egyéb csővezetékekkel együtt használatos.
block.pulse-conduit.description = Folyadékot szállít. Gyorsabban szállít, és nagyobb tárolókapacitású, mint a szokásos csővezeték.
@@ -2111,11 +2184,11 @@ block.liquid-container.description = Jelentős mennyiségű folyadékot tárol.
block.liquid-tank.description = Nagy mennyiségű folyadékot tárol. Minden oldalon kiadja, hasonlóan a folyadékelosztóhoz.
block.liquid-junction.description = Hídként működik két egymást keresztező csővezeték között.
block.bridge-conduit.description = Folyadékot szállít épületek és terepakadályok fölött.
-block.phase-conduit.description = Folyadékot szállít épületek és terepakadályok fölött. Nagyobb távolságra ér, mint a sima csővezetékhíd, de áramot igényel.
-block.power-node.description = Áramot vezet az összekapcsolt csomópontokhoz. A szomszédos blokkokkal automatikusan kapcsolatban van.
+block.phase-conduit.description = Folyadékot szállít épületek és terepakadályok fölött. Nagyobb távolságra ér, mint a sima csővezetékhíd. Áramot fogyaszt.
+block.power-node.description = Áramot vezet az összekapcsolt csomópontokhoz. A szomszédos blokkokkal automatikusan kapcsolatba kerül megépítéskor.
block.power-node-large.description = Nagyobb villanyoszlop, nagyobb hatótávolsággal.
block.surge-tower.description = Hosszútávú villanyoszlop, kevesebb elérhető kapcsolattal.
-block.diode.description = Az eltárolt áramot irányítja egy irányba továbbítja, de csak akkor, ha a fogadó oldalon kevesebb van tárolva.
+block.diode.description = Az eltárolt áramot egy irányba engedi át, de csak akkor, ha a fogadó oldalon kevesebb van tárolva.
block.battery.description = Áramot tárol el, ha túltermelés van. Leadja az áramot, ha hiány van.
block.battery-large.description = Áramot tárol el, ha túltermelés van. Leadja az áramot, ha hiány van. Nagyobb kapacitású a szokásos akkumulátornál.
block.combustion-generator.description = Áramot termel éghető anyagok, például szén, elégetésével.
@@ -2125,27 +2198,29 @@ block.differential-generator.description = Nagy mennyiségű áramot termel. A h
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 szokásos napelemnél.
-block.thorium-reactor.description = Jelentős mennyiségű áramot állít elő tóriumból. Állandó hűtést igényel. Ha nincs megfelelően hűtőfolyadékkal ellátva, akkor felrobban.
-block.impact-reactor.description = Csúcsra járatva rengeteg áramot termel. A reakció beindítása jelentős árambefektetést igényel.
+block.thorium-reactor.description = Jelentős mennyiségű áramot termel tóriumból. Állandó hűtést igényel. Ha nincs megfelelően hűtőfolyadékkal ellátva, akkor felrobban.
+block.impact-reactor.description = Csúcsra járatva rengeteg áramot termel. A reakció beindítása jelentős áramfogyasztással jár.
block.mechanical-drill.description = Ércre helyezve lassú tempóban termeli ki az adott nyersanyagot. Csak alapvető nyersanyagok kitermelésére képes.
block.pneumatic-drill.description = Egy olyan, fejlettebb fúró, amely titán kitermelésére is alkalmas. Gyorsabban dolgozik a mechanikus fúrónál.
-block.laser-drill.description = Lézerek használatával még gyorsabban tud dolgozni, de áramot igényel. Képes tóriumot kitermelni.
-block.blast-drill.description = A technológia csúcsa. Nagy mennyiségű áramot igényel.
+block.laser-drill.description = Lézerek használatával még gyorsabban tud dolgozni. Áramot fogyaszt. Képes tóriumot kitermelni.
+block.blast-drill.description = A technológia csúcsa. Nagy mennyiségű áramot fogyaszt.
block.water-extractor.description = Kiszivattyúzza a talajvizet. Olyan helyeken használatos, ahol nem érhető el felszíni vízforrás.
block.cultivator.description = A légkörben szálló spórákat kapszulákba sűríti.
block.cultivator.details = Visszaszerzett technológia. Hatalmas tömegű biomassza gyártására alkalmas a lehető leghatékonyabban. Valószínűleg a Serpulo felszínét ma borító spórák kezdeti inkubátora.
-block.oil-extractor.description = Nagy mennyiségű áramot, homokot és vizet használ, hogy olajat fúrjon.
+block.oil-extractor.description = Nagy mennyiségű áramot fogyaszt, továbbá homokot és vizet igényel az olajfúráshoz.
block.core-shard.description = Támaszpont. Ha elpusztul, a szektor elveszett.
block.core-shard.details = Az első modell. Kompakt. Önsokszorosító. Egyszer használatos gyorsítórakétákkal van felszerelve, nem bolygóközi utazásra tervezték.
-block.core-foundation.description = Támaszpont. Jól páncélozott. Több nyersanyagot tárol, mint a Szilánk.
+block.core-foundation.description = Támaszpont. Jól páncélozott. Több nyersanyagot tárol, mint a szilánk.
block.core-foundation.details = A második modell.
block.core-nucleus.description = Támaszpont. Rendkívül jól páncélozott. Hatalmas mennyiségű nyersanyag tárolására képes.
block.core-nucleus.details = A harmadik, végső modell.
-block.vault.description = Nagy mennyiséget tárol minden nyersanyagtípusból. Bővíti a raktárat, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
-block.container.description = Kis mennyiséget tárol minden nyersanyagtípusból. Bővíti a raktárat, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
+block.vault.description = Nagy mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
+block.container.description = Kis mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
block.unloader.description = Kirakodja a szomszédos épületekből a kiválasztott nyersanyagot.
-block.launch-pad.description = Nyersanyagokat juttat el más szektorokba.
-block.launch-pad.details = Szuborbitális rendszer a nyersanyagok szektorok között történő szállítására. A teherkapszulák törékenyek, ezért nem képesek túlélni a légkörbe való visszatérést.
+block.launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba.
+block.advanced-launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba. Egyszerre csak egy nyersanyagtípust fogad el.
+block.advanced-launch-pad.details = Szuborbitális rendszer a nyersanyagok szektorok között történő szállítására.
+block.landing-pad.description = Fogadja a más szektorok kilövőállásaiból érkező nyersanyagokat. Nagy mennyiségű vízet igényel a landolások okozta hatásokkal szembeni védekezéshez.
block.duo.description = Változatos lövedékekkel lő az ellenségre.
block.scatter.description = Ólom-, törmelék- vagy ólomüvegdarabokat lő az ellenséges légi egységekre.
block.scorch.description = Megégeti az ellenség közeli földi egységeit. Kis távolságra nagyon hatékony.
@@ -2161,18 +2236,18 @@ block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre.
block.spectre.description = Nagy lövedékekkel tüzel légi és földi célpontokra.
block.meltdown.description = Feltöltődés után folyamatos lézersugarat lő a közeli ellenségekre. A működéséhez hűtőfolyadékot igényel.
block.foreshadow.description = Egy nagy villámot lő ki egy nagy távolságra lévő célpontra. A magasabb maximális életerővel rendelkező ellenségeket részesíti előnyben.
-block.repair-point.description = Folyamatosan javítja a legközelebbi sérült egységet a közelében.
+block.repair-point.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet.
block.segment.description = Megsemmisíti a beérkező lövedékeket. A lézerrel szemben hatástalan.
block.parallax.description = Vonónyalábot bocsát ki, amivel magához vonzza, és közben sebzi a légi egységeket.
block.tsunami.description = Erős folyadékhullámot lő az ellenségre. Eloltja a tüzeket, ha vízzel van ellátva.
-block.silicon-crucible.description = Szilíciumot finomít homokból és szénből, piratitot használ kiegészítő hőforrásként. Forró környezetben még hatékonyabb.
-block.disassembler.description = Ritka ásványi összetevőire bontja le a salakot, alacsony hatékonysággal. Képes tóriumot kinyerni.
+block.silicon-crucible.description = Szilíciumot finomít homokból és szénből, piratitot igényel kiegészítő hőforrásként. Forró környezetben még hatékonyabb.
+block.disassembler.description = Ritka ásványi összetevőire bontja le a salakot, alacsony hatásfokkal. Képes tóriumot kinyerni.
block.overdrive-dome.description = Megnöveli a környező épületek termelési sebességét. A működtetése tóritkvarcot és szilíciumot igényel.
block.payload-conveyor.description = Nagy méretű terhet mozgat, például gyárakból érkező egységeket. Mágneses. Használható súlytalanságban.
block.payload-router.description = Háromfelé osztja szét a beérkező terhet. Rendezőként is szolgál, ha van megadva szűrő. Mágneses. Használható súlytalanságban.
-block.ground-factory.description = Földi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
-block.air-factory.description = Légi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
-block.naval-factory.description = Vízi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
+block.ground-factory.description = Földi egységeket gyárt. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
+block.air-factory.description = Légi egységeket gyárt. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
+block.naval-factory.description = Vízi egységeket gyárt. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
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.
@@ -2186,13 +2261,13 @@ block.memory-bank.description = Információt tárol egy logikai processzor szá
block.logic-display.description = Tetszőleges ábrákat jelenít meg egy logikai processzor alapján.
block.large-logic-display.description = Tetszőleges ábrákat jelenít meg egy logikai processzor alapján.
block.interplanetary-accelerator.description = Hatalmas elektromágneses sínágyútorony. Képes a támaszpontokat szökési sebességre gyorsítani a bolygóközi bevetéshez.
-block.repair-turret.description = Folyamatosan javítja a közelében lévő legközelebbi sérült egységet. Opcionálisan elfogad hűtőfolyadékot.
+block.repair-turret.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet. Opcionálisan elfogad hűtőfolyadékot.
#Erekir
block.core-bastion.description = Támaszpont. Páncélozott. Ha elpusztul, a szektor elveszett.
-block.core-citadel.description = Támaszpont. Nagyon jól páncélozott. Több nyersanyagot tárol, mint a Bástya.
-block.core-acropolis.description = Támaszpont. Kivételesen jól páncélozott. Több nyersanyagot tárol, mint a Citadella.
-block.breach.description = Átütő erejű berillium- vagy volfrámlövedéket lő az ellenséges célpontokra.
+block.core-citadel.description = Támaszpont. Nagyon jól páncélozott. Több nyersanyagot tárol, mint a bástya.
+block.core-acropolis.description = Támaszpont. Kivételesen jól páncélozott. Több nyersanyagot tárol, mint a citadella.
+block.breach.description = Átütő erejű berillium-, volfrám- vagy karbidlövedéket lő az ellenséges célpontokra.
block.diffuse.description = Széles kúpban lő ki lövedékeket. Visszalöki az ellenséges célpontokat.
block.sublimate.description = Folyamatos lángcsóvát lő az ellenséges célpontokra. Átüti a páncélt.
block.titan.description = Hatalmas robbanóanyagú tüzérségi lövedéket lő földi célpontokra. Hidrogént igényel.
@@ -2204,11 +2279,12 @@ block.smite.description = Átütő erejű, villámló lövedékeket lő ki.
block.malign.description = Lézertöltetekből álló célzott sortüzet zúdít az ellenséges célpontokra. Jelentős fűtést igényel.
block.silicon-arc-furnace.description = A homokot és a grafitot szilíciummá finomítja.
block.oxidation-chamber.description = A berilliumot és az ózont oxiddá alakítja. Melléktermékként hőt bocsát ki.
-block.electric-heater.description = Fűti a vele szemben álló épületeket. Nagy mennyiségű áramot igényel.
+block.electric-heater.description = Fűti a vele szemben álló épületeket. Nagy mennyiségű áramot fogyaszt.
block.slag-heater.description = Fűti a vele szemben álló épületeket. Salakot igényel.
block.phase-heater.description = Fűti a vele szemben álló épületeket. Tóritkvarcot igényel.
-block.heat-redirector.description = Más blokkokba irányítja a felgyülemlett hőt.
-block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja.
+block.heat-redirector.description = Más blokkokba irányítja át a felgyülemlett hőt.
+block.small-heat-redirector.description = Más blokkokba irányítja át a felgyülemlett hőt.
+block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja szét.
block.electrolyzer.description = A vizet hidrogénné és ózonná alakítja. A keletkező gázokat két ellentétes irányba adja ki, amelyek a megfelelő színnel vannak jelölve.
block.atmospheric-concentrator.description = Koncentrálja a légkörben lévő nitrogént. Hőt igényel.
block.surge-crucible.description = Salakból és szilíciumból elektrometált olvaszt. Hőt igényel.
@@ -2216,11 +2292,12 @@ block.phase-synthesizer.description = Tóriumból, homokból és ózonból tóri
block.carbide-crucible.description = A grafitot és a volfrámot karbiddá olvasztja. Hőt igényel.
block.cyanogen-synthesizer.description = Arkicitből és grafitból diciánt szintetizál. Hőt igényel.
block.slag-incinerator.description = Elégeti a nem illékony nyersanyagokat vagy folyadékokat. Salakot igényel.
-block.vent-condenser.description = A kürtőkből kiáramló gázokat vízzé kondenzálja. Áramot igényel.
-block.plasma-bore.description = Ércfallal szemben elhelyezve, korlátlanul termel nyersanyagokat. Kis mennyiségű áramot igényel.\nHidrogén felhasználásával növelhető a hatékonysága.
-block.large-plasma-bore.description = Egy nagyobb plazmafúró. Képes a volfrám és a tórium bányászatára. Hidrogént és áramot igényel.\nNitrogén felhasználásával növelhető a hatékonysága.
-block.cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot igényel. A hatékonysága a fal típusától függően változik.
-block.impact-drill.description = Ha ércre helyezik, korlátlan ideig, sorozatokban termeli ki a nyersanyagokat. Áramot és vizet igényel.
+block.vent-condenser.description = A kürtőkből kiáramló gázokat vízzé kondenzálja. Áramot fogyaszt.
+block.plasma-bore.description = Ércfallal szemben elhelyezve, korlátlanul termel nyersanyagokat. Kis mennyiségű áramot fogyaszt.\nHidrogén felhasználásával növelhető a hatásfoka.
+block.large-plasma-bore.description = Egy nagyobb plazmafúró. Képes a volfrám és a tórium bányászatára. Hidrogént igényel és áramot fogyaszt.\nNitrogén felhasználásával növelhető a hatásfoka.
+block.cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt. A hatásfoka a fal típusától függően változik.
+block.large-cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt, és ózont igényel. A hatásfoka a fal típusától függően változik, de volfrámmal növelhető.
+block.impact-drill.description = Ha ércre helyezik, korlátlan ideig, sorozatokban termeli ki a nyersanyagokat. Áramot fogyaszt és vizet igényel.
block.eruption-drill.description = Továbbfejlesztett ütvefúró. Képes tóriumot bányászni. Hidrogént igényel.
block.reinforced-conduit.description = Előre szállítja a folyadékokat. Nem fogad nem csővezetékes bemeneteket oldalról.
block.reinforced-liquid-router.description = Egyenletesen osztja el a folyadékokat minden oldalra.
@@ -2236,19 +2313,19 @@ block.carbide-wall.description = Megvédi az építményeket az ellenséges löv
block.carbide-wall-large.description = Megvédi az építményeket az ellenséges lövedékektől.
block.reinforced-surge-wall.description = Megvédi az építményeket az ellenséges lövedékektől, a lövedékekkel való érintkezésekor időszakosan elektromos íveket bocsát ki.
block.reinforced-surge-wall-large.description = Megvédi az építményeket az ellenséges lövedékektől, a lövedékekkel való érintkezésekor időszakosan elektromos íveket bocsát ki.
-block.shielded-wall.description = Megvédi az építményeket az ellenséges lövedékektől. Olyan pajzsot képez, amely a legtöbb lövedéket elnyeli, ha az áramellátás biztosítva van. Vezeti az áramot.
+block.shielded-wall.description = Megvédi az építményeket az ellenséges lövedékektől. Olyan erőpajzsot képez, amely a legtöbb lövedéket elnyeli, ha az áramellátás biztosítva van. Vezeti az áramot.
block.blast-door.description = Egy fal, amely kinyílik, ha szövetséges földi egységek vannak a közelében. Kézzel nem irányítható.
block.duct.description = Előre mozgatja a nyersanyagokat. Csak egyetlen nyersanyag tárolására alkalmas.
block.armored-duct.description = Előre mozgatja a nyersanyagokat. Csak szállítószalagos bemeneteket fogad el oldalról.
-block.duct-router.description = A nyersanyagokat egyenlően osztja el három irányba. Csak hátulról fogad el nyersanyagokat. Nyersanyagválogatóként is beállítható.
+block.duct-router.description = A nyersanyagokat egyenlően osztja el három irányba. Csak hátulról fogad el nyersanyagokat. Nyersanyag-válogatóként is beállítható.
block.overflow-duct.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud.
block.duct-bridge.description = Nyersanyagokat szállít épületek és terepakadályok fölött.
block.duct-unloader.description = A kiválasztott nyersanyagokat kirakodja a mögötte lévő épületekből. Támaszpontokból nem tud kirakodni.
block.underflow-duct.description = A túlcsorduló kapu ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
block.reinforced-liquid-junction.description = Csomópontként működik két egymást keresztező csővezeték között.
block.surge-conveyor.description = A nyersanyagokat rakományokban mozgatja. Árammal felgyorsítható. Vezeti az áramot.
-block.surge-router.description = Egyenletesen osztja el a nyersanyagokat három irányba az elektrometál-szállítószalagról. Árammal felgyorsítható. Vezeti az Áramot.
-block.unit-cargo-loader.description = Teherszállító drónokat épít. A drónok automatikusan szétosztják a nyersanyagokat a megfelelő szűrővel rendelkező kirakodási pontokra.
+block.surge-router.description = Egyenletesen osztja el a nyersanyagokat három irányba az elektrometál-szállítószalagról. Árammal felgyorsítható. Vezeti az áramot.
+block.unit-cargo-loader.description = Teherszállító drónokat épít. A drónok automatikusan eljuttatják a nyersanyagokat a megfelelő szűrővel rendelkező kirakodási pontokra.
block.unit-cargo-unload-point.description = A teherszállító drónok kirakodási pontjaként működik. Csak a kiválasztott szűrőnek megfelelő nyersanyagokat fogadja be.
block.beam-node.description = Merőlegesen áramot vezet a többi blokkhoz. Kis mennyiségű áramot tárol.
block.beam-tower.description = Merőlegesen áramot vezet a többi blokkhoz. Nagy mennyiségű áramot tárol. Nagy hatótávolságú.
@@ -2258,12 +2335,12 @@ block.pyrolysis-generator.description = Nagy mennyiségű áramot termel arkicit
block.flux-reactor.description = Fűtés hatására nagy mennyiségű áramot termel. Stabilizátorként diciánt igényel. Az áramtermelés és a diciánigény arányos a hőbevitellel.\nFelrobban, ha nem áll rendelkezésre elegendő dicián.
block.neoplasia-reactor.description = Arkicit, víz és tóritkvarc felhasználásával nagy mennyiségű áramot termel. Melléktermékként hőt és veszélyes neoplazmát termel.\nFelrobban, ha a neoplazmát nem távolítják el a reaktorból csővezetékeken keresztül.
block.build-tower.description = Automatikusan újjáépíti a hatósugarában lévő építményeket, és segíti a többi egységet az építkezésben.
-block.regen-projector.description = Lassan javítja a szövetséges építményeket egy négyzet alakú területen. Hidrogént igényel.\nTóritkvarc felhasználásával növelhető a hatékonysága.
+block.regen-projector.description = Lassan javítja a szövetséges építményeket egy négyzet alakú területen. Hidrogént igényel.\nTóritkvarccal növelhető a hatásfoka.
block.reinforced-container.description = Kis mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
block.reinforced-vault.description = Nagy mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
-block.tank-fabricator.description = Stell egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
-block.ship-fabricator.description = Elude egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
-block.mech-fabricator.description = Merui egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
+block.tank-fabricator.description = Stell egységeket épít. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
+block.ship-fabricator.description = Elude egységeket épít. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
+block.mech-fabricator.description = Merui egységeket épít. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
block.tank-assembler.description = Nagy méretű tankokat állít össze a beadott blokkokból és egységekből. A kimeneti szint modulok hozzáadásával növelhető.
block.ship-assembler.description = Nagy méretű repülőgépeket állít össze a beadott blokkokból és egységekből. A kimeneti szint modulok hozzáadásával növelhető.
block.mech-assembler.description = Nagy méretű mecheket állít össze a beadott blokkokból és egységekből. A kimeneti szint modulok hozzáadásával növelhető.
@@ -2271,14 +2348,14 @@ block.tank-refabricator.description = Kettes szintre fejleszti a beérkező tank
block.ship-refabricator.description = Kettes szintre fejleszti a beérkező repülőgép típusú egységeket.
block.mech-refabricator.description = Kettes szintre fejleszti a beérkező mech típusú egységeket.
block.prime-refabricator.description = Hármas szintre fejleszti a beérkező tank típusú egységeket.
-block.basic-assembler-module.description = Növeli az összeszerelő szintjét, ha annak az építési határvonala mellé helyezik. Áramot igényel. Használható nyersanyagrakomány-bemenetként.
+block.basic-assembler-module.description = Növeli az összeszerelő szintjét, ha annak az építési határvonala mellé helyezik. Áramot fogyaszt. Használható nyersanyagrakomány-bemenetként.
block.small-deconstructor.description = Lebontja a beadott építményeket és egységeket. Visszaadja az építési költség 100%-át.
block.reinforced-payload-conveyor.description = Előre mozgatja a rakományokat.
-block.reinforced-payload-router.description = A rakományokat szomszédos a blokkokba osztja szét. Szűrő beállítása esetén válogatóként működik.
-block.payload-mass-driver.description = Nagy hatótávolságú rakományszállító épület. A kapott rakományokat egy másik, hozzákapcsolt rakomány-tömegmozgatónak lövi át.
-block.large-payload-mass-driver.description = Nagy hatótávolságú rakományszállító épület. A kapott rakományokat egy másik, hozzákapcsolt rakomány-tömegmozgatónak lövi át.
+block.reinforced-payload-router.description = A rakományokat a szomszédos blokkokba osztja szét. A megfelelő szűrő beállítása esetén rakomány-válogatóként is beállítható.
+block.payload-mass-driver.description = Nagy hatótávolságú rakományszállító eszköz. A kapott rakományokat egy másik, hozzákapcsolt rakomány-tömegmozgatónak lövi át.
+block.large-payload-mass-driver.description = Nagyobb hatótávolságú rakományszállító eszköz, mint rakomány-tömegmozgató. A kapott rakományokat egy másik, hozzákapcsolt nagy rakomány-tömegmozgatónak lövi át.
block.unit-repair-tower.description = Javítja a közelében lévő összes egységet. Ózont igényel.
-block.radar.description = Fokozatosan feltárja a terepet és az ellenséges egységeket egy nagy sugarú körben. Áramot igényel.
+block.radar.description = Fokozatosan feltárja a terepet és az ellenséges egységeket egy nagy sugarú körben. Áramot fogyaszt.
block.shockwave-tower.description = Sérülést okoz és megsemmisíti az ellenséges lövedékeket egy körön belül. Diciánt igényel.
block.canvas.description = Egy egyszerű képet jelenít meg egy előre meghatározott palettával. Szerkeszthető.
@@ -2289,7 +2366,7 @@ unit.scepter.description = Töltött lövedékek záporát lövi közeli ellens
unit.reign.description = Méretes átütő erejű lövedékeket zúdít minden közeli ellenségre.
unit.nova.description = Lézerlövedékeket lő ki, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
unit.pulsar.description = Elektromos szikrákat szór, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
-unit.quasar.description = Átütő erejű lézersugarakat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas. Pajzsa van.
+unit.quasar.description = Átütő erejű lézersugarakat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas. Erőpajzsa van.
unit.vela.description = Folyamatos lézernyalábot bocsát ki, amelyek sebzik az ellenséges célpontokat, tüzet okoznak, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
unit.corvus.description = Hatalmas lézersugarat lő, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Átlépi a legtöbb terepakadályt.
unit.crawler.description = Az ellenséghez rohan és megsemmisíti önmagát, nagy robbanást okozva.
@@ -2303,18 +2380,18 @@ unit.zenith.description = Rakétasorozatokat lő közeli ellenségekre.
unit.antumbra.description = Lövedékek záporát zúdítja minden közeli ellenségre.
unit.eclipse.description = Két átütő erejű lézersugarat és rengeteg lövedéket zúdít minden közeli ellenségre.
unit.mono.description = Automatikusan rezet és ólmot bányászik, a támaszpontba juttatva őket.
-unit.poly.description = Automatikusan újjáépíti az elpusztult épületeket és segít más egységeknek az építkezésben.
-unit.mega.description = Automatikusan javítja a sérült épületeket. Kis blokkok és földi egységek szállítására képes.
-unit.quad.description = Plazmabombákat szór földi célpontokra, amelyek sebzik az ellenséget, de javítják a szövetséges épületeket. Közepes méretű földi egységek szállítására képes.
-unit.oct.description = Megvédi a közeli szövetségeseket egy regeneráló pajzzsal. A legtöbb földi egység szállítására képes.
+unit.poly.description = Automatikusan újjáépíti a lerombolt épületeket és segít más egységeknek az építkezésben.
+unit.mega.description = Automatikusan javítja a sérült épületeket. Kis blokkok és földi egységek szállítására is alkalmas.
+unit.quad.description = Plazmabombákat szór földi célpontokra, amelyek sebzik az ellenséget, de javítják a szövetséges épületeket. Közepes méretű földi egységek szállítására is alkalmas.
+unit.oct.description = Megvédi a közeli szövetségeseket egy regeneráló pajzzsal. A legtöbb földi egység szállítására is alkalmas.
unit.risso.description = Rakéták és lövedékek záporát zúdítja minden közeli ellenségre.
unit.minke.description = Tüzérségi és szokásos lövedékeket lő közeli földi célpontokra.
unit.bryde.description = Nagy távolságú tüzérségi lövedékeket és rakétákat lő az ellenségre.
unit.sei.description = Rakéták és páncéltörő lövedékek záporát zúdítja az ellenségre.
unit.omura.description = Nagy hatótávolságú átütő erejű lövedékeket lő az ellenségre. Flare egységeket gyárt.
-unit.alpha.description = Megvédi a Szilánk támaszpontot az ellenségtől. Épületeket épít.
-unit.beta.description = Megvédi az Alapítvány támaszpontot az ellenségtől. Épületeket épít.
-unit.gamma.description = Megvédi at Atommag támaszpontot az ellenségtől. Épületeket épít.
+unit.alpha.description = Megvédi a szilánk támaszpontot az ellenségtől. Épületeket épít.
+unit.beta.description = Megvédi az alapítvány támaszpontot az ellenségtől. Épületeket épít.
+unit.gamma.description = Megvédi az atommag támaszpontot az ellenségtől. Épületeket épít.
unit.retusa.description = Célkövető torpedókat lő ki minden közeli ellenségre. Javítja a szövetséges egységeket.
unit.oxynoe.description = Épületjavító lángcsóvát lő az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket egy pontvédelmi toronnyal.
unit.cyerce.description = Célkereső kazettás rakétákat lő ki az ellenségre. Javítja a szövetséges egységeket.
@@ -2337,14 +2414,15 @@ unit.avert.description = Forgó lövedékpárokat lő ki az ellenséges célpont
unit.obviate.description = Forgó, páros villámgömböket lő ki az ellenséges célpontokra.
unit.quell.description = Nagy hatótávolságú célkövető rakétát lő ki az ellenséges célpontokra. Elnyomja az ellenséges szerkezetjavító épületeket. Csak földi célpontokat támad.
unit.disrupt.description = Nagy hatótávolságú célkövető elnyomó rakétát lő ki az ellenséges célpontokra. Elnyomja az ellenséges szerkezetjavító épületeket. Csak földi célpontokat támad.
-unit.evoke.description = A Bástya védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására képes.
-unit.incite.description = A Citadella védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására képes.
-unit.emanate.description = Az Akropolisz védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására képes.
+unit.evoke.description = A bástya védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
+unit.incite.description = A citadella védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
+unit.emanate.description = Az akropolisz védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
lst.read = Szám kiolvasása egy összekapcsolt memóriacellából.
lst.write = Szám beírása egy összekapcsolt memóriacellába.
-lst.print = Szöveg hozzáadása a nyomtatási pufferhez.\nA [accent]Print Flush[] használatáig nem jelenít meg semmit.
-lst.format = A szövegpufferben lévő következő helyőrző cseréje egy értékre.\nNem csinál semmit, ha a helyőrzőminta érvénytelen.\nHelyőrzőminta: "{[accent]number 0-9[]}"\nPélda:\n[accent]print "test {0}"\nformat "example"
+lst.print = Szöveg hozzáadása a kiírási pufferhez.\nA [accent]Print Flush[] használatáig nem jelenít meg semmit.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
+lst.format = A szövegpufferben lévő következő helyőrző cseréje egy értékre.\nNem csinál semmit, ha a helyőrzőminta érvénytelen.\nHelyőrzőminta: „{[accent]number 0-9[]}”\nPélda:\n[accent]print „test {0}”\nformat „example”
lst.draw = Művelet hozzáadása a rajzpufferhez.\nA [accent]Draw Flush[] használatáig nem jelenít meg semmit.
lst.drawflush = Sorba állított [accent]Draw[] műveletek megjelenítése a kijelzőn.
lst.printflush = Sorba állított [accent]Print[] műveletek kiírása egy üzenetblokkba.
@@ -2385,24 +2463,24 @@ lst.sync = Egy változó szinkronizálása a hálózaton keresztül.\nMásodperc
lst.playsound = Egy hangot játszik le.\nA hangerő és a panoráma lehet globális érték, vagy a pozíció alapján kiszámított érték.
lst.makemarker = Új logikai jelölő létrehozása a világban.\nMeg kell adni egy azonosítót a jelölő azonosításához.\nA jelölők száma jelenleg világonként 20 000-re van korlátozva.
lst.setmarker = Egy jelölő tulajdonságának beállítása.\nA használt azonosítónak meg kell egyeznie a Make Marker utasításban megadottal.\nA [accent]null []értékek figyelmen kívül lesznek hagyva.
-lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét a szövegpufferhez.\nA pálya nyelvi csomagjainak beállításait a térképszerkesztőben ellenőrizheted: [accent]Pályainformációk > Nyelvi csomagok[].\nHa a kliens egy mobileszköz, akkor először próbáld kiíratni a „.mobile” végződésű tulajdonságot.
+lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét a szövegpufferhez.\nA pálya nyelvi csomagjainak beállításait a térképszerkesztőben ellenőrizheted: [accent]pályainformációk > nyelvi csomagok[].\nHa a kliens egy hordozható eszköz, akkor először próbáld kiíratni a „.mobile” végződésű tulajdonságot.
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
-lglobal.@pi = A pí matematikai állandó (3.141...)
-lglobal.@e = Az e matematikai állandó (2.718...)
+lglobal.@pi = A pi matematikai állandó (3.141…)
+lglobal.@e = Az e matematikai állandó (2.718…)
lglobal.@degToRad = Ezzel a számmal szoroz a fok radiánra való átalakításához
lglobal.@radToDeg = Ezzel a számmal szoroz a radián fokra való átalakításához
-lglobal.@time = A jelenelgi mentés játékideje ezredmásodpercben
-lglobal.@tick = Az aktuális mentés játékideje, órajelciklusban (1 másodperc = 60 órajelciklus)
-lglobal.@second = A jelenelgi mentés játékideje másodpercben
-lglobal.@minute = A jelenelgi mentés játékideje percben
+lglobal.@time = A jelenlegi mentés játékideje ezredmásodpercben
+lglobal.@tick = A jelenlegi mentés játékideje, órajelciklusban (1 másodperc = 60 órajelciklus)
+lglobal.@second = A jelenlegi mentés játékideje másodpercben
+lglobal.@minute = A jelenlegi mentés játékideje percben
lglobal.@waveNumber = A jelenlegi hullám száma, ha a hullámok engedélyezve vannak
lglobal.@waveTime = Visszaszámláló a hullámokhoz, másodpercben
-lglobal.@mapw = A pálya szélessége csempékben
-lglobal.@maph = A pálya magassága csempékben
+lglobal.@mapw = A pálya szélessége mezőben
+lglobal.@maph = A pálya magassága mezőben
lglobal.sectionMap = Pálya
lglobal.sectionGeneral = Általános
@@ -2428,7 +2506,7 @@ lglobal.@clientLocale = A kódot futtató kliens területi beállítása. Péld
lglobal.@clientUnit = A kódot futtató kliens egysége
lglobal.@clientName = A kódot futtató kliens játékosneve
lglobal.@clientTeam = A kódot futtató kliens csapatazonosítója
-lglobal.@clientMobile = Igaz, ha a kódot futtató kliens egy mobil eszköz, egyébként hamis
+lglobal.@clientMobile = Igaz, ha a kódot futtató kliens egy hordozható eszköz, egyébként hamis
logic.nounitbuild = [red]Az egységépítési logika itt nem megengedett.
@@ -2441,7 +2519,7 @@ laccess.currentammotype = Egy lövegtorony jelenlegi lőszer nyersanyaga/folyad
laccess.color = Megvilágítás színe.
laccess.controller = Egységvezérlő. Ha processzor vezérli, akkor a processzort adja vissza.\nKülönben magát az egységet adja vissza.
-laccess.dead = Egy épület/egység halott-e, vagy már nem érvényes-e.
+laccess.dead = Egy épület/egység megsemmisült-e, vagy érvénytelen-e.
laccess.controlled = Ezt adja vissza:\n[accent]@ctrlProcessor[], ha az egységvezérlő egy processzor\n[accent]@ctrlPlayer[], ha az egység/épület vezérlője a játékos\n[accent]@ctrlFormation[], ha az egység formációban van\nKülönben 0.
laccess.progress = Művelet előrehaladása, 0 és 1 között.\nA termelés, a lövegtorony-újratöltés vagy az építés előrehaladását adja vissza.
laccess.speed = Az egység legnagyobb sebessége, mező/mp-ben.
@@ -2473,7 +2551,7 @@ graphicstype.poly = Egy szabályos sokszög kitöltése.
graphicstype.linepoly = Szabályos sokszög körvonalának rajzolása.
graphicstype.triangle = Egy háromszög kitöltése.
graphicstype.image = Kép rajzolása valamilyen tartalomról.\nPéldául: [accent]@router[] vagy [accent]@dagger[].
-graphicstype.print = Szöveget rajzol a kiírási pufferből.\nCsak ASCII karakterek használhatóak.\nTörli a kiírás puffert.
+graphicstype.print = Szöveget rajzol a kiírási pufferből.\nCsak ASCII karakterek használhatók.\nTörli a kiírás puffert.
lenum.always = Mindig igaz.
lenum.idiv = Egész osztás.
@@ -2504,7 +2582,7 @@ lenum.asin = Arkusz szinusz, fokban.
lenum.acos = Arkusz koszinusz, fokban.
lenum.atan = Arkusz tangens, fokban.
-#not a typo, look up 'range notation'
+#Az alábbi zárójel nem elírás, nézz utána a „nyitott/zárt intervallum/tartomány jelöléseknek”
lenum.rand = Véletlenszerű decimális szám a [0, érték) tartományban.
lenum.log = Természetes logaritmus (ln).
lenum.log10 = 10-es alapú logaritmus.
@@ -2527,12 +2605,12 @@ lenum.spawn = Ellenséges kezdőpont.\nLehet támaszpont vagy pozíció.
lenum.building = Épület egy adott csoportban.
lenum.core = Bármilyen támaszpont.
-lenum.storage = Raktárépület, például tároló.
+lenum.storage = Raktárépület, például raktár.
lenum.generator = Energiát termelő épületek.
lenum.factory = Nyersanyagokat feldolgozó épületek.
lenum.repair = Javítási pontok.
lenum.battery = Bármilyen akkumulátor.
-lenum.resupply = Utánpótlási pontok.\nCsak akkor van jelentősége, ha az [accent]„egység lőszere”[] engedélyezve van.
+lenum.resupply = Utánpótlási pontok.\nCsak akkor van jelentősége, amikor az [accent]„egység lőszere”[] engedélyezve van.
lenum.reactor = Ütközéses- vagy tóriumerőmű.
lenum.turret = Bármilyen lövegtorony.
@@ -2561,11 +2639,12 @@ unitlocate.building = Kimeneti változó a megtalált épülethez.
unitlocate.outx = Kimenet X koordinátája.
unitlocate.outy = Kimenet Y koordinátája.
unitlocate.group = Keresendő épületcsoport.
-playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
+
+playsound.limit = Ha igaz, megakadályozza a hang lejátszását,\nha már lejátszották ugyanabban a keretben.
lenum.idle = Ne mozdulj, de folytasd az építkezést/bányászatot.\nAz alapértelmezett állapot.
lenum.stop = Mozgás/bányászás/építés leállítása.
-lenum.unbind = A logikai vezérlés teljes kikapcsolása.\nSzokásos mesterséges intelligencia folytatása.
+lenum.unbind = A logikai vezérlés teljes kikapcsolása.\nA szokásos mesterséges intelligencia használatának folytatása.
lenum.move = Mozgás a pontos pozícióba.
lenum.approach = Egy pozíció megközelítése egy sugárral.
lenum.pathfind = Útkeresés a megadott pozícióhoz.
@@ -2586,8 +2665,35 @@ lenum.boost = Erősítés indítása/leállítása.
lenum.flushtext = Az írási puffer tartalmának ürítése a jelölőre, ha alkalmazható.\nHa a „fetch” igaz, akkor megpróbálja lekérni a tulajdonságokat a pálya nyelvi csomagjából vagy a játék csomagjából.
lenum.texture = A textúra neve közvetlenül a játék textúraatlaszából (ún. kebab-case elnevezési stílus használatával).\nHa a „printFlush” igaz, akkor a szöveges puffer tartalmát használja szöveges argumentumként.
-lenum.texturesize = A textúra mérete csempékben. A nulla érték a jelölő szélességét az eredeti textúra méretére skálázza.
+lenum.texturesize = A textúra mérete mezőben. A nulla érték a jelölő szélességét az eredeti textúra méretére skálázza.
lenum.autoscale = Skálázva legyen-e a jelölő a játékos nagyítási szintjének megfelelően.
lenum.posi = Indexelt pozíció, vonal- és négyszögjelzőkhöz használatos, ahol a nulla az első pozíció.
lenum.uvi = A textúra pozíciója nullától egyig, négyzetjelölőkhöz használatos.
lenum.colori = Indexelt szín, vonal- és négyzetjelölőkhöz használatos, ahol a nulla az első szín.
+
+lenum.wavetimer = Független attól, hogy a hullámok automatikusan indulnak-e az időzítésre. Ha nem, akkor a hullámok a lejátszásgomb megnyomásakor indulnak.
+lenum.wave = Jelenlegi hullámszám. Bármi lehet a nem-hullámalapú játékmódokban.
+lenum.currentwavetime = Hullám-visszaszámlálás tickben.
+lenum.waves = Független attól, hogy a hullámok egyáltalán elindíthatók-e.
+lenum.wavesending = Független attól, hogy a hullámok kézzel elindíthatók-e a lejátszásgombbal.
+lenum.attackmode = Meghatározza, hogy a játékmód támadó módban van-e.
+lenum.wavespacing = A hullámok közötti idő tickben.
+lenum.enemycorebuildradius = Építési tilalmi zóna az ellenséges támaszpont körül.
+lenum.dropzoneradius = Az ellenséges hullámok ledobási zónájának sugara.
+lenum.unitcap = Alap egységdarabszám. Épületekkel tovább növelhető.
+lenum.lighting = Független attól, hogy a háttérfény engedélyezve van-e.
+lenum.buildspeed = Az építési sebesség szorzója.
+lenum.unithealth = Mennyi életponttal indulnak az egységek.
+lenum.unitbuildspeed = Milyen gyorsan gyártanak egységeket az egységgyárak.
+lenum.unitcost = Az egységek építéséhez szükséges erőforrások szorzója.
+lenum.unitdamage = Mennyi sebzést okoznak az egységek.
+lenum.blockhealth = Mennyi életponttal indulnak az épületek.
+lenum.blockdamage = Mennyi sebzést okoznak az épületek (lövegtornyok).
+lenum.rtsminweight = Minimális „támadási súly” szükséges ahhoz, hogy egy osztag támadjon. Minél magasabb az érték, annál megfontoltabbak az egységek.
+lenum.rtsminsquad = A támadó osztagok minimális mérete.
+lenum.maparea = A játszható területe a pályának. Minden, ami a területen kívülre esik, nem lesz elérhető.
+lenum.ambientlight = Háttérfény színe. Akkor használható, amikor a világítás engedélyezve van.
+lenum.solarmultiplier = Megsokszorozza a napelemek teljesítményét.
+lenum.dragmultiplier = Környezet-húzási szorzó.
+lenum.ban = Épületek vagy egységek, amelyek nem építhetők meg vagy helyezhetők el a pályán.
+lenum.unban = Egy egység vagy épület újraengedélyezése.
diff --git a/core/assets/bundles/bundle_id_ID.properties b/core/assets/bundles/bundle_id_ID.properties
index f92c2bbc65..89e18348e3 100644
--- a/core/assets/bundles/bundle_id_ID.properties
+++ b/core/assets/bundles/bundle_id_ID.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Aktif
mod.disabled = [red]Nonaktif
mod.multiplayer.compatible = [gray]Kompatibel dalam Multipemain
mod.disable = Nonaktifkan
+mod.version = Versi:
mod.content = Konten:
mod.delete.error = Tidak dapat menghapus mod. File mungkin sedang digunakan.
@@ -196,6 +197,7 @@ campaign.select = Pilih untuk Memulai Kampanye
campaign.none = [lightgray]Pilih planet untuk memulai.\nPilihan ini dapat diubah setiap saat.
campaign.erekir = Konten baru yang disempurnakan. Kemajuan kampanye lebih linier.\n\nKualitas peta yang tinggi dan pengalaman lebih mantap.
campaign.serpulo = Konten lawas; pengalaman klasik. Lebih terbuka dan banyak konten.\n\nPeta dan mekanisme kampanye yang berpotensi tidak seimbang. Kurang halus
+campaign.difficulty = Kesulitan
completed = [accent]Terselesaikan
techtree = Pohon Teknologi
techtree.select = Pemilihan Pohon Teknologi
@@ -296,15 +298,16 @@ joingame.ip = Alamat:
disconnect = Terputus.
disconnect.error = Sambungan bermasalah.
disconnect.closed = Sambungan ditutup.
-disconnect.timeout = Waktu koneksi habis.
+disconnect.timeout = Waktu koneksi telah habis.
disconnect.data = Gagal memuat data dunia!
+disconnect.snapshottimeout = Waktu koneksi habis selama menerima snapshot UDP.\nIni mungkin disebabkan oleh jaringan atau koneksi yang tidak stabil.
cantconnect = Gagal tersambung ke permainan ([accent]{0}[]).
connecting = [accent]Menghubungkan...
reconnecting = [accent]Menghubungkan kembali...
connecting.data = [accent]Memuat data dunia...
server.port = Port:
-server.addressinuse = Alamat sudah dipakai!
server.invalidport = Nomor port tidak valid!
+server.error.addressinuse = [scarlet]Gagal membuka server di port 6567.[]\n\nPastikan tidak ada server Mindustry lain yang berjalan di perangkat atau jaringan Anda!
server.error = [scarlet]Terjadi kesalahan saat menghosting server: [accent]{0}
save.new = Simpanan Baru
save.overwrite = Anda yakin ingin menimpa \nsimpanan ini?
@@ -357,6 +360,7 @@ command.enterPayload = Masukkan Muatan Blok
command.loadUnits = Muat Unit
command.loadBlocks = Muat Blok
command.unloadPayload = Turunkan Muatan
+command.loopPayload = Perulangan Transfer Unit
stance.stop = Batalkan Perintah
stance.shoot = Posisi Unit: Menembak
stance.holdfire = Posisi Unit: Gencatan Senjata
@@ -472,7 +476,7 @@ waves.health = darah: {0}%
waves.perspawn = per muncul
waves.shields = perisai/gelombang
waves.to = sampai
-waves.spawn = muncul:
+waves.spawn = Titik Pendaratan:
waves.spawn.all =
waves.spawn.select = Pilih Tempat Pendaratan Musuh
waves.spawn.none = [scarlet]tidak ada tempat pendaratan musuh di peta
@@ -501,10 +505,11 @@ wavemode.counts = jumlah
wavemode.totals = total
wavemode.health = darah
+all = Semua
editor.default = [lightgray]
details = Detail...
edit = Sunting
-variables = Vars
+variables = Variabel
logic.clear.confirm = Apakah Anda yakin ingin menghapus semua kode dari prosesor ini?
logic.globals = Variabel Bawaan
@@ -582,8 +587,8 @@ filters.empty = [lightgray]Tidak ada penyaring! Tambahkan dengan tombol di bawah
filter.distort = Kerusakkan
filter.noise = Kebisingan
-filter.enemyspawn = Pilih Munculnya Musuh
-filter.spawnpath = Jalur ke Titik Muncul
+filter.enemyspawn = Pilih Titik Pendaratan Musuh
+filter.spawnpath = Jalur ke Titik Pendaratan Musuh
filter.corespawn = Pilih Inti
filter.median = Median
filter.oremedian = Median Bijih
@@ -672,7 +677,6 @@ requirement.capture = Kuasai {0}
requirement.onplanet = Kendalikan Sektor Di {0}
requirement.onsector = Mendarat Di Sektor: {0}
launch.text = Luncurkan
-research.multiplayer = Hanya host yang dapat meneliti barang.
map.multiplayer = Hanya host yang dapat melihat sektor.
uncover = Buka
configure = Konfigurasi Muatan
@@ -724,14 +728,18 @@ loadout = Muatan
resources = Sumber Daya
resources.max = Maks
bannedblocks = Blok yang Dilarang
+unbannedblocks = Unbanned Blocks
objectives = Tujuan
bannedunits = Unit yang Dilarang
+unbannedunits = Unbanned Units
bannedunits.whitelist = Unit yang Dilarang Sebagai Whitelist
bannedblocks.whitelist = Blok yang Dilarang Sebagai Whitelist
addall = Tambah Semua
launch.from = Meluncurkan Dari: [accent]{0}
launch.capacity = Kapasitas Barang yang Diluncurkan: [accent]{0}
launch.destination = Destinasi: {0}
+landing.sources = Sumber Sektor: [accent]{0}[]
+landing.import = Total Impor Maksimum: {0}[accent]{1}[lightgray]/mnt
configure.invalid = Jumlah harus berupa angka di antara 0 dan {0}.
add = Tambahkan...
guardian = Penjaga
@@ -746,6 +754,7 @@ error.mapnotfound = File peta tidak ditemaukan!
error.io = Terjadi kesalahan jaringan I/O.
error.any = Terjadi kesalahan Jaringan tidak diketahui.
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
+error.moddex = Mindustry tidak dapat memuat mod ini.\nPerangkat Anda memblokir impor mod Java karena perubahan terbaru dari Android akhir akhir ini.\nIni tidak akan diperbaiki. Tidak ada solusi yang diketahui untuk masalah ini.
weather.rain.name = Hujan
weather.snowing.name = Salju
@@ -770,7 +779,9 @@ sectors.stored = Terisi:
sectors.resume = Lanjutkan
sectors.launch = Luncurkan
sectors.select = Pilih
-sectors.nonelaunch = [lightgray]nihil (matahari)
+sectors.launchselect = Pilih Destinasi Peluncuran
+sectors.nonelaunch = [lightgray]tidak ada (matahari)
+sectors.redirect = Arahkan Ulang Alas Peluncur
sectors.rename = Ganti Nama Sektor
sectors.enemybase = [scarlet]Markas Musuh
sectors.vulnerable = [scarlet]Rawan diserang
@@ -798,6 +809,12 @@ threat.high = Tinggi
threat.extreme = Berbahaya
threat.eradication = Pemusnahan
+difficulty.casual = Kasual
+difficulty.easy = Mudah
+difficulty.normal = Normal
+difficulty.hard = Susah
+difficulty.eradication = Pemusnahan
+
planets = Planet
planet.serpulo.name = Serpulo
@@ -818,10 +835,20 @@ sector.saltFlats.name = Dataran Garam
sector.fungalPass.name = Lintasan Spora
sector.biomassFacility.name = Pabrik Sintesis Biomassa
sector.windsweptIslands.name = Pulau Bersemilir
-sector.extractionOutpost.name = Pos Ekstraksi Terdepan
+sector.extractionOutpost.name = Pos Ekstraksi
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Pusat Peluncuran Planet
sector.coastline.name = Tepi Pantai
sector.navalFortress.name = Benteng Laut
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Lokasi yang optimal untuk bermain satu kali lagi. Sangat sedikit musuh. Sedikit sumber daya.\nKumpulkan timah dan tembaga sebanyak yang Anda bisa.\nMulai dari sini.
sector.frozenForest.description = Di sini, dekat dengan gunung, spora sudah menyebar. Suhu dingin tidak dapat menahannya.\n\nMulailah hasilkan listrik. Bangun generator pembakar. Pelajari cara menggunakan mender.
@@ -836,11 +863,25 @@ sector.nuclearComplex.description = Sebuah fasilitas untuk memproduksi dan mempr
sector.fungalPass.description = Area ini terdapat di antara pegunungan yang lebih tinggi dengan yang lebih rendah, juga daerah yang dipenuhi spora. Musuh membangun markas pengintaian kecil di sini.\nHancurkan itu.\nGunakan unit Dagger dan Crawler. Hancurkan dua inti mereka.
sector.biomassFacility.description = Asal dari semua spora di planet ini. Tempat ini adalah fasilitas dimana spora dipelajari dan diproduksi.\nPelajari teknologi yang terkait dengannya. Budi dayakan spora untuk memproduksi bahan bakar dan plastik.\n\n[lightgray]Setelah fasilitas ini hancur, spora menyebar. Tidak ada di ekosistem lokal yang dapat bersaing dengan organisme invasif seperti itu.
sector.windsweptIslands.description = Jauh dari pantai terdapat sekumpulan pulau. Catatan yang ada mengatakan bahwa mereka memiliki struktur untuk memproduksi [accent]Plastanium[].\n\nKalahkan unit laut musuh. Bangun markas di kepulauan ini. Pelajari pabriknya.
-sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menaklukan lebih banyak sektor. Hancurkan markasnya . Pelajari Alas Peluncur mereka.
+sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menaklukan lebih banyak sektor. Hancurkan markasnya. Pelajari Alas Peluncur mereka.
sector.impact0078.description = Di sini terletak sisa-sisa pesawat antarbintang yang pertama kali memasuki sistem ini.\n\nSelamatkan apapun yang ada dari sisa-sisa pesawat. Pelajari teknologi apa pun yang utuh.
sector.planetaryTerminal.description = Target terakhir.\n\nMarkas pesisir pantai ini memiliki struktur yang dapat meluncurkan inti ke planet di sekitarnya. Memiliki pertahanan yang sangat bagus.\n\nProduksi unit laut. Hancurkan musuh secepat mungkin. Pelajari struktur peluncuran mereka.
sector.coastline.description = Sisa-sisa teknologi Unit Laut telah terdeteksi di lokasi ini. Tolak serangan musuh, rebut sektor ini, dan dapatkan teknologinya.
sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau terpencil, dibentengi secara alami. Hancurkan pangkalan ini. Dapatkan teknologi Unit Laut mereka yang canggih, dan telitilah
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+
+#do not translate
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Serangan Awal
sector.aegis.name = Aegis
@@ -861,21 +902,21 @@ sector.karst.name = Kars
sector.origin.name = Origin
sector.onset.description = Permulaan Penaklukan Erekir. Kumpulkan sumber daya, produksi unit, dan mulailah meneliti teknologi.
-sector.aegis.description = Sektor ini mengandung deposit Tungsten.\nRiset [accent]Bor Tumbukan[] untuk menambang sumber daya ini, dan hancurkan markas musuh di area tersebut.
-sector.lake.description = Danau lava di sektor ini sangat membatasi pilihan unit yang kita gunakan. Unit Kapal adalah satu-satunya pilihan.\nRiset [accent]fabrikator kapal[] dan produksi unit [accent]elude[] secepat mungkin.
-sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]mech[] akan dibutuhkan untuk dataran yang sulit dilalui.
-sector.atlas.description = Sektor ini memiliki dataran yang unik dan akan membutuhkan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin dibutuhkan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Refabrikator Tank[].
+sector.aegis.description = Sektor ini mengandung deposit tungsten.\nRiset [accent]Bor Tumbukan[] untuk menambang sumber daya ini, dan hancurkan markas musuh di area tersebut.
+sector.lake.description = Danau lava di sektor ini sangat membatasi pilihan unit yang kita gunakan. Unit Kapal adalah satu-satunya pilihan.\nRiset [accent]pabrikator kapal[] dan produksi unit [accent]elude[] secepat mungkin.
+sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]Mech[] akan dibutuhkan untuk dataran yang sulit dilalui.
+sector.atlas.description = Sektor ini memiliki dataran yang unik dan akan membutuhkan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin dibutuhkan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Pabrikator Ulang Tank[].
sector.split.description = Keberadaan musuh yang minim di sektor ini sangat bagus untuk menguji coba teknologi transportasi baru.
-sector.basin.description = Kehadiran musuh dalam jumlah besar terdeteksi di sektor ini.\nBangun unit dengan cepat dan Kuasai inti musuh untuk mendapatkan pijakan
+sector.basin.description = Kehadiran musuh dalam jumlah besar terdeteksi di sektor ini.\nBangun unit dengan cepat dan kuasai inti musuh untuk mendapatkan pijakan
sector.marsh.description = Sektor ini memiliki kelimpahan arkisit, namun memiliki ventilasi yang terbatas.\nBangun [accent]Ruang Pembakaran Kimia[] untuk menghasilkan tenaga.
sector.peaks.description = Medan pegunungan di sektor ini membuat sebagian besar unit tidak berguna. Unit terbang akan dibutuhkan.\nWaspadai instalasi anti-udara yang dimiliki musuh. Beberapa instalasi ini mungkin dapat dinonaktifkan dengan menargetkan bangunan pendukungnya.
-sector.ravine.description = Jalur transportasi penting bagi musuh. Tidak ada inti musuh yang ditemukan di sini, namun hati-hati terhadap berbagai jenis musuh.\nProduksi [accent]Paduan Logam[]. Bangun menara [accent]Afflict[].
+sector.ravine.description = Jalur transportasi penting bagi musuh. Tidak ada inti musuh yang ditemukan di sini, namun hati-hati terhadap berbagai jenis musuh.\nProduksi [accent]paduan logam[]. Bangun menara [accent]Afflict[].
sector.caldera-erekir.description = Sumber daya yang terdeteksi di sektor ini tersebar di beberapa pulau.\nRiset dan sebarkan transportasi berbasis drone.
sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga simpanan [accent]torium[] dalam jumlah besar .\nGunakan itu untuk mengembangkan unit dan menara ke tingkat yang lebih tinggi.
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbit[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk membuat unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
-sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]Phase Fabric[].
+sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]phase fabric[].
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
status.burning.name = Terbakar
@@ -952,7 +993,7 @@ stat.instructions = Instruksi
stat.powerconnections = Batas Sambungan
stat.poweruse = Penggunaan Tenaga
stat.powerdamage = Tenaga/Tembakan
-stat.itemcapacity = Kapasitas Bahan
+stat.itemcapacity = Kapasitas Item
stat.memorycapacity = Kapasitas Memori
stat.basepowergeneration = Dasar Generasi Tenaga
stat.productiontime = Waktu Produksi
@@ -973,7 +1014,7 @@ stat.armor = Pelindung
stat.buildtime = Waktu Pembuatan
stat.maxconsecutive = Batas Konsekutif
stat.buildcost = Biaya Bangunan
-stat.inaccuracy = Jarak Melenceng
+stat.inaccuracy = Melenceng
stat.shots = Tembakan
stat.reload = Kecepatan Penembakan
stat.ammo = Amunisi
@@ -1007,6 +1048,7 @@ stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
stat.reactive = Reaksi
stat.immunities = Kekebalan
stat.healing = Menyembuhkan
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Bidang Kekuatan
ability.forcefield.description = Memproyeksikan perisai kekuatan yang menyerap peluru
@@ -1040,6 +1082,7 @@ ability.liquidexplode.description = Menumpahkan cairan saat mati
ability.stat.firingrate = [stat]{0}/sec[lightgray] laju penembakan
ability.stat.regen = [stat]{0}[lightgray] darah/detik
+ability.stat.pulseregen = [stat]{0}[lightgray] darah/denyut
ability.stat.shield = [stat]{0}[lightgray] perisai
ability.stat.repairspeed = [stat]{0}/sec[lightgray] kecepatan perbaikan
ability.stat.slurpheal = [stat]{0}[lightgray] darah/unit cair
@@ -1053,6 +1096,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] waktu membangun
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
+bar.nobatterypower = Daya Baterai Tidak Mencukupi
bar.noresources = Sumber Daya Tidak Cukup
bar.corereq = Membutuhkan Inti Markas
bar.corefloor = Ubin Zona Inti Dibutuhkan
@@ -1061,23 +1105,25 @@ bar.drillspeed = Kecepatan Bor: {0}/s
bar.pumpspeed = Kecepatan Pompa: {0}/s
bar.efficiency = Efisiensi: {0}%
bar.boost = Pendorongan: +{0}%
+bar.powerbuffer = Tenaga Baterai: {0}/{1}
bar.powerbalance = Tenaga: {0}/s
bar.powerstored = Disimpan: {0}/{1}
bar.poweramount = Tenaga: {0}
bar.poweroutput = Pengeluaran Tenaga: {0}
bar.powerlines = Sambungan: {0}/{1}
-bar.items = Bahan: {0}
+bar.items = Item: {0}
bar.capacity = Kapasitas: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Zat Cair
bar.heat = Panas
+bar.cooldown = Pendinginan
bar.instability = Instabilitas
bar.heatamount = Panas: {0}
bar.heatpercent = Panas: {0} ({1}%)
bar.power = Tenaga
bar.progress = Proses Pembangunan
bar.loadprogress = Proses Muatan
-bar.launchcooldown = Waktu Jeda Peluncuran
+bar.launchcooldown = Jeda Peluncuran
bar.input = Masukan
bar.output = Keluaran
bar.strength = [stat]{0}[lightgray]x penguatan
@@ -1095,6 +1141,7 @@ bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
bullet.frags = [stat]{0}[lightgray]x pecahan:
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] terdorong
bullet.pierce = [stat]{0}[lightgray]x tembus
bullet.infinitepierce = [stat]tembus
@@ -1103,29 +1150,32 @@ bullet.healamount = [stat]{0}[lightgray] perbaikan langsung
bullet.multiplier = [stat]{0}[lightgray]x penggandaan amunisi
bullet.reload = [stat]{0}[lightgray]x laju tembakan
bullet.range = [stat]{0}[lightgray] jarak ubin
+bullet.notargetsmissiles = [stat] mengabaikan misil
+bullet.notargetsbuildings = [stat] mengabaikan bangunan
unit.blocks = blok
unit.blockssquared = blok²
unit.powersecond = unit tenaga/detik
unit.tilessecond = ubin/detik
unit.liquidsecond = unit zat cair/detik
-unit.itemssecond = bahan/detik
+unit.itemssecond = item/detik
unit.liquidunits = unit zat cair
unit.powerunits = unit tenaga
unit.heatunits = unit panas
unit.degrees = derajat
unit.seconds = detik
unit.minutes = menit
-unit.persecond = /detik
-unit.perminute = /menit
+unit.persecond = /dtk
+unit.perminute = /mnt
unit.timesspeed = x kecepatan
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = darah perisai
-unit.items = bahan
+unit.items = item
unit.thousands = rb
unit.millions = jt
unit.billions = m
-unit.shots = shots
+unit.shots = tembakan
unit.pershot = /tembakan
category.purpose = Kegunaan
category.general = Umum
@@ -1134,7 +1184,7 @@ category.liquids = Zat Cair
category.items = Barang
category.crafting = Pemasukan/Pengeluaran
category.function = Fungsi
-category.optional = Peningkatan Opsional
+category.optional = Pilihan Peningkatan
setting.alwaysmusic.name = Selalu Putar Musik
setting.alwaysmusic.description = Saat diaktifkan, musik akan selalu diputar berulang-ulang di dalam game. Saat dinonaktifkan, musik hanya diputar secara acak.
setting.skipcoreanimation.name = Lewati Animasi Peluncuran atau Pendaratan Inti
@@ -1163,18 +1213,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Skala UI
setting.uiscale.description = Mulai ulang diperlukan untuk menerapkan perubahan.
setting.swapdiagonal.name = Penaruhan Selalu Diagonal
-setting.difficulty.training = Latihan
-setting.difficulty.easy = Mudah
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Susah
-setting.difficulty.insane = Sangat sulit
-setting.difficulty.name = Tingkat Kesulitan:
setting.screenshake.name = Layar Getar
setting.bloomintensity.name = Intensitas Bloom
setting.bloomblur.name = Blur Bloom
setting.effects.name = Munculkan Efek
setting.destroyedblocks.name = Tunjukkan Blok yang Telah Hancur
setting.blockstatus.name = Tunjukan Status Blok
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Navigasi Konveyor/Pipa Otomatis
setting.sensitivity.name = Sensitivitas Kontroler
setting.saveinterval.name = Jarak Menyimpan
@@ -1201,11 +1246,13 @@ setting.mutemusic.name = Bisukan Musik
setting.sfxvol.name = Volume Suara Efek
setting.mutesound.name = Bisukan Suara
setting.crashreport.name = Laporkan Masalah Secara Anonim
+setting.communityservers.name = Ambil Daftar Server Komunitas
setting.savecreate.name = Otomatis Menyimpan
setting.steampublichost.name = Visibilitas Game Publik
setting.playerlimit.name = Batas pemain
setting.chatopacity.name = Jelas-Beningnya Pesan
setting.lasersopacity.name = Jelas-Beningnya Laser Tenaga
+setting.unitlaseropacity.name = Jelas-Beningnya Laser Unit Menambang
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
setting.playerchat.name = Tunjukkan Pesan Pemain
setting.showweather.name = Perlihatkan Cuaca
@@ -1249,16 +1296,18 @@ keybind.unit_stance_hold_fire.name = Posisi Unit: Tahan Tembakan
keybind.unit_stance_pursue_target.name = Posisi Unit: Mengejar Target
keybind.unit_stance_patrol.name = Posisi Unit: Patroli
keybind.unit_stance_ram.name = Posisi Unit: Tabrak
-keybind.unit_command_move.name = Unit Command: Move
-keybind.unit_command_repair.name = Unit Command: Repair
-keybind.unit_command_rebuild.name = Unit Command: Rebuild
-keybind.unit_command_assist.name = Unit Command: Assist
-keybind.unit_command_mine.name = Unit Command: Mine
-keybind.unit_command_boost.name = Unit Command: Boost
-keybind.unit_command_load_units.name = Unit Command: Load Units
-keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
-keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
+
+keybind.unit_command_move.name = Perintah Unit: Bergerak
+keybind.unit_command_repair.name = Perintah Unit: Perbaiki
+keybind.unit_command_rebuild.name = Perintah Unit: Bangun kembali
+keybind.unit_command_assist.name = Perintah Unit: Ikuti Player
+keybind.unit_command_mine.name = Perintah Unit: Menambang
+keybind.unit_command_boost.name = Perintah Unit: Mendorong
+keybind.unit_command_load_units.name = Perintah Unit: Muat Unit
+keybind.unit_command_load_blocks.name = Perintah Unit: Muat Blok
+keybind.unit_command_unload_payload.name = Perintah Unit: Bongkar Muatan
keybind.unit_command_enter_payload.name = Perintah Unit: Masuk ke Muatan
+keybind.unit_command_loop_payload.name = Perintah Unit: Perulangan Transfer Unit
keybind.rebuild_select.name = Membangun Wilayah Kembali
keybind.schematic_select.name = Pilih Daerah
@@ -1337,12 +1386,16 @@ rules.wavetimer = Pengaturan Waktu Gelombang
rules.wavesending = Pengiriman Gelombang
rules.allowedit = Izinkan Aturan Pengeditan
rules.allowedit.info = Ketika diaktifkan, pemain dapat mengedit aturan dalam game melalui tombol di sudut kiri bawah pada menu Jeda.
+rules.alloweditworldprocessors = Izinkan Pengeditan Prosesor Dunia
+rules.alloweditworldprocessors.info = Ketika diaktifkan, blok logika dunia dapat ditempatkan dan diedit bahkan di luar penyunting.
rules.waves = Gelombang
-rules.airUseSpawns = Unit udara menggunakan titik muncul
+rules.airUseSpawns = Unit udara menggunakan titik pendaratan
rules.attack = Mode Penyerangan
rules.buildai = A.I. Pembangun Markas
rules.buildaitier = Tingkat A.I. Pembangun
rules.rtsai = A.I. RTS [red](WIP)
+rules.rtsai.campaign = A.I. Serangan RTS
+rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
rules.rtsminsquadsize = Ukuran Regu Minimum
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
rules.rtsminattackweight = Berat Serangan Minimum
@@ -1353,17 +1406,19 @@ rules.placerangecheck = Pemeriksaan Jarak Penempatan
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
rules.blockhealthmultiplier = Penggandaan Darah Blok
rules.blockdamagemultiplier = Penggandaan Kekuatan Blok
-rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Munculnya Unit
+rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Pembuatan Unit
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
rules.unithealthmultiplier = Penggandaan Darah Unit
rules.unitdamagemultiplier = Penggandaan Kekuatan Unit
rules.unitcrashdamagemultiplier = Penggandaan Kerusakan Jatuhnya Unit
+rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
rules.solarmultiplier = Penggandaan Tenaga Surya
rules.unitcapvariable = Inti Memengaruhi Batas Unit
rules.unitpayloadsexplode = Muatan yang Dibawa Meledak Bersama Unit
rules.unitcap = Batas Unit Dasar
rules.limitarea = Batas Area Peta
rules.enemycorebuildradius = Dilarang Membangun di Radius Inti Musuh :[lightgray] (ubin)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Jarak Gelombang:[lightgray] (detik)
rules.initialwavespacing = Jarak Gelombang Awal:[lightgray] (detik)
rules.buildcostmultiplier = Penggandaan Harga Bangunan
@@ -1385,6 +1440,12 @@ rules.title.teams = Tim
rules.title.planet = Planet
rules.lighting = Penerangan
rules.fog = Kabut Perang
+rules.invasions = Invasi Sektor Musuh
+rules.legacylaunchpads = Mekanisme Alas Peluncur Warisan
+rules.legacylaunchpads.info = Mengizinkan penggunaan alas peluncur tanpa alas pendaratan, seperti pada versi 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Nonaktifkan[lightgray] (Alas Peluncur Warisan diaktifkan)
+rules.showspawns = Tampilkan Titik Pendaratan Musuh
+rules.randomwaveai = Gelombang AI yang Tak Terduga
rules.fire = Api
rules.anyenv =
rules.explosions = Kekuatan Ledakan Blok/Unit
@@ -1394,6 +1455,7 @@ rules.weather.frequency = Frekuensi:
rules.weather.always = Selalu
rules.weather.duration = Durasi:
+rules.randomwaveai.info = Membuat unit yang muncul dalam gelombang menargetkan struktur bangunan secara acak alih-alih menyerang inti atau generator pembangkit listrik secara langsung.
rules.placerangecheck.info = Mencegah pemain menempatkan apa pun di dekat bangunan musuh. Ketika mencoba memasang menara, jangkauannya akan ditingkatkan sehingga menara tidak akan bisa menjangkau musuh.
rules.onlydepositcore.info = Mencegah unit menyimpan bahan ke dalam bangunan apa pun kecuali inti.
@@ -1435,7 +1497,7 @@ liquid.slag.name = Lava
liquid.oil.name = Minyak
liquid.cryofluid.name = Kriogenik
liquid.neoplasm.name = Neoplasma
-liquid.arkycite.name = Arkycite
+liquid.arkycite.name = Arkisit
liquid.gallium.name = Galium
liquid.ozone.name = Ozon
liquid.hydrogen.name = Hidrogen
@@ -1509,7 +1571,7 @@ block.cliff.name = Bukit
block.sand-boulder.name = Batu Pasir Besar
block.basalt-boulder.name = Batu Basal Besar
block.grass.name = Rumput
-block.molten-slag.name = Lahar
+block.molten-slag.name = Lava
block.pooled-cryofluid.name = Kriogenik
block.space.name = Luar Angkasa
block.salt.name = Garam
@@ -1537,7 +1599,9 @@ block.kiln.name = Pembakar
block.graphite-press.name = Pencetak Grafit
block.multi-press.name = Multi-Cetak
block.constructing = {0} [lightgray](Membangun)
-block.spawn.name = Titik Musuh Muncul
+block.spawn.name = Titik Pendaratan Musuh
+block.remove-wall.name = Hapus Dinding
+block.remove-ore.name = Hapus Bijih
block.core-shard.name = Inti: Shard
block.core-foundation.name = Inti: Foundation
block.core-nucleus.name = Inti: Nucleus
@@ -1587,7 +1651,7 @@ block.dark-panel-6.name = Panel Gelap 6
block.dark-metal.name = Besi Gelap
block.basalt.name = Basal
block.hotrock.name = Batu Panas
-block.magmarock.name = Batu Lahar
+block.magmarock.name = Batu Magma
block.copper-wall.name = Dinding Tembaga
block.copper-wall-large.name = Dinding Tembaga Besar
block.titanium-wall.name = Dinding Titanium
@@ -1619,8 +1683,8 @@ block.reinforced-message.name = Pesan yang Diperkuat
block.world-message.name = Pesan Dunia
block.world-switch.name = Saklar Dunia
block.illuminator.name = Lampu
-block.overflow-gate.name = Gerbang Luap
-block.underflow-gate.name = Gerbang Luap Terbalik
+block.overflow-gate.name = Gerbang Luapan
+block.underflow-gate.name = Gerbang Luapan Terbalik
block.silicon-smelter.name = Pelebur Silikon
block.phase-weaver.name = Pengerajut Phase
block.pulverizer.name = Penghancur
@@ -1700,7 +1764,10 @@ block.spectre.name = Spectre
block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Kontainer
-block.launch-pad.name = Alas Peluncur
+block.launch-pad.name = Alas Peluncur (Warisan)
+block.advanced-launch-pad.name = Alas Peluncur
+block.landing-pad.name = Alas Pendaratan
+
block.segment.name = Segment
block.ground-factory.name = Pabrik Unit Darat
block.air-factory.name = Pabrik Unit Udara
@@ -1726,11 +1793,11 @@ block.constructor.description = Membuat bangunan hingga ubin berukuran 2x2.
block.large-constructor.name = Konstruktor Besar
block.large-constructor.description = Membuat bangunan hingga ubin berukuran 4x4.
block.deconstructor.name = Dekonstruktor Besar
-block.deconstructor.description = Mendekonstruksi bangunan dan unit. Mengembalikan 100% dari biaya bahan.
+block.deconstructor.description = Mendekonstruksi bangunan dan unit. Mengembalikan 100% dari biaya pembuatan.
block.payload-loader.name = Pemuat Muatan
-block.payload-loader.description = Memuat cairan dan bahan ke dalam blok.
+block.payload-loader.description = Memuat cairan dan item ke dalam blok.
block.payload-unloader.name = Pembongkar Muatan
-block.payload-unloader.description = Membongkar cairan dan bahan dari blok.
+block.payload-unloader.description = Membongkar muatan cairan dan item dari blok.
block.heat-source.name = Sumber Panas
block.heat-source.description = Blok ukuran 1x1 yang memberikan panas tak terhingga.
@@ -1797,6 +1864,7 @@ block.electric-heater.name = Pemanas Listrik
block.slag-heater.name = Pemanas Lava
block.phase-heater.name = Pemanas Phase
block.heat-redirector.name = Pengalih Panas
+block.small-heat-redirector.name = Pengalih Panas Kecil
block.heat-router.name = Pengarah Panas
block.slag-incinerator.name = Insinerator Lava
block.carbide-crucible.name = Tungku Peleburan Karbit
@@ -1823,7 +1891,7 @@ block.shield-projector.name = Proyektor Perisai
block.large-shield-projector.name = Proyektor Perisai Besar
block.armored-duct.name = Pipa Lapis Baja
block.overflow-duct.name = Pipa Luapan
-block.underflow-duct.name = Pipa Arus Bawah
+block.underflow-duct.name = Pipa Luapan Terbalik
block.duct-unloader.name = Pipa Pembongkar Muatan
block.surge-conveyor.name = Konveyor Berbahan Logam
block.surge-router.name = Pengarah Berbahan Logam
@@ -1832,7 +1900,7 @@ block.unit-cargo-unload-point.name = Titik Bongkar Muatan Unit Kargo
block.reinforced-pump.name = Pompa yang Diperkuat
block.reinforced-conduit.name = Saluran yang Diperkuat
block.reinforced-liquid-junction.name = Persimpangan Cairan yang Diperkuat
-block.reinforced-bridge-conduit.name = Saluran Jembatan yang Diperkuat
+block.reinforced-bridge-conduit.name = Jembatan Saluran yang Diperkuat
block.reinforced-liquid-router.name = Pengarah Cairan yang Diperkuat
block.reinforced-liquid-container.name = Kontainer Cairan yang Diperkuatkan
block.reinforced-liquid-tank.name = Tangki Cairan yang Diperkuatkan
@@ -1844,8 +1912,9 @@ block.chemical-combustion-chamber.name = Ruang Pembakaran Kimia
block.pyrolysis-generator.name = Generator Pirolisis
block.vent-condenser.name = Kondensor Ventilasi
block.cliff-crusher.name = Penghancur Tebing
+block.large-cliff-crusher.name = Penghancur Tebing Canggih
block.plasma-bore.name = Bor Plasma
-block.large-plasma-bore.name = Bor Plasma Besar
+block.large-plasma-bore.name = Bor Plasma Canggih
block.impact-drill.name = Bor Tumbukan
block.eruption-drill.name = Bor Erupsi
block.core-bastion.name = Inti: Bastion
@@ -1911,10 +1980,10 @@ hint.respawn.mobile = Anda telah mengambil alih kendali dari sebuah unit atau ba
hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda permainan.
hint.breaking = [accent]Klik kanan[] dan tarik untuk menghancurkan blok.
hint.breaking.mobile = Aktifkan \ue817 [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
-hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangun[], lalu pilih tombol [accent][[?][] di sebelah kanan.
+hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya.
hint.research = Gunakan tombol \ue875 [accent]Penelitian[] untuk mempelajari teknologi baru.
-hint.research.mobile = Gunakan tombol \ue875 [accent]Riset[] di \ue88c [accent]Menu[] untuk mempelajari teknologi baru.
+hint.research.mobile = Gunakan tombol \ue875 [accent]Penelitian[] di \ue88c [accent]Menu[] untuk mempelajari teknologi baru.
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
hint.unitControl.mobile = [accent][Ketuk dua kali[] untuk mengendalikan unit atau turret sekutu.
hint.unitSelectControl = Untuk mengendalikan unit, masuki [accent]mode perintah[] dengan menahan tombol [accent]L-shift.[]\nDalam mode perintah, klik dan seret untuk memilih unit. [accent]Klik Kanan[] pada suatu lokasi atau target untuk memerintahkan unit.
@@ -1935,7 +2004,7 @@ hint.waveFire = [accent]Wave[] yang terisi dengan air akan memadamkan air dalam
hint.generator = \uf879 [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energi ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas dengan \uf87f [accent]Simpul Daya[].
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus atau amunisi yang lebih kuat seperti \uf835 [accent]Grafit[] \uf861Duo/\uf859Salvo untuk menghancurkan Penjaga.
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakan sebuah inti \uf868 [accent]Foundation[] diatas inti \uf869 [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
-hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan yang Beku[], dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
+hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan Beku[], dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang sejenis akan [accent]dihanguskan[].
hint.factoryControl = Untuk menentukan [accent]tempat keluar[] unit pabrik, klik blok pabrik ketika dalam mode perintah, lalu klik kanan lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
@@ -1943,27 +2012,27 @@ hint.factoryControl.mobile = Untuk menentukan [accent]tempat keluar[] unit pabri
gz.mine = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan klik untuk mulai menambang.
gz.mine.mobile = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan ketuk untuk mulai menambang.
-gz.research = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanik[], lalu pilih dari menu di kanan bawah.\nKlik pada tambalan tembaga untuk menempatkannya.
-gz.research.mobile = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanik[], lalu pilih dari menu di kanan bawah.\nKetuk pada tambalan tembaga untuk menempatkannya.\n\nKetuk \ue800 [accent]tanda centang[] di kanan bawah untuk mengonfirmasi.
+gz.research = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKlik pada tambalan tembaga untuk menempatkannya.
+gz.research.mobile = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKetuk pada tambalan tembaga untuk menempatkannya.\n\nKetuk \ue800 [accent]tanda centang[] di kanan bawah untuk mengonfirmasi.
gz.conveyors = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nKlik dan seret untuk menempatkan beberapa konveyor.\n[accent]Gulir[] untuk memutar arah konveyor
gz.conveyors.mobile = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nTahan jari Anda sebentar dan seret untuk menempatkan beberapa konveyor.
-gz.drills = Perluas operasi penambangan.\ntempatkan lebih banyak Bor Mekanik.\nTambang 100 tembaga.
+gz.drills = Perluas operasi penambangan.\ntempatkan lebih banyak Bor Mekanis.\nTambang 100 tembaga.
gz.lead = \uf837 [accent]Timah[] adalah sumber daya lain yang umum digunakan.\nSiapkan bor untuk menambang timah.
gz.moveup = \ue804 Bergerak ke atas untuk objektif lebih lanjut.
-gz.turrets = Riset dan tempatkan 2 menara \uf861 [accent]Duo[] untuk mempertahankan inti.\nMenara Duo membutuhkan \uf838 [accent]amunisi[] dari konveyor.
+gz.turrets = Riset dan tempatkan 2 menara \uf861 [accent]Duo[] untuk mempertahankan inti.\nMenara Duo membutuhkan amunisi \uf838 [accent]tembaga[] dari konveyor.
gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
gz.walls = [accent]Dinding[] dapat menahan kerusakan yang mencapai bangunan.\nTempatkan \uf8ae [accent]dinding tembaga[] di sekitar menara.
gz.defend = Musuh datang, bersiaplah untuk bertahan.
-gz.aa = Unit terbang tidak dapat dengan mudah dibunuh dengan menara standar.Menara\n\uf860 [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi membutuhkan \uf837 [accent]timah[] sebagai amunisi.
+gz.aa = Unit terbang tidak dapat dengan mudah dibunuh dengan menara standar.\nMenara \uf860 [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi membutuhkan \uf837 [accent]timah[] sebagai amunisi.
gz.scatterammo = Suplai Menara Scatter dengan [accent]timah[], menggunakan konveyor.
gz.supplyturret = [accent]Suplai Menara
gz.zone1 = Ini adalah zona pendaratan musuh.
-gz.zone2 = Apa pun yang dibangun dalam radius tersebut akan hancur ketika gelombang mulai.
-gz.zone3 = Gelombang akan dimulai sekarang.Bersiap.
-gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahan melawan semua gelombang [accent]untuk menaklukkan sektor[].
+gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
+gz.zone3 = Gelombang akan dimulai sekarang. Bersiap.
+gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menaklukkan sektor[].
-onset.mine = Klik untuk menambang \uf748 [accent]berillium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
-onset.mine.mobile = Ketuk untuk menambang \uf748 [accent]berillium[] dari dinding.
+onset.mine = Klik untuk menambang \uf748 [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
+onset.mine.mobile = Ketuk untuk menambang \uf748 [accent]berilium[] dari dinding.
onset.research = Buka \ue875 pohon teknologi.\nRiset, dan tempatkan \uf73e [accent]kondensor turbin[] di ventilasi.\nIni akan menghasilkan [accent]tenaga[].
onset.bore = Riset dan tempatkan \uf741 [accent]bor plasma[].\nIni secara otomatis mengekstraksi sumber daya dari dinding.
onset.power = Untuk [accent]menyalakan[] bor plasma, riset dan tempatkan \uf73d [accent]simpul sinar[].\nHubungkan kondensor turbin ke bor plasma.
@@ -1974,9 +2043,9 @@ onset.graphite = Blok yang lebih kompleks membutuhkan \uf835 [accent]grafit[].\n
onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset \uf74d [accent]penghancur tebing[] dan \uf779 [accent]tungku listrik silikon[].
onset.arcfurnace = Tungku Listrik Silikon membutuhkan \uf834 [accent]pasir[] dan \uf835 [accent]grafit[] untuk membuat \uf82f [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
onset.crusher = Gunakan \uf74d [accent]penghancur tebing[] untuk menambang pasir.
-onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh. Riset dan tempatkan \uf6a2 [accent]fabricator tank[].
+onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh. Riset dan tempatkan \uf6a2 [accent]pabricator tank[].
onset.makeunit = Produksi sebuah unit.\nGunakan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
-onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\nTempatkan menara \uf6eb [accent]Breach[].\nMenara membutuhkan \uf748 [accent]amunisi[].
+onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\nTempatkan menara \uf6eb [accent]Breach[].\nMenara membutuhkan amunisi \uf748 [accent]berilium[].
onset.turretammo = Suplai menara dengan [accent]amunisi berillium.[]
onset.walls = [accent]Dinding[] dapat mencegah kerusakan yang datang pada bangunan.\nTempatkan beberapa \uf6ee [accent]dinding berillium[] di sekitar menara.
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
@@ -2057,7 +2126,7 @@ block.separator.description = Memisahkan komponen mineral dari lava.
block.spore-press.description = Menekan polong spora menjadi minyak.
block.pulverizer.description = Menghancurkan kepingan menjadi pasir.
block.coal-centrifuge.description = Memadatkan minyak menjadi bongkahan batu bara.
-block.incinerator.description = Menghancurkan bahan atau zat cair yang masuk.
+block.incinerator.description = Menghancurkan item atau zat cair yang masuk.
block.power-void.description = Menghilangkan semua tenaga yang masuk ke dalamnya. Khusus mode sandbox.
block.power-source.description = Menghasilkan tenaga tak terhingga. Khusus mode sandbox.
block.item-source.description = Mengeluarkan bahan tak terhingga. Khusus mode sandbox.
@@ -2078,13 +2147,17 @@ block.phase-wall.description = Melindungi bangunan dari tembakan musuh, dan dapa
block.phase-wall-large.description = Melindungi bangunan dari tembakan musuh, dan dapat memantulkan beberapa jenis peluru senjata.
block.surge-wall.description = Melindungi bangunan dari tembakan musuh, dan dapat mengeluarkan setruman listrik.
block.surge-wall-large.description = Melindungi bangunan dari tembakan musuh, dan dapat mengeluarkan setruman listrik.
+block.scrap-wall.description = Melindungi bangunan dari tembakan musuh.
+block.scrap-wall-large.description = Melindungi bangunan dari tembakan musuh.
+block.scrap-wall-huge.description = Melindungi bangunan dari tembakan musuh.
+block.scrap-wall-gigantic.description = Melindungi bangunan dari tembakan musuh.
block.door.description = Dinding yang bisa dibuka dan ditutup.
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan silikon untuk meningkatkan jangkauan dan efisiensi (Opsional).
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional).
-block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional).
+block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional). Efek Pemercepat tidak dapat ditumpuk.
block.force-projector.description = Menciptakan medan gaya heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Terlalu panas jika menerima banyak kerusakan. Gunakan cairan pendingin untuk mencegah panas berlebih (Opsional). Phase fabric meningkatkan ukuran perisai.
-block.shock-mine.description = Mengeluarkan setruman listrik setelah di injak musuh.
+block.shock-mine.description = Mengeluarkan setruman listrik setelah diinjak musuh.
block.conveyor.description = Memindahkan barang ke depan.
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
block.plastanium-conveyor.description = Memindahkan barang secara bertumpuk. Menerima barang dari belakang, dan membaginya ke tiga arah di depan. Membutuhkan beberapa titik pemuat dan pembongkar untuk hasil yang maksimal.
@@ -2097,8 +2170,8 @@ block.router.description = Mendistribusikan barang ke 3 arah secara merata.
block.router.details = Bisa sangat menggangu. Jangan meletakannya disamping bangunan pabrik, karena laju pengeluaran barang dapat tersumbat.
block.distributor.description = Mendistribusikan barang ke 7 arah secara merata.
block.overflow-gate.description = Hanya mengeluarkan barang ke kiri dan ke kanan jika bagian depan tertutup.
-block.underflow-gate.description = Kebalikan dari gerbang luap. Mengeluarkan barang ke depan jika bagian kiri dan kanan tertutup.
-block.mass-driver.description = Blok transportasi barang jarak jauh. Membawa beberapa barang dan menembaknya ke penembak massal lainnya.
+block.underflow-gate.description = Kebalikan dari gerbang luapan. Mengeluarkan barang ke depan jika bagian kiri dan kanan tertutup.
+block.mass-driver.description = Blok transportasi barang jarak jauh. Mengumpulkan sejumlah barang dan menembakkannya ke penembak massal lainnya.
block.mechanical-pump.description = Memompa dan mengeluarkan cairan. Tidak membutuhkan tenaga.
block.rotary-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan tenaga.
block.impulse-pump.description = Memompa dan mengeluarkan cairan.
@@ -2111,8 +2184,8 @@ block.liquid-tank.description = Menyimpan jumlah cairan yang sangat banyak. Meng
block.liquid-junction.description = Bertindak sebagai jembatan untuk dua saluran yang bersimpangan.
block.bridge-conduit.description = Memindahkan cairan melewati tanah atau bangunan.
block.phase-conduit.description = Memindahkan cairan melewati tanah atau bangunan. Memiliki jarak yang lebih jauh daripada jembatan cairan, namun membutuhkan tenaga.
-block.power-node.description = Membawa tenaga ke simpul tersambung. Simpul akan menerima atau memberi tenaga ke atau dari blok yang disambung.
-block.power-node-large.description = Mempunyai radius lebih besar dari simpul listrik biasa dan bisa menyambung hingga enam sumber listrik, sambungan atau simpul lainnya.
+block.power-node.description = Mentransmisikan tenaga ke simpul tersambung. Simpul akan menerima atau memberi tenaga ke atau dari blok yang disambung.
+block.power-node-large.description = Mempunyai radius yang lebih besar dari simpul listrik biasa. Dapat tersambung ke 15 simpul lainnya.
block.surge-tower.description = Sebuah menara listrik dengan jangkauan sangat jauh dengan sambungan yang sedikit.
block.diode.description = Tenaga baterai dapat mengalir hanya dari satu arah, tetapi hanya jika tenaga di sebelah lebih sedikit.
block.battery.description = Menyimpan tenaga pada saat tenaga berlebih. Memberikan tenaga pada saat tenaga berkurang.
@@ -2127,7 +2200,7 @@ block.solar-panel-large.description = Menghasilkan sedikit tenaga dari sinar mat
block.thorium-reactor.description = Menghasilkan tenaga yang besar dari konsumsi torium. Membutuhkan pendinginan konstan. Akan meledak jika jumlah cairan pendingin yang disediakan tidak mencukupi
block.impact-reactor.description = Menghasilkan tenaga dengan jumlah yang sangat banyak secara efisien. Membutuhkan banyak tenaga agar dapat menyalakan reaktor.
block.mechanical-drill.description = Ketika ditempatkan pada bijih, mengeluarkan bahan dengan kecepatan lambat tanpa batas. Hanya mampu menambang sumber daya dasar.
-block.pneumatic-drill.description = Bor yang ditingkatkan, mampu menambang titanium. Menambang dengan kecepatan lebih cepat daripada bor mekanik.
+block.pneumatic-drill.description = Bor yang ditingkatkan, mampu menambang titanium. Menambang dengan kecepatan lebih cepat daripada bor mekanis.
block.laser-drill.description = Mengebor lebih cepat lewat teknologi laser, tapi membutuhkan tenaga. Dapat menambang torium.
block.blast-drill.description = Bor tercanggih. Membutuhkan banyak tenaga.
block.water-extractor.description = Memompa air dari tanah. Gunakan jika tidak ada sumber air di sekitar.
@@ -2144,7 +2217,9 @@ block.vault.description = Menyimpan semua tipe bahan dalam jumlah besar. Bahan d
block.container.description = Menyimpan semua tipe bahan dalam jumlah kecil. Bahan dapat dikeluarkan dengan pembongkar muatan.
block.unloader.description = Mengeluarkan bahan yang ditentukan dari bangunan.
block.launch-pad.description = Meluncurkan muatan bahan ke sektor yang dipilih.
-block.launch-pad.details = Sistem sub-orbital untuk transportasi sumber daya point-to-point. Pod muatan mudah rapuh dan tidak dapat bertahan bila masuk ke tujuan.
+block.advanced-launch-pad.description = Meluncurkan muatan bahan ke sektor yang dipilih. Hanya menerima satu jenis item dalam satu waktu.
+block.advanced-launch-pad.details = Sistem sub-orbital untuk transportasi sumber daya point-to-point.
+block.landing-pad.description = Menerima muatan bahan dari alas peluncur di sektor lain. Membutuhkan air dalam jumlah besar untuk melindungi alas dari dampak pendaratan.
block.duo.description = Menembakkan peluru bergantian ke musuh.
block.scatter.description = Menembakkan gumpalan timah, rongsokan atau metaglass ke target udara.
block.scorch.description = Membakar musuh darat yang dekat dengannya. Sangat efektif dalam jarak dekat.
@@ -2158,7 +2233,7 @@ block.fuse.description = Menembakkan tiga penusuk tajam jarak dekat ke musuh ter
block.ripple.description = Menembakkan gugusan peluru ke musuh darat dari jarak jauh.
block.cyclone.description = Menembakkan gumpalan peledak ke musuh terdekat.
block.spectre.description = Menembakkan peluru besar yang menembus pelindung ke target udara dan darat.
-block.meltdown.description = Mengisi dan menembakkan sinar laser yang terus-menerus ke musuh di sekitar. Membutuhkan pendingin untuk beroperasi.
+block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitar. Membutuhkan pendingin untuk beroperasi.
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menembak satu target. Mengutamakan musuh dengan batas darah tertinggi.
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak akan ditargetkan.
@@ -2166,7 +2241,7 @@ block.parallax.description = Menembakkan laser yang menarik target udara, juga m
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
block.silicon-crucible.description = Memurnikan silikon dari pasir dan batu bara, menggunakan pyratit sebagai sumber panas tambahan. Lebih efesien jika diletakkan di area yang panas.
block.disassembler.description = Memisahkan lava menjadi mineral langka dalam efesiensi rendah. Bisa memproduksi torium.
-block.overdrive-dome.description = Menambahkan kecepatan pada bangunan di sekitarnya. Membutuhkan phase fabric dan silikon untuk bekerja.
+block.overdrive-dome.description = Menambahkan kecepatan pada bangunan di sekitarnya. Membutuhkan phase fabric dan silikon untuk bekerja. Efek Pemercepat tidak dapat ditumpuk.
block.payload-conveyor.description = Memindahkan muatan yang besar, seperti unit dari pabrik.
block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluaran.
block.ground-factory.description = Memproduksi unit darat. Hasil unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
@@ -2191,7 +2266,7 @@ block.repair-turret.description = Memulihkan unit terdekat yang sekarat dalam ja
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
block.core-citadel.description = Inti markas. Sangat terlindungi. Menyimpan lebih banyak sumber daya dari pada Inti Bastion.
block.core-acropolis.description = Inti markas. Sangat amat terlindungi. Menyimpan lebih banyak sumber daya dari pada Inti Citadel.
-block.breach.description = Menembakkan amunisi berilium atau tungsten yang menusuk ke arah musuh.
+block.breach.description = Menembakkan amunisi yang menusuk ke arah musuh.
block.diffuse.description = Menembakkan semburan peluru dalam kerucut yang lebar. Mendorong musuh kebelakang.
block.sublimate.description = Menembakkan pancaran api terus menerus ke arah musuh. Menembus pelindung.
block.titan.description = Menembakkan peluru artileri eksplosif besar ke target darat. Membutuhkan hidrogen.
@@ -2207,25 +2282,27 @@ block.electric-heater.description = Pemanas yang menghadap ke arah blok. Membutu
block.slag-heater.description = Pemanas yang menghadap ke arah blok. Membutuhkan lava.
block.phase-heater.description = Pemanas yang menghadap ke arah blok. Membutuhkan phase fabric.
block.heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
+block.small-heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
block.heat-router.description = Menyebarkan akumulasi panas ke tiga arah.
block.electrolyzer.description = Mengubah air menjadi gas hidrogen dan ozon.
block.atmospheric-concentrator.description = Mengkonsentrasikan nitrogen dari atmosfer. Membutuhkan panas.
block.surge-crucible.description = Membentuk Paduan Logam dari lava dan silikon. Membutuhkan panas.
block.phase-synthesizer.description = Mensintesis phase fabric dari torium, pasir, dan ozon. Membutuhkan panas.
block.carbide-crucible.description = Memadukan grafit dan tungsten menjadi karbida. Membutuhkan panas.
-block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkycite dan grafit. Membutuhkan panas.
+block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkisit dan grafit. Membutuhkan panas.
block.slag-incinerator.description = Membakar benda atau cairan yang tidak mudah menguap. Membutuhkan lava.
block.vent-condenser.description = Mengondensasi gas ventilasi ke dalam air. Membutuhkan tenaga.
block.plasma-bore.description = Saat ditempatkan menghadap dinding bijih, mengeluarkan bahan tanpa batas. Membutuhkan daya dalam jumlah kecil.
-block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan thorium. Membutuhkan hidrogen dan tenaga.
+block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan torium. Membutuhkan hidrogen dan tenaga.
block.cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Membutuhkan tenaga. Efisiensi bervariasi berdasarkan jenis dinding.
+block.large-cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Membutuhkan tenaga dan ozon. Efisiensi bervariasi berdasarkan jenis dinding. Gunakan Tungsten untuk meningkatkan efisiensi (Opsional).
block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan dalam ledakan tanpa batas. Membutuhkan listrik dan air.
-block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang thorium. Membutuhkan hidrogen.
+block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang torium. Membutuhkan hidrogen.
block.reinforced-conduit.description = Memindahkan cairan ke depan. Tidak menerima masukkan ke samping.
block.reinforced-liquid-router.description = Mendistribusikan cairan secara merata ke semua sisi.
block.reinforced-liquid-tank.description = Menyimpan sejumlah besar cairan.
block.reinforced-liquid-container.description = Menyimpan jumlah cairan yang cukup besar.
-block.reinforced-bridge-conduit.description = Memindahkan cairan melintasi bangunan dan medan.
+block.reinforced-bridge-conduit.description = Memindahkan cairan melintasi medan dan bangunan
block.reinforced-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan hidrogen.
block.beryllium-wall.description = Melindungi bangunan dari proyektil musuh.
block.beryllium-wall-large.description = Melindungi bangunan dari proyektil musuh.
@@ -2241,19 +2318,19 @@ block.duct.description = Memindahkan barang ke depan. Hanya mampu menyimpan satu
block.armored-duct.description = Memindahkan barang ke depan. Tidak menerima masukan dari samping.
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
-block.duct-bridge.description = Memindahkan barang di atas bangunan dan medan.
+block.duct-bridge.description = Memindahkan barang di atas medan dan bangunan
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
-block.underflow-duct.description = Di seberang saluran pelimpah. Keluaran ke depan jika jalur kiri dan kanan terhalang.
-block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran yang bersilangan.
+block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
+block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
block.surge-conveyor.description = Memindahkan barang secara berkelompok. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor lonjakan. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
-block.unit-cargo-loader.description = Membuat drone kargo. Drone secara otomatis mendistribusikan barang ke Titik Bongkar muatan Kargo dengan filter yang cocok.
-block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan drone kargo. Menerima barang yang cocok dengan filter yang dipilih.
+block.unit-cargo-loader.description = Membuat unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
+block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
block.beam-node.description = Mentransmisikan daya ke blok lain secara ortogonal. Menyimpan sejumlah kecil daya.
block.beam-tower.description = Mentransmisikan daya ke blok lain secara ortogonal. Menyimpan sejumlah besar daya. Jarak jauh.
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
-block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkycite dan ozon.
-block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan terak. Menghasilkan air sebagai produk sampingan.
+block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
+block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Menghasilkan air sebagai produk sampingan.
block.flux-reactor.description = Menghasilkan daya dalam jumlah besar ketika dipanaskan. Membutuhkan sianogen sebagai penstabil. Daya yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan phase fabric untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
@@ -2289,7 +2366,7 @@ unit.reign.description = Menembak semua musuh terdekat dengan rentetan peluru ta
unit.nova.description = Menembak baut laser yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang.
unit.pulsar.description = Menembak petir yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang.
unit.quasar.description = Menembak sinar laser yang dapat menembus bangunan yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang. Memiliki perisai.
-unit.vela.description = Menembak sinar laser besar dan kontinu yang dapat merusak musuh, membakarnya dan memperbaiki bangunan sekutu. Dapat terbang.
+unit.vela.description = Menembak sinar laser besar secara terus menerus yang dapat merusak musuh, membakarnya dan memperbaiki bangunan sekutu. Dapat terbang.
unit.corvus.description = Menembak sinar laser besar yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat berjalan diatas hampir semua medan.
unit.crawler.description = Berlari menuju musuh dan menghancurkan dirinya, yang dapat menghasilkan ledakan besar.
unit.atrax.description = Menembak musuh dengan cairan lava kepada target darat. Dapat berjalan diatas hampir semua medan.
@@ -2301,7 +2378,7 @@ unit.horizon.description = Menjatuhkan gugusan bom kepada musuh darat.
unit.zenith.description = Menembak misil kepada musuh terdekat.
unit.antumbra.description = Menembak rentetan peluru kepada musuh terdekat.
unit.eclipse.description = Menembak dua sinar laser dan rentetan peluru kepada musuh terdekat.
-unit.mono.description = Menambang tembaga dan timah secara otomatis, membawanya menuju inti.
+unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
unit.quad.description = Menjatuhkan bom besar kepada target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
@@ -2310,10 +2387,10 @@ unit.risso.description = Menembak rentetan misil dan peluru kepada semua musuh t
unit.minke.description = Menembak cangkang pembakar dan peluru standar kepada musuh darat terdekat.
unit.bryde.description = Menembak artileri jarak jauh dan misil kepada musuh.
unit.sei.description = Menembak rentetan misil dan peluru yang dapat menembus pelindung kepada musuh.
-unit.omura.description = Menembak railgun jarak jauh kepada musuh. Dapat memproduksi unit flare.
-unit.alpha.description = Melindungi Inti Bagian dari musuh. Dapat membangun struktur.
-unit.beta.description = Melindungi Inti Fondasi dari musuh. Dapat membangun struktur.
-unit.gamma.description = Melindungi Inti Nukleus dari musuh. Dapat membangun struktur.
+unit.omura.description = Menembak senapan rel jarak jauh penembus kepada musuh. Dapat memproduksi unit Flare.
+unit.alpha.description = Melindungi Inti Shard dari musuh. Dapat membangun struktur.
+unit.beta.description = Melindungi Inti Foundation dari musuh. Dapat membangun struktur.
+unit.gamma.description = Melindungi Inti Nucleus dari musuh. Dapat membangun struktur.
unit.retusa.description = Menembak torpedo pelacak. Memperbaiki unit sekutu.
unit.oxynoe.description = Menembak aliran api pada musuh terdekat. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan.
unit.cyerce.description = Menembak misil yang membidik otomatis secara beruntun pada musuh. Memperbaiki unit sekutu.
@@ -2336,13 +2413,14 @@ unit.avert.description = Menembak sepasang peluru yang memutar pada musuh.
unit.obviate.description = Menembak sepasang bola listrik yang memutar pada musuh.
unit.quell.description = Menembak misil pelacak jarak jauh pada musuh. Menahan bangunan perbaikan musuh.
unit.disrupt.description = Menembak misil pelacak penekanan jarak jauh pada musuh. Menahan bangunan perbaikan musuh.
-unit.evoke.description = Membangun struktur untuk melindungi inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
-unit.incite.description = Membangun struktur untuk melindungi inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
-unit.emanate.description = Membangun struktur untuk melindungi inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
+unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
+unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
+unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
lst.read = Membaca angka dari memori sel yang dihubungkan.
lst.write = Menulis angka ke memori sel yang dihubungkan.
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
+lst.printchar = Tambahkan karakter UTF-16 atau ikon konten ke buffer cetak.\nTidak menampilkan apa pun sampai [accent]Print Flush[] digunakan.
lst.format = Ganti placeholder berikutnya di buffer teks dengan sebuah nilai.\nTidak melakukan apa pun jika pola placeholder tidak valid.\nPola placeholder: "{[accent]nomor 0-9[]}"\nContoh:\n[accent]print "test {0}"\nformat "example"
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
@@ -2384,7 +2462,7 @@ lst.sync = Sinkronkan variabel di seluruh jaringan.\nHanya dipanggil paling bany
lst.playsound = Memutar suara. \nVolume dan kontrol suara dapat berupa nilai global, atau dihitung berdasarkan posisi.
lst.makemarker = Buat penanda logika baru di dunia.\nSebuah ID untuk mengidentifikasi penanda ini harus disediakan.\nPenanda saat ini dibatasi hingga 20.000 per dunia.
lst.setmarker = Tetapkan properti untuk penanda.\nID yang digunakan harus sama dengan instruksi Membuat Marker.
-lst.localeprint = Tambahkan nilai properti peta lokal ke buffer teks.\nUntuk menyetel paket peta lokal di editor peta, cek [accent]Info Peta > Paket Local[].\nJika klien adalah perangkat seluler, coba cetak properti yang diakhiri dengan ".mobile" terlebih dahulu.
+lst.localeprint = Tambahkan nilai properti peta lokal ke buffer teks.\nUntuk menyetel paket peta lokal di penyunting peta, cek [accent]Info Peta > Paket Lokal[].\nJika klien adalah perangkat seluler, coba cetak properti yang diakhiri dengan ".mobile" terlebih dahulu.
lglobal.false = 0
lglobal.true = 1
@@ -2395,7 +2473,7 @@ lglobal.@degToRad = Mengalikan dengan angka ini untuk mengubah derajat ke radian
lglobal.@radToDeg = Mengalikan dengan angka ini untuk mengubah radian ke derajat
lglobal.@time = Waktu main dari simpanan saat ini, dalam milidetik
-lglobal.@tick = Waktu main dari simpanan saat ini, dalam tick (1 detik = 60 ticks)
+lglobal.@tick = Waktu main dari simpanan saat ini, dalam tick (1 detik = 60 tick)
lglobal.@second = Waktu main dari simpanan saat ini, dalam detik
lglobal.@minute = Waktu main dari simpanan saat ini, dalam menit
lglobal.@waveNumber = Angka gelombang saat ini, jika gelombang diaktifkan
@@ -2522,7 +2600,7 @@ lenum.player = Unit yang dikendalikan oleh pemain.
lenum.ore = Bahan tambang.
lenum.damaged = Bangunan sekutu yang rusak.
-lenum.spawn = Titik munculnya musuh.\nDapat berupa inti atau suatu posisi.
+lenum.spawn = Titik mendaratnya musuh.\nDapat berupa inti atau suatu posisi.
lenum.building = Bangunan dalam suatu kumpulan.
lenum.core = Inti apapun.
@@ -2560,6 +2638,7 @@ unitlocate.building = Mengeluarkan variabel untuk bangunan yang terlihat.
unitlocate.outx = Mengeluarkan koordinat X.
unitlocate.outy = Mengeluarkan koordinat Y.
unitlocate.group = Kumpulan bangunan yang akan dicari.
+
playsound.limit = Jika benar, cegah suara ini diputar \njika sudah diputar pada frame yang sama.
lenum.idle = Tidak bergerak, namun tetap membangun/menambang.\nSifat awalan.
@@ -2567,21 +2646,21 @@ lenum.stop = Berhenti bergerak/menambang/membangun.
lenum.unbind = Mematikan kendali logika.\nLanjutkan A.I. standar.
lenum.move = Bergerak ke posisi yang ditentukan.
lenum.approach = Mendekati posisi dalam radius.
-lenum.pathfind = Mencari arah ke tempat munculnya musuh.
+lenum.pathfind = Mencari arah ke tempat pendaratan musuh.
lenum.autopathfind = Secara otomatis menemukan jalur ke inti atau zona pendaratan musuh terdekat.\nIni sama dengan pathfinding musuh pada gelombang standar.
lenum.target = Menembak pada posisi.
lenum.targetp = Menembak target dengan perkiraan kecepatan.
lenum.itemdrop = Menjatuhkan bahan.
lenum.itemtake = Mengambil bahan dari suatu bangunan.
lenum.paydrop = Menurunkan muatan yang ada.
-lenum.paytake = Mengangkut muatan pada lokasi ini.
+lenum.paytake = Membawa muatan pada lokasi ini.
lenum.payenter = Masuk/mendarat pada blok muatan yang saat ini unit sedang berdiri.
lenum.flag = Tanda numerik unit.
lenum.mine = Menambang pada sebuah posisi.
-lenum.build = Membangun sebuah sttruktur.
+lenum.build = Membangun sebuah struktur.
lenum.getblock = Ambil tipe bangunan, lantai dan blok pada koordinat.\nUnit harus berada dalam jangkauan posisinya, jika tidak maka null akan dikembalikan.
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
-lenum.boost = Mulai/berhenti memdorong.
+lenum.boost = Mulai/berhenti pendorong.
lenum.flushtext = Flush cetak konten buffer ke penanda, jika ada.\nJika pengambilan disetel ke true, coba ambil properti dari paket peta lokal atau paket game.
lenum.texture = Nama tekstur langsung dari atlas tekstur game (menggunakan gaya penamaan kebab-case).\nJika printFlush disetel ke true, gunakan konten buffer teks sebagai argumen teks.
@@ -2590,3 +2669,29 @@ lenum.autoscale = Apakah akan menskalakan penanda sesuai dengan tingkat zoom pem
lenum.posi = Posisi terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai posisi pertama.
lenum.uvi = Posisi tekstur mulai dari nol hingga satu, digunakan untuk penanda segi empat.
lenum.colori = Warna terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai warna pertama.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_it.properties b/core/assets/bundles/bundle_it.properties
index 8394d16475..c703a3ae57 100644
--- a/core/assets/bundles/bundle_it.properties
+++ b/core/assets/bundles/bundle_it.properties
@@ -13,7 +13,7 @@ link.google-play.description = Elenco di Google Play Store
link.f-droid.description = Catalogo F-Droid
link.wiki.description = Wiki ufficiale di Mindustry
link.suggestions.description = Suggerisci nuove funzionalità
-link.bug.description = Found one? Report it here
+link.bug.description = Trovato uno? Segnalalo qui
linkopen = Questo server ti ha inviato un link, sicuro di volerlo aprire?\n\n[sky]{0}
linkfail = Impossibile aprire il link! L'URL è stato copiato negli appunti.
screenshot = Screenshot salvato a {0}
@@ -45,7 +45,7 @@ mods.browser.selected = Mod selezionata
mods.browser.add = Installa mod
mods.browser.reinstall = Reinstalla mod
mods.browser.view-releases = Vedi versioni
-mods.browser.noreleases = [scarlet]Nessuna versione trovata\n[accent]Cerca se la mod ha delle versioni
+mods.browser.noreleases = [scarlet]Nessuna versione trovata\n[accent]Cerca se la mod ha delle versioni
mods.browser.latest =
mods.browser.releases = Versioni
mods.github.open = Repo
@@ -142,6 +142,7 @@ mod.enabled = [lightgray]Abilitato
mod.disabled = [scarlet]Disabilitato
mod.multiplayer.compatible = [gray]Multiplayer Compatible
mod.disable = Disabilita
+mod.version = Version:
mod.content = Contenuto:
mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso.
mod.incompatiblegame = [red]Outdated Game
@@ -152,8 +153,8 @@ mod.erroredcontent = [scarlet]Errori di Contenuto
mod.circulardependencies = [red]Circular Dependencies
mod.incompletedependencies = [red]Incomplete Dependencies
mod.requiresversion.details = Richiede la versione del gioco: [accent]{0}[]\nIl tuo gioco è obsoleto. Questa mod richiede una versione più recente del gioco (possibilmente una versione beta/alpha) per funzionare.
-mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
-mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
+mod.outdatedv7.details = Questa mod è incompatibile con l'ultima versione del gioco. L'autore deve aggiornarla e aggiungere [accent]minGameVersion: 136[] al suo file [accent]mod.json[].
+mod.blacklisted.details = Questa mod è stata messa manualmente nella blacklist perchè provoca crash o altri problemi in questa versione del gioco. Non usarla.
mod.missingdependencies.details = This mod is missing dependencies: {0}
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
mod.circulardependencies.details = This mod has dependencies that depends on each other.
@@ -190,6 +191,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Completato
techtree = Albero Scoperte
techtree.select = Seleziona albero delle scoperte
@@ -290,13 +292,14 @@ disconnect.error = Errore di connessione.
disconnect.closed = Connessione chiusa.
disconnect.timeout = Connessione scaduta.
disconnect.data = Errore durante il caricamento del mondo!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Impossibile unirsi alla partita ([accent]{0}[]).
connecting = [accent]Connessione in corso...
reconnecting = [accent]Riconnessione in corso...
connecting.data = [accent]Caricamento del mondo...
server.port = Porta:
-server.addressinuse = Indirizzo già in uso!
server.invalidport = Numero porta non valido!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Errore nell'hosting del server.
save.new = Nuovo Salvataggio
save.overwrite = Sei sicuro di voler sovrascrivere questo salvataggio?
@@ -349,6 +352,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -492,6 +496,7 @@ waves.units.show = Mostra tutto
wavemode.counts = conteggi
wavemode.totals = totali
wavemode.health = salute
+all = All
editor.default = [lightgray]
details = Dettagli...
@@ -659,7 +664,6 @@ requirement.capture = Cattura {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Lancia
-research.multiplayer = Solo l'host può scoprire gli oggetti.
map.multiplayer = Solo l'host può vedere i settori.
uncover = Scopri
configure = Configura Equipaggiamento
@@ -695,25 +699,29 @@ objective.build = [accent]Costruisci: [][lightgray]{0}[]x\n{1}[lightgray]{2}
objective.buildunit = [accent]Costruisci unità: [][lightgray]{0}[]x\n{1}[lightgray]{2}
objective.destroyunits = [accent]Distruggi: [][lightgray]{0}[]x unità
objective.enemiesapproaching = [accent]Nemici in arrivo tra [lightgray]{0}[]
-objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
-objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
+objective.enemyescelating = [accent]Produzione nemica in aumento tra [lightgray]{0}[]
+objective.enemyairunits = [accent]La produzione aerea nemica comincia tra [lightgray]{0}[]
objective.destroycore = [accent]Distruggi il nucleo nemico
objective.command = [accent]Comanda Unità
-objective.nuclearlaunch = [accent]⚠ Lancio nucleare rilevaato: [lightgray]{0}
+objective.nuclearlaunch = [accent]⚠ Lancio nucleare rilevato: [lightgray]{0}
announce.nuclearstrike = [red]⚠ COLPO NUCLEARE IN ARRIVO ⚠
loadout = Equipaggiamento
resources = Risorse
resources.max = Max
bannedblocks = Blocchi Banditi
+unbannedblocks = Unbanned Blocks
objectives = Obbiettivi
bannedunits = Unità bandite
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Aggiungi Tutti
launch.from = Partenza da: [accent]{0}
launch.capacity = Capacità di lancio oggetti: [accent]{0}
launch.destination = Destinazione: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Il valore deve essere un numero compresto tra 0 e {0}.
add = Aggiungi...
guardian = Guardiano
@@ -722,12 +730,13 @@ connectfail = [scarlet]Impossibile connettersi al server:\n\n[accent] {0}
error.unreachable = Server irraggiungibile. L'indirizzo è scritto correttamente?
error.invalidaddress = Indirizzo non valido.
error.timedout = Tempo scaduto!\nAssicurati che l'host abbia il port forwarding impostato e che l'indirizzo sia corretto!
-error.mismatch = Errore dei pacchetti:\nPossibile discordanza della versione client/server.\nAssicurati che tu e l'host possiediate l'ultima versione di Mindustry!
+error.mismatch = Errore dei pacchetti:\nPossibile discordanza della versione client/server.\nAssicurati che tu e l'host possediate l'ultima versione di Mindustry!
error.alreadyconnected = Già connesso.
error.mapnotfound = Mappa non trovata!
error.io = Errore I/O di rete.
error.any = Errore di rete sconosciuto.
error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non supportarle.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Pioggia
weather.snowing.name = Neve
@@ -751,7 +760,9 @@ sectors.stored = Immagazzinato:
sectors.resume = Riprendi
sectors.launch = Lancia
sectors.select = Seleziona
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]nessuno (sole)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Rinomina Settore
sectors.enemybase = [scarlet]Base Nemica
sectors.vulnerable = [scarlet]Vulnerabile
@@ -759,7 +770,7 @@ sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
sectors.underattack.nodamage = [scarlet]Non catturato
sectors.survives = [accent]Sopravvissuto a {0} ondate
sectors.go = Lancia
-sector.abandon = Abandona
+sector.abandon = Abbandona
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
sector.curcapture = Settore Catturato
sector.curlost = Settore Perso
@@ -778,6 +789,11 @@ threat.medium = Media
threat.high = Alta
threat.extreme = Estrema
threat.eradication = Catastrofe
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Pianeti
@@ -800,9 +816,19 @@ sector.fungalPass.name = Passo Fungino
sector.biomassFacility.name = Struttura di Sintesi di Biomassa
sector.windsweptIslands.name = Isole Ventose
sector.extractionOutpost.name = Avamposto di Estrazione Mineraria
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Terminale di Lancio Planetario
sector.coastline.name = Coastline
sector.navalFortress.name = Fortezza navale
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = La posizione ottimale per ricominciare. Bassa minaccia nemica. Poche risorse.\nRaccogli quanto più piombo e rame possibile.\nParti.
sector.frozenForest.description = Anche qui, più vicino alle montagne, le spore si sono diffuse. Le temperature gelide non possono contenerle per sempre.\n\nInizia l'avventura nell'energia. Costruisci generatori a combustione. Impara a usare i riparatori.
@@ -822,6 +848,18 @@ sector.impact0078.description = Qui giaciono i resti della nave da trasporto int
sector.planetaryTerminal.description = Il bersaglio finale.\n\nQuesta base costiera contiene una struttura capace di lanciare Nuclei ai pianeti locali. È estremamente protetto.\n\nProduci unità navali. Elimina il nemico il più rapidamente possibile. Scopri la struttura di lancio.
sector.coastline.description = In questo settore sono stati rilevati resti di tecnologia di unità navali. Respingi gli attacchi nemici, cattura il settore e acquisisci la tecnologia.
sector.navalFortress.description = Il nemico ha stabilito una base su un'isola remota e fortificata naturalmente. Distruggi questo avamposto. Acquisisci la loro tecnologia navale avanzata e fate ricerche.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Nome
@@ -985,6 +1023,7 @@ stat.buildspeedmultiplier = Moltiplicatore velocità di costruzione
stat.reactive = Reacts
stat.immunities = Immunità
stat.healing = Rigenerazione
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Campo di Forza
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1017,6 +1056,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1031,6 +1071,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Concesso solo il deposito al nucleo
bar.drilltierreq = Miglior Trivella Richiesta
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Risorse Mancanti
bar.corereq = Nucleo Richiesto
bar.corefloor = Core Zone Tile Required
@@ -1039,6 +1080,7 @@ bar.drillspeed = Velocità Scavo: {0}/s
bar.pumpspeed = Velocità di Pompaggio: {0}/s
bar.efficiency = Efficienza: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energia: {0}/s
bar.powerstored = Immagazzinata: {0}/{1}
bar.poweramount = Energia: {0}
@@ -1049,6 +1091,7 @@ bar.capacity = Capacità: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Liquido
bar.heat = Calore
+bar.cooldown = Cooldown
bar.instability = Instabilità
bar.heatamount = Calore: {0}
bar.heatpercent = Calore: {0} ({1}%)
@@ -1073,6 +1116,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frammentazione:
bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno
bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] contraccolpo
bullet.pierce = [stat]{0}[lightgray]x perforazione
bullet.infinitepierce = [stat]perforazione
@@ -1081,6 +1125,8 @@ bullet.healamount = [stat]{0}[lightgray] quantità di cura
bullet.multiplier = [stat]{0}[lightgray]x moltiplicatore munizioni
bullet.reload = [stat]{0}%[lightgray] ricarica
bullet.range = [stat]{0}[lightgray] raggio in blocchi
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocchi
unit.blockssquared = blocchi²
@@ -1097,6 +1143,7 @@ unit.minutes = minuti
unit.persecond = /s
unit.perminute = /min
unit.timesspeed = x velocità
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = salute scudo
unit.items = oggetti
@@ -1141,18 +1188,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Ridimensionamento Interfaccia[lightgray] (richiede il riavvio)[]
setting.uiscale.description = Riavvio necessario per applicare le modifiche.
setting.swapdiagonal.name = Posizionamento Sempre Diagonale
-setting.difficulty.training = Allenamento
-setting.difficulty.easy = Facile
-setting.difficulty.normal = Normale
-setting.difficulty.hard = Difficile
-setting.difficulty.insane = Impossibile
-setting.difficulty.name = Difficoltà:
setting.screenshake.name = Movimento dello Schermo
setting.bloomintensity.name = Intensità d'illuminazione (Bloom Intensity)
setting.bloomblur.name = Illuminazione sfocata (Bloom Blur)
setting.effects.name = Visualizza Effetti
setting.destroyedblocks.name = Visualizza Blocchi Distrutti
setting.blockstatus.name = Visualizza Stato Blocchi
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Posizionamento Nastri Trasportatori Intelligente
setting.sensitivity.name = Sensibilità del Controller
setting.saveinterval.name = Intervallo di Salvataggio Automatico
@@ -1179,11 +1221,13 @@ setting.mutemusic.name = Silenzia Musica
setting.sfxvol.name = Volume Effetti
setting.mutesound.name = Silenzia Suoni
setting.crashreport.name = Invia rapporti anonimi sugli arresti anomali
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Salvataggi Automatici
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limite Giocatori
setting.chatopacity.name = Opacità Chat
setting.lasersopacity.name = Opacità Raggi Energetici
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Opacità Nastri e Condotti Sopraelevati
setting.playerchat.name = Mostra Chat
setting.showweather.name = Mostra grafica del meteo
@@ -1236,6 +1280,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Seleziona Regione
keybind.schematic_menu.name = Menu Schematica
@@ -1313,12 +1358,16 @@ rules.wavetimer = Timer Ondate
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Ondate
rules.airUseSpawns = Air units use spawn points
rules.attack = Modalità Attacco
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Dimensione minima squadra
rules.rtsmaxsquadsize = Dimensione massima squadra
rules.rtsminattackweight = Min Attack Weight
@@ -1334,12 +1383,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Moltiplicatore Vita Unità
rules.unitdamagemultiplier = Moltiplicatore Danno Unità
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Moltiplicatore energia solare
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limite dimensioni mappa
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Tempo fra Ondate:[lightgray] (secondi)
rules.initialwavespacing = Tempo per la prima ondata:[lightgray] (sec)
rules.buildcostmultiplier = Moltiplicatore Costo Costruzione
@@ -1361,6 +1412,12 @@ rules.title.teams = squadre
rules.title.planet = pianeta
rules.lighting = Illuminazione
rules.fog = Nebbia di guerra
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fuoco
rules.anyenv =
rules.explosions = Danno da Esplosione Blocchi/Unità
@@ -1369,6 +1426,7 @@ rules.weather = Meteo
rules.weather.frequency = Frequenza:
rules.weather.always = sempre
rules.weather.duration = Durata:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1416,7 +1474,7 @@ liquid.gallium.name = Gallio
liquid.ozone.name = Ozono
liquid.hydrogen.name = Idrogeno
liquid.nitrogen.name = Azoto
-liquid.cyanogen.name = Cyanogen
+liquid.cyanogen.name = Cianogeno
unit.dagger.name = Pugnalatore
unit.mace.name = Randellatore
@@ -1514,6 +1572,8 @@ block.graphite-press.name = Pressa per Grafite
block.multi-press.name = Multi Pressa
block.constructing = {0}\n[lightgray](In Costruzione)
block.spawn.name = Punto di Generazione Nemico
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Nucleo: Frammento
block.core-foundation.name = Nucleo: Fondamento
block.core-nucleus.name = Nucleo: Centrale
@@ -1677,6 +1737,8 @@ block.meltdown.name = Fusione
block.foreshadow.name = Tenebra
block.container.name = Contenitore
block.launch-pad.name = Ascensore Spaziale
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segmentatore
block.ground-factory.name = Fabbrica Terrestre
block.air-factory.name = Fabbrica Aerea
@@ -1771,6 +1833,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1818,6 +1881,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -1879,12 +1943,12 @@ hint.skip = Salta
hint.desktopMove = Usa [accent][[WASD][] per muoverti.
hint.zoom = [accent]Scorri[] per aumentare o ridurre la visuale.
hint.desktopShoot = [accent][[Click-sinistro][] per sparare.
-hint.depositItems = Per trasferire oggetti, trascinadalla tua nave al nucleo.
+hint.depositItems = Per trasferire oggetti, trascina dalla tua nave al nucleo.
hint.respawn = Per rinascere come nave, premi [accent][[V][].
hint.respawn.mobile = Hai cambiato il controllo a unità/strutture. Per rinascere come nave, [accent]tocca the l'avatar in alto a sinistra.[]
hint.desktopPause = Premi[accent][[Space][] per mettere in pausa o riprendere il gioco.
hint.breaking = [accent]Click-destro[] e trascina per distruggere blocchi.
-hint.breaking.mobile = Attivita il \ue817 [accent]martello[] in fondo a destra e tocca per distruggere blocchi.\n\nTieni premuto il tuo dito per un secondo e trascina per distruggere blocchi in una selezione.
+hint.breaking.mobile = Attiva il \ue817 [accent]martello[] in fondo a destra e tocca per distruggere blocchi.\n\nTieni premuto il tuo dito per un secondo e trascina per distruggere blocchi in una selezione.
hint.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources.
hint.research = Usa il pulsante \ue875 [accent]Scopri[] per scoprire nuova tecnologia.
@@ -2044,6 +2108,10 @@ block.phase-wall.description = Protegge le strutture dai proiettili nemici rifle
block.phase-wall-large.description = Protegge le strutture dai proiettili nemici riflettendone la maggior parte all'impatto.
block.surge-wall.description = Protegge le strutture dai proiettili nemici rilasciando periodicamente archi elettrici al contatto.
block.surge-wall-large.description = Protegge le strutture dai proiettili nemici rilasciando periodicamente archi elettrici al contatto.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Un muro che può essere aperto o chiuso.
block.door-large.description = Un muro che può essere aperto o chiuso.
block.mender.description = Ripara periodicamente i blocchi nelle sue vicinanze.\nAccetta silicio per aumentare la portata e l'efficienza.
@@ -2110,7 +2178,9 @@ block.vault.description = Immagazzina grandi quantità di oggetti di ogni tipo.
block.container.description = Imagazzina piccole quantità di oggetti di ogni tipo. Può essere svuotato con uno scaricatore.
block.unloader.description = Scarica l'oggetto selezionato dai blocchi adiacenti.
block.launch-pad.description = Lancia lotti di oggetti ai settori selezionati.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Spara proiettili ai nemici.
block.scatter.description = Spara agglomerati di piombo, rottami o vetro metallico ai nemici aerei.
block.scorch.description = Incenerisce qualsiasi unità terrena nelle vicinanze. Altamente efficace a distanza ravvicinata.
@@ -2171,6 +2241,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2183,6 +2254,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2304,6 +2376,7 @@ unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acr
lst.read = Leggi un numero da una cella di memoria collegata.
lst.write = Scrivi un numero in una cella di memoria collegata.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2523,3 +2596,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_ja.properties b/core/assets/bundles/bundle_ja.properties
index e4c17d5ee8..0c8b7067aa 100644
--- a/core/assets/bundles/bundle_ja.properties
+++ b/core/assets/bundles/bundle_ja.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]有効
mod.disabled = [scarlet]無効
mod.multiplayer.compatible = [gray]マルチプレイに対応
mod.disable = 無効化
+mod.version = Version:
mod.content = コンテンツ:
mod.delete.error = Modを削除することができませんでした。
mod.incompatiblegame = [red]旧バージョン用
@@ -192,6 +193,7 @@ campaign.select = 開始するキャンペーンを選択
campaign.none = [lightgray]キャンペーンを始める惑星を選んでください。\n惑星はいつでも変更可能です。
campaign.erekir = より新しく、より洗練されたコンテンツ。 ほぼ一貫して進行するキャンペーン。\n\n高品質のマップと総合的な体験。
campaign.serpulo = 昔のコンテンツ。クラシックな体験。より自由な発想。\n\nマップやキャンペーンの仕組みがアンバランスになる可能性があり、あまり洗練されてない。
+campaign.difficulty = Difficulty
completed = [accent]完了
techtree = テックツリー
techtree.select = テックツリーの選択
@@ -292,13 +294,14 @@ disconnect.error = 接続にエラーが発生しました。
disconnect.closed = 接続が切断されました。
disconnect.timeout = タイムアウトしました。
disconnect.data = ワールドデータの読み込みに失敗しました!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = ゲームに参加できませんでした。 ([accent]{0}[])
connecting = [accent]接続中...
reconnecting = [accent]再接続中...
connecting.data = [accent]ワールドデータを読み込み中...
server.port = ポート:
-server.addressinuse = アドレスがすでに使用されています!
server.invalidport = 無効なポート番号です!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]サーバーのホストエラー: [accent]{0}
save.new = 新規保存
save.overwrite = このスロットに上書きしてもよろしいですか?
@@ -351,6 +354,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -494,6 +498,7 @@ waves.units.show = すべて表示
wavemode.counts = 数
wavemode.totals = 総数
wavemode.health = 総体力
+all = All
editor.default = [lightgray]<デフォルト>
details = 詳細...
@@ -663,7 +668,6 @@ requirement.capture = 制圧: {0}
requirement.onplanet = {0} の制御セクター
requirement.onsector = セクターに着陸: {0}
launch.text = 発射
-research.multiplayer = 研究できるのはホストのみです。
map.multiplayer = ホストのみがセクターを表示できます。
uncover = 開放
configure = 積み荷の設定
@@ -710,14 +714,18 @@ loadout = ロードアウト
resources = 資源
resources.max = Max
bannedblocks = 禁止ブロック
+unbannedblocks = Unbanned Blocks
objectives = オブジェクティブ
bannedunits = 禁止ユニット
+unbannedunits = Unbanned Units
bannedunits.whitelist = 「禁止ユニット」以外を禁止する(ホワイトリスト)
bannedblocks.whitelist = 「禁止ブロック」以外を禁止する(ホワイトリスト)
addall = すべて追加
launch.from = [accent]{0}[] からの発射
launch.capacity = 発射アイテム容量: [accent]{0}
launch.destination = 目的地: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = 値は 0 から {0} の間でなければなりません。
add = 追加...
guardian = ガーディアン
@@ -732,6 +740,7 @@ error.mapnotfound = マップファイルが見つかりません!
error.io = I/O ネットワークエラーです。
error.any = 不明なネットワークエラーです。
error.bloom = ブルームの初期化に失敗しました。\n恐らくあなたのデバイスではブルームがサポートされていません。
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = 雨
weather.snowing.name = 雪
@@ -755,7 +764,9 @@ sectors.stored = コアの資源:
sectors.resume = 再開
sectors.launch = 打ち上げ
sectors.select = 選択
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]無し (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = セクター名を変更
sectors.enemybase = [scarlet]敵基地
sectors.vulnerable = [scarlet]脆弱
@@ -782,6 +793,11 @@ threat.medium = 中
threat.high = 高
threat.extreme = 過酷
threat.eradication = 破滅的
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = 惑星
@@ -804,9 +820,19 @@ sector.fungalPass.name = 真菌の道
sector.biomassFacility.name = バイオマス研究施設
sector.windsweptIslands.name = 吹きさらしの列島
sector.extractionOutpost.name = 資源搬出前哨基地
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = 惑星間発射ターミナル
sector.coastline.name = 海岸線
sector.navalFortress.name = 海軍要塞
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = 奪回を始めるには最適な場所です。敵の脅威は小さいですが、資源が乏しいです。\nできるだけ多くの銅と鉛を集めましょう。\n始めましょう。
sector.frozenForest.description = ここでさえ、山に近づくほど胞子が広がっています。\n極寒の気候もでさえ胞子を永遠に封じ込めることはできませんでした。\n\n電気に挑みましょう。\n火力発電機を建設し、修復機の使い方を学びましょう。
@@ -826,6 +852,18 @@ sector.impact0078.description = ここには、最初にこの星系に入った
sector.planetaryTerminal.description = 最終目標です。\n\nこの沿岸基地には、コアを他の惑星に打ち上げることが出来る建造物があります。しかし、極めて堅固に守られています。\n\n海軍ユニットを生産し、可及的速やかに敵を排除してください。\nそして、発射場を研究しましょう。
sector.coastline.description = ここで、海軍の技術の残骸が発見されました。\n敵の攻撃を退け、占領し、その技術を獲得しましょう。
sector.navalFortress.description = 敵は、自然要塞化した離島に基地を設けています。この前哨基地を破壊しましょう。\n彼らの高度な艦艇技術を入手し、研究しましょう。
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = オンセット
sector.aegis.name = イージス
sector.lake.name = レイク
@@ -991,6 +1029,7 @@ stat.buildspeedmultiplier = 建築速度倍率
stat.reactive = 反応
stat.immunities = 耐性
stat.healing = 治癒
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = フォースフィールド
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1023,6 +1062,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1037,6 +1077,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = コアにのみ搬入できます。
bar.drilltierreq = より高性能なドリルを使用してください
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = 不足している資源
bar.corereq = コアベースが必要
bar.corefloor = コアゾーンタイルが必要
@@ -1045,6 +1086,7 @@ bar.drillspeed = 採掘速度: {0}/秒
bar.pumpspeed = ポンプの速度: {0}/s
bar.efficiency = 効率: {0}%
bar.boost = ブースト: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = 電力均衡: {0}/秒
bar.powerstored = 総蓄電量: {0}/{1}
bar.poweramount = 蓄電量: {0}
@@ -1055,6 +1097,7 @@ bar.capacity = 容量: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = 液体
bar.heat = 熱
+bar.cooldown = Cooldown
bar.instability = 不安定度
bar.heatamount = 熱: {0}
bar.heatpercent = 熱: {0} ({1}%)
@@ -1079,6 +1122,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x ライトニング ~ [stat]{1}[lightgray] ダメージ
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] ノックバック
bullet.pierce = [stat]{0}[lightgray]x レーザー弾
bullet.infinitepierce = [stat]レーザー弾
@@ -1087,6 +1131,8 @@ bullet.healamount = [stat]{0}[lightgray] 直接修理
bullet.multiplier = [stat]弾薬 {0}[lightgray]倍
bullet.reload = [stat]リロード速度 {0}[lightgray]%
bullet.range = [stat]{0}[lightgray] タイル範囲
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = ブロック
unit.blockssquared = ブロック²
@@ -1103,6 +1149,7 @@ unit.minutes = 分
unit.persecond = /秒
unit.perminute = /分
unit.timesspeed = 倍の速度
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = シールド
unit.items = アイテム
@@ -1147,18 +1194,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UIサイズ
setting.uiscale.description = 再起動が必要です。
setting.swapdiagonal.name = 常に斜め設置
-setting.difficulty.training = トレーニング
-setting.difficulty.easy = イージー
-setting.difficulty.normal = ノーマル
-setting.difficulty.hard = ハード
-setting.difficulty.insane = クレイジー
-setting.difficulty.name = 難易度:
setting.screenshake.name = 画面の揺れ
setting.bloomintensity.name = きらめきの強さ
setting.bloomblur.name = 光のぼやけ
setting.effects.name = 画面効果
setting.destroyedblocks.name = 破壊されたブロックを表示
setting.blockstatus.name = ブロックの状態を表示
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = コンベアー配置経路探索
setting.sensitivity.name = 操作感度
setting.saveinterval.name = 自動保存間隔
@@ -1185,11 +1227,13 @@ setting.mutemusic.name = 音楽をミュート
setting.sfxvol.name = 効果音 音量
setting.mutesound.name = 効果音をミュート
setting.crashreport.name = 匿名でクラッシュレポートを送信する
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = 自動保存
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = プレイヤー数制限
setting.chatopacity.name = チャットの透明度
setting.lasersopacity.name = 電線の透明度
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = ブリッジの透明度
setting.playerchat.name = ゲーム内にチャットを表示
setting.showweather.name = 天気のグラフィックを表示
@@ -1242,6 +1286,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = リージョンの再構築
keybind.schematic_select.name = 範囲選択
keybind.schematic_menu.name = 設計図メニュー
@@ -1319,12 +1364,16 @@ rules.wavetimer = ウェーブの自動進行
rules.wavesending = ウェーブスキップ
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = ウェーブ
rules.airUseSpawns = Air units use spawn points
rules.attack = アタックモード
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = チームの最少人数
rules.rtsmaxsquadsize = チームの最大人数
rules.rtsminattackweight = 最小攻撃力
@@ -1340,12 +1389,14 @@ rules.unitcostmultiplier = ユニットの製造コスト倍率
rules.unithealthmultiplier = ユニットの体力倍率
rules.unitdamagemultiplier = ユニットのダメージ倍率
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = 太陽光の倍率
rules.unitcapvariable = コア数によってユニット上限を変動
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = 基礎ユニット上限数
rules.limitarea = マップエリアを制限
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = ウェーブ間の待機時間:[lightgray] (秒)
rules.initialwavespacing = 第1ウェーブの待機時間 [lightgray] (秒)
rules.buildcostmultiplier = 建設コストの倍率
@@ -1367,6 +1418,12 @@ rules.title.teams = チーム
rules.title.planet = 惑星
rules.lighting = 霧
rules.fog = 戦場の霧
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = 火災
rules.anyenv =
rules.explosions = 爆発ダメージ
@@ -1375,6 +1432,7 @@ rules.weather = 気象
rules.weather.frequency = 頻度:
rules.weather.always = 常時
rules.weather.duration = 継続時間:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1517,6 +1575,8 @@ block.graphite-press.name = 黒鉛圧縮機
block.multi-press.name = マルチ圧縮機
block.constructing = {0}\n[lightgray](建設中)
block.spawn.name = 敵の出現場所
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = コア: シャード
block.core-foundation.name = コア: ファンデーション
block.core-nucleus.name = コア: ニュークリアス
@@ -1680,6 +1740,8 @@ block.meltdown.name = メルトダウン
block.foreshadow.name = フォーシャドウ
block.container.name = コンテナー
block.launch-pad.name = 発射台
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = セグメント
block.ground-factory.name = 陸軍工場
block.air-factory.name = 空軍工場
@@ -1774,6 +1836,7 @@ block.electric-heater.name = 電気ヒーター
block.slag-heater.name = スラグヒーター
block.phase-heater.name = フェーズヒーター
block.heat-redirector.name = ヒートリダイレクター
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = ヒートルーター
block.slag-incinerator.name = スラグ焼却炉
block.carbide-crucible.name = 炭化物クルーシブル
@@ -1821,6 +1884,7 @@ block.chemical-combustion-chamber.name = 化学燃焼室
block.pyrolysis-generator.name = パイロリシス発電機
block.vent-condenser.name = ジェットコンデンサー
block.cliff-crusher.name = クリフ掘削機
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = プラズマ掘り
block.large-plasma-bore.name = 大きなプラズマ掘り
block.impact-drill.name = インパクトドリル
@@ -2048,6 +2112,10 @@ block.phase-wall.description = トリウムの壁ほど強固ではないが、
block.phase-wall-large.description = トリウムの壁ほど強固ではないが、強力な弾でなければ弾き返すことができます。
block.surge-wall.description = 最も硬い防壁ブロックです。\n攻撃されるとたまに放電して敵を攻撃します。
block.surge-wall-large.description = 最も硬い大型防壁ブロックです。\n攻撃されるとたまに放電して敵を攻撃します。
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = 小さなドアブロックです。タップすることで開閉することができます。\nただし、ドアが開いている場合、弾や敵も通過できます。
block.door-large.description = 大型のドアブロックです。タップすることで開閉することができます。\nただし、ドアが開いている場合、弾や敵も通過できます。
block.mender.description = 定期的に周囲のブロックを修復します。ウェーブの間も修復し続けます。\nオプションでシリコンを利用して、さらに効率的に修復が出来ます。
@@ -2114,7 +2182,9 @@ block.vault.description = 各種類のアイテムを大量に保管します。
block.container.description = 各種類のアイテムを少量ずつ保管します。隣接するコンテナーやボール卜、コアは一つのストレージユニットとして扱われます。 [lightgray]搬出機[]を使って、コンテナーからアイテムを搬出できます。
block.unloader.description = コンテナやボールト、コアからアイテムをコンベアーか隣接するブロックに搬出します。搬出機をタップして搬出するアイテムを変更することができます。
block.launch-pad.description = 離脱することなく、アイテムを回収することができます。
-block.launch-pad.details = 資源を地点間で輸送するための軌道上システムです。ペイロードポッドは壊れやすく、再突入に耐えることができません。
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = 小さく安価なタレットです。
block.scatter.description = 中規模の対空型タレットです。敵に鉛やスクラップの塊、メタガラスを分散するように発射します。
block.scorch.description = 近くの地上の敵を燃やします。近距離だと非常に効果的です。
@@ -2175,6 +2245,7 @@ block.electric-heater.description = 大量の電力を消費して、向かい
block.slag-heater.description = スラグを用いて、向かい合ったブロックを加熱します。
block.phase-heater.description = フェーズファイバーを用いて、向かい合ったブロックを加熱します。
block.heat-redirector.description = 蓄積された熱を他のブロックに伝えます。
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = 蓄積された熱を3つの出力方向に分散させます。
block.electrolyzer.description = 水を電気分解して、水素とオゾンに変換します。
block.atmospheric-concentrator.description = 熱を利用して、大気中の窒素を濃縮します。
@@ -2187,6 +2258,7 @@ block.vent-condenser.description = 電力を消費して、ジェットホール
block.plasma-bore.description = 鉱石の壁に向けて配置して鉱石を掘りします。少量の電力が必要です。
block.large-plasma-bore.description = 大きくプラズマ掘り。 タングステン、トリウムの採掘が可能。 水素と電力が必要です
block.cliff-crusher.description = 電力を消費して、壁を粉砕し、砂を採掘します。 効率は壁の種類によって異なります。
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = 鉱石の上に置くと、一定の間隔でアイテムを採掘します。 電力と水が必要です。
block.eruption-drill.description = 改良されたインパクトドリルです。 トリウムの採掘が可能。 電力と水素が必要です。
block.reinforced-conduit.description = 液体または気体を輸送します。 側面からの搬入を受け入れません。
@@ -2308,6 +2380,7 @@ unit.emanate.description = アクロポリスコアを敵から守ります。\n
lst.read = リンクされたメモリセルから数値を読み取ります。
lst.write = リンクされたメモリセルに数値を書き込みます。
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
@@ -2527,3 +2600,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_ko.properties b/core/assets/bundles/bundle_ko.properties
index 8a6d3f0544..9a91ab9a95 100644
--- a/core/assets/bundles/bundle_ko.properties
+++ b/core/assets/bundles/bundle_ko.properties
@@ -70,7 +70,7 @@ schematic.shareworkshop = 창작마당에 공유
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: 설계도 뒤집기
schematic.saved = 설계도 저장됨
schematic.delete.confirm = 이 설계도는 완전히 삭제될 것입니다.
-schematic.edit = Edit Schematic
+schematic.edit = 설계도 수정
schematic.info = {0}x{1}, {2} 블록
schematic.disabled = [scarlet]설계도 비활성화됨[]\n이 [accent]맵[] 또는 [accent]서버[] 에서는 설계도를 사용할 수 없습니다.
schematic.tags = 태그:
@@ -79,13 +79,13 @@ schematic.addtag = 태그 추가하기
schematic.texttag = 텍스트 태그
schematic.icontag = 아이콘 태그
schematic.renametag = 태그 이름바꾸기
-schematic.tagged = {0} tagged
+schematic.tagged = {0} 태그됨
schematic.tagdelconfirm = 이 태그를 완전히 삭제하시겠습니까?
schematic.tagexists = 이 태그는 이미 존재합니다.
stats = 기록
stats.wave = 진행 단계
-stats.unitsCreated = 생성한 기체
+stats.unitsCreated = 생성한 유닛
stats.enemiesDestroyed = 파괴한 적
stats.built = 건설한 건물
stats.destroyed = 파괴한 건물
@@ -98,7 +98,7 @@ level.highscore = 최고 점수: [accent]{0}
level.select = 맵 선택
level.mode = 게임 모드:
coreattack = < 코어가 공격을 받고 있습니다! >
-nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나세요[] ]\n단계가 시작하는 순간 구역 내의 모든 건물과 기체가 파괴됩니다!
+nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나세요[] ]\n단계가 시작하는 순간 구역 내의 모든 건물과 유닛이 파괴됩니다!
database = 코어 데이터베이스
database.button = 데이터베이스
savegame = 게임 저장
@@ -144,8 +144,10 @@ mod.enabled = [lightgray]활성화됨
mod.disabled = [scarlet]비활성화됨
mod.multiplayer.compatible = [gray]멀티플레이어 호환 가능
mod.disable = 비활성화
+mod.version = Version:
mod.content = 콘텐츠:
mod.delete.error = 모드를 삭제할 수 없습니다. 파일이 사용 중일 수 있습니다.
+
mod.incompatiblegame = [red]구버전 게임
mod.incompatiblemod = [red]호환되지 않음
mod.blacklisted = [red]지원하지 않음
@@ -153,6 +155,7 @@ mod.unmetdependencies = [red]충촉되지 않은 종속성
mod.erroredcontent = [scarlet]콘텐츠 오류
mod.circulardependencies = [red]순환 의존성
mod.incompletedependencies = [red]불완전한 의존성
+
mod.requiresversion.details = 게임 버전 요구: [accent]{0}[]\n당신의 게임은 구버전입니다. 이 모드가 작동하려면 최신 버전의 게임이 필요합니다. (베타/알파 릴리즈일 가능성이 있음).
mod.outdatedv7.details = 이 모드는 최신 버전의 게임과 호환되지 않습니다. 반드시 작성자가 업데이트해야 하고, [accent]mod.json[] 파일에 [accent]최소게임버전: 136[]을 추가해야 합니다.
mod.blacklisted.details = 이 모드는 이 버전의 게임에서 충돌 또는 기타 문제를 일으키는 것으로 인해 수동으로 블랙리스트에 올라와 있습니다. 사용하지 마세요.
@@ -160,7 +163,9 @@ mod.missingdependencies.details = 이 모드에는 종속성이 없음: {0}
mod.erroredcontent.details = 이 게임은 로딩하는 동안 오류가 발생했습니다. 모드 작성자에게 수정하도록 요청하세요.
mod.circulardependencies.details = 이 모드는 서로 의존하는 의존성을 지니고 있습니다.
mod.incompletedependencies.details = 잘못되었거나 누락한 종속성으로 인해 이 모드를 불러올 수 없습니다: {0}.
+
mod.requiresversion = 필요한 게임 버전: [red]{0}
+
mod.errors = 콘텐츠를 불러오는 중에 오류가 발생함
mod.noerrorplay = [scarlet]오류가 있는 모드가 있습니다.[] 영향을 받는 모드를 비활성화하거나 플레이하기 전에 오류를 수정하세요.
mod.enable = 활성화
@@ -190,8 +195,9 @@ available = 새로운 콘텐츠 해금이 가능합니다!
unlock.incampaign = < 해금 후 상세정보 열람이 가능합니다 >
campaign.select = 캠페인 시작지점 선택하기
campaign.none = [lightgray]시작할 행성을 선택하십시오.\n언제든지 전환할 수 있습니다.
-campaign.erekir = [accent]신규 플레이어에게 추천합니다.[]\n\n보다 새롭고 세련된 컨텐츠. 대부분 순차적으로 캠페인이 진행됩니다.\n\n더 높은 완성도의 지도와 다채로운 경험.
-campaign.serpulo = [scarlet]신규 플레이어에게 권장되지 않습니다.[]\n\n오래된 컨텐츠: 고전적인 경험. 좀 더 개방적이죠.\n\n잠재적으로 불균형한 지도와 캠페인 메커니즘. 덜 세련됩니다.
+campaign.erekir = [scarlet]신규 플레이어에게 권장되지 않습니다.[]\n\n보다 새롭고 세련된 컨텐츠. 대부분 순차적으로 캠페인이 진행됨.\n\n더 어렵고, 더 높은 완성도의 맵과 다채로운 경험.
+campaign.serpulo = [accent]신규 플레이어에게 추천합니다.[]\n\n오래된 콘텐츠, 고전적인 경험. 더 개방적이고, 더 많은 콘텐츠.\n\n잠재적으로 불균형한 맵과 캠페인 메커니즘. 덜 세련됨.
+campaign.difficulty = 난이도
completed = [accent]완료됨
techtree = 연구 기록
techtree.select = 연구 기록 선택
@@ -248,8 +254,8 @@ servers.disclaimer = 커뮤니티 서버는 개발자가 소유하거나 제어
servers.showhidden = 숨겨진 서버 보이기/숨기기
server.shown = 서버 숨기기
server.hidden = 서버 보이기
-viewplayer = 플레이어 보기: [accent]{0}
+viewplayer = 플레이어 보기: [accent]{0}
trace = 플레이어 정보 보기
trace.playername = 플레이어 이름: [accent]{0}
trace.ip = IP: [accent]{0}
@@ -259,14 +265,16 @@ 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}
-trace.ips = IPs:
-trace.names = Names:
+trace.ips = IP:
+trace.names = 이름:
invalidid = 잘못된 클라이언트 ID입니다! 버그 보고서를 보내주세요.
+
player.ban = 플레이어 차단
player.kick = 플레이어 강퇴
player.trace = 플레이어 찾기
player.admin = 관리자 권한 부여
player.team = 팀 변경하기
+
server.bans = 차단 목록
server.bans.none = 차단된 플레이어를 찾을 수 없습니다!
server.admins = 관리자
@@ -284,7 +292,7 @@ confirmunban = 정말로 이 플레이어를 차단 해제하시겠습니까?
confirmadmin = 정말로 "{0}[white]" 을(를) 관리자로 임명하시겠습니까?
confirmunadmin = 정말로 "{0}[white]"의 관리자를 박탈하시겠습니까?
votekick.reason = 강퇴 사유
-votekick.reason.message = "{0}[white]" 을(를) 투표 추방하시려면 해당 사유를 적어주세요 :
+votekick.reason.message = "{0}[white]" 을(를) 투표 추방하시려면 해당 사유를 적어주세요:
joingame.title = 게임 참가
joingame.ip = 주소:
disconnect = 연결이 끊어졌습니다.
@@ -292,13 +300,14 @@ disconnect.error = 연결 오류
disconnect.closed = 연결이 종료되었습니다.
disconnect.timeout = 시간 초과
disconnect.data = 맵 데이터를 로드하지 못했습니다!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = [accent]{0}[] 게임에 참여할 수 없습니다.
connecting = [accent] 연결중...
reconnecting = [accent]재접속중...
connecting.data = [accent]맵 데이터 불러오는중...
server.port = 포트:
-server.addressinuse = 이미 사용 중인 주소입니다!
server.invalidport = 잘못된 포트 번호입니다!
+server.error.addressinuse = [scarlet]포트 6567에서 서버를 열지 못했습니다.[]\n\n다른 Mindustry 서버가 귀하의 장치나 네트워크에서 실행되고 있지 않은지 확인하세요!
server.error = [scarlet]서버 호스팅 오류
save.new = 새로 저장
save.overwrite = 저장된 슬롯을 덮어쓰시겠습니까?
@@ -316,7 +325,7 @@ save.import = 저장 가져오기
save.newslot = 저장 이름:
save.rename = 이름 변경
save.rename.text = 새 이름:
-selectslot = 저장슬롯을 선택하세요.
+selectslot = 저장 슬롯을 선택하세요.
slot = [accent] 슬롯 {0}
editmessage = 메시지 편집
save.corrupted = [accent]손상되었거나 잘못된 저장 파일입니다!
@@ -340,7 +349,7 @@ open = 열기
customize = 사용자 정의 규칙
cancel = 취소
command = 명령
-command.queue = [lightgray][Queuing]
+command.queue = 대기
command.mine = 채굴
command.repair = 수리
command.rebuild = 재건
@@ -351,6 +360,7 @@ command.enterPayload = 화물 블록에 들어가기
command.loadUnits = 유닛 적재
command.loadBlocks = 블록 적재
command.unloadPayload = 화물 내려놓기
+command.loopPayload = 유닛 반복 운반
stance.stop = 명령 취소하기
stance.shoot = 명령: 사격
stance.holdfire = 명령: 사격 중지
@@ -383,14 +393,14 @@ resumebuilding = [scarlet][[{0}][] 키를 눌러 건설을 재개
enablebuilding = [scarlet][[{0}][] 키를 눌러 건설을 활성
showui = UI가 숨겨졌습니다. [accent][[{0}][] 키를 눌러 UI를 활성화하세요.
commandmode.name = [accent]명령 모드
-commandmode.nounits = [기체 없음]
+commandmode.nounits = [유닛 없음]
wave = [accent]{0}단계
wave.cap = [accent]단계 {0}/{1}
wave.waiting = 다음 단계까지[lightgray] {0}초
-wave.waveInProgress = [lightgray]단계 진행중
+wave.waveInProgress = [lightgray]단계 진행 중
waiting = [lightgray]대기중...
waiting.players = 상대 플레이어를 기다리는 중...
-wave.enemies = [lightgray]적 기체 {0}기 남음
+wave.enemies = [lightgray]적 유닛 {0}기 남음
wave.enemycores = [accent]{0}[lightgray] 적 코어들
wave.enemycore = [accent]{0}[lightgray] 적 코어
wave.enemy = [lightgray]{0}기 남음
@@ -420,6 +430,7 @@ 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}
+
editor.planet = 행성:
editor.sector = 구역:
editor.seed = 시드:
@@ -436,12 +447,12 @@ editor.waves = 단계
editor.rules = 규칙
editor.generation = 지형 생성
editor.objectives = 목표
-editor.locales = Locale Bundles
-editor.worldprocessors = World Processors
-editor.worldprocessors.editname = Edit Name
-editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
-editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
-editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
+editor.locales = 번역 팩
+editor.worldprocessors = 월드 프로세서
+editor.worldprocessors.editname = 이름 수정
+editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
+editor.worldprocessors.nospace = 월드 프로세서를 배치할 여유 공간이 없습니다!\n맵을 전부 구조물로 채웠나요? 왜 이렇게 했나요?
+editor.worldprocessors.delete.confirm = 이 월드 프로세서를 삭제하시겠습니까?\n\n주변이 벽으로 둘러싸여 있다면 지형 벽으로 대체될 것입니다.
editor.ingame = 인게임 편집
editor.playtest = 맵 테스트
editor.publish.workshop = 창작마당 게시
@@ -483,9 +494,9 @@ waves.sort = 정렬 기준
waves.sort.reverse = 정렬 뒤집기
waves.sort.begin = 시작 단계
waves.sort.health = 체력
-waves.sort.type = 기체 유형
-waves.search = Search waves...
-waves.filter = Unit Filter
+waves.sort.type = 유닛 유형
+waves.search = 단계 검색...
+waves.filter = 유닛 필터
waves.units.hide = 모두 숨기기
waves.units.show = 모두 보이기
@@ -494,15 +505,17 @@ wavemode.counts = 기
wavemode.totals = 총
wavemode.health = 체력
+all = 모두
editor.default = [lightgray]<기본값>
details = 설명...
edit = 편집...
variables = 변수
-logic.clear.confirm = Are you sure you want to clear all code from this processor?
-logic.globals = Built-in Variables
+logic.clear.confirm = 이 프로세서의 모든 코드를 삭제하시겠습니까?
+logic.globals = 내장 변수
+
editor.name = 이름:
-editor.spawn = 기체 생성
-editor.removeunit = 기체 삭제
+editor.spawn = 유닛 생성
+editor.removeunit = 유닛 삭제
editor.teams = 팀
editor.errorload = 파일을 불러오지 못했습니다.
editor.errorsave = 파일을 저장하지 못했습니다.
@@ -511,7 +524,7 @@ editor.errorlegacy = 이 맵은 너무 오래됐고, 더 이상 지원하지 않
editor.errornot = 맵 파일이 아닙니다.
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
-editor.errorlocales = Error reading invalid locale bundles.
+editor.errorlocales = 잘못된 언어 팩을 읽는 동안 오류가 발생했습니다.
editor.update = 업데이트
editor.randomize = 무작위
editor.moveup = 위로 이동
@@ -523,7 +536,7 @@ editor.sectorgenerate = 구역 형성
editor.resize = 맵 크기조정
editor.loadmap = 맵 불러오기
editor.savemap = 맵 저장
-editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
+editor.savechanges = [scarlet]저장하지 않은 변경 사항이 있습니다!\n\n[]저장하시겠습니까?
editor.saved = 저장됨!
editor.save.noname = 맵에 이름이 없습니다! '맵 정보' 메뉴에서 설정하세요.
editor.save.overwrite = 이 맵은 내장된 맵을 덮어씁니다! '맵 정보' 에서 다른 이름을 선택하세요.
@@ -562,8 +575,8 @@ toolmode.eraseores = 자원 초기화
toolmode.eraseores.description = 자원만 초기화합니다.
toolmode.fillteams = 팀 채우기
toolmode.fillteams.description = 블록의 팀을 선택한 팀으로 채웁니다.
-toolmode.fillerase = Fill Erase
-toolmode.fillerase.description = Erase blocks of the same type.
+toolmode.fillerase = 유형별 지우기
+toolmode.fillerase.description = 같은 유형의 블록을 지웁니다.
toolmode.drawteams = 팀 그리기
toolmode.drawteams.description = 블록의 팀을 선택한 팀으로 그립니다.
#unused
@@ -588,7 +601,7 @@ filter.clear = 초기화
filter.option.ignore = 무시
filter.scatter = 흩뿌리기
filter.terrain = 지형
-filter.logic = Logic
+filter.logic = 로직
filter.option.scale = 크기
filter.option.chance = 배치 빈도
@@ -614,23 +627,24 @@ filter.option.radius = 반경
filter.option.percentile = 백분율
filter.option.code = 코드
filter.option.loop = 루프
-locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
-locales.deletelocale = Are you sure you want to delete this locale bundle?
-locales.applytoall = Apply Changes To All Locales
-locales.addtoother = Add To Other Locales
-locales.rollback = Rollback to last applied
-locales.filter = Property filter
-locales.searchname = Search name...
-locales.searchvalue = Search value...
-locales.searchlocale = Search locale...
-locales.byname = By name
-locales.byvalue = By value
-locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
-locales.showmissing = Show properties that are missing in some locales
-locales.showsame = Show properties that have same values in different locales
-locales.viewproperty = View in all locales
-locales.viewing = Viewing property "{0}"
-locales.addicon = Add Icon
+
+locales.info = 여기에서 특정 언어에 대한 언어 팩을 맵에 추가할 수 있습니다. 언어 팩에서 각 속성에는 이름과 값이 있습니다. 이러한 속성은 이름을 사용하여 월드 프로세서와 목표에서 사용할 수 있습니다. 텍스트 서식 지정(플레이스홀더를 실제 값으로 대체)을 지원합니다.\n\n[cyan]예시 속성:\n[]이름: [accent]timer[]\n값: [accent]예시 타이머, 남은 시간: {0}[]\n\n[cyan]사용법:\n[]목표의 텍스트로 설정: [accent]@timer\n\n[]월드 프로세서에서 Print:\n[accent]localeprint "timer"\nformat time\n[gray](여기서 시간은 별도로 계산된 변수)
+locales.deletelocale = 이 언어 팩을 삭제하시겠습니까?
+locales.applytoall = 모든 언어 팩에 변경 사항 적용
+locales.addtoother = 다른 언어 팩에 추가
+locales.rollback = 마지막으로 적용된 상태로 롤백
+locales.filter = 속성 필터
+locales.searchname = 이름 검색...
+locales.searchvalue = 값 검색...
+locales.searchlocale = 언어 팩 검색...
+locales.byname = 이름으로
+locales.byvalue = 값으로
+locales.showcorrect = 모든 언어 팩에 존재하고 모든 곳에서 고유한 값을 갖는 속성을 표시
+locales.showmissing = 일부 언어 팩에서 누락된 속성 표시
+locales.showsame = 다른 언어 팩에서 동일한 값을 갖는 속성 표시
+locales.viewproperty = 모든 언어 팩에서 보기
+locales.viewing = 속성 보기 "{0}"
+locales.addicon = 아이콘 추가
width = 너비:
height = 높이:
@@ -663,30 +677,32 @@ requirement.capture = {0} 점령
requirement.onplanet = {0} 구역을 제어
requirement.onsector = {0} 구역에 착륙
launch.text = 출격
-research.multiplayer = 캠페인 멀티 플레이 시에는 해당 캠페인 서버의 호스트만 연구할 수 있습니다.
map.multiplayer = 캠페인 멀티 플레이 시에는 해당 캠페인 서버의 호스트만 다른 구역을 보고, 이동이 가능합니다.
uncover = 지역 개방
configure = 초기자원 설정
+
objective.research.name = 연구
objective.produce.name = 획득
objective.item.name = 획득한 자원
objective.coreitem.name = 코어 자원
objective.buildcount.name = 건설 횟수
-objective.unitcount.name = 기체 횟수
-objective.destroyunits.name = 기체 처치
+objective.unitcount.name = 유닛 횟수
+objective.destroyunits.name = 유닛 처치
objective.timer.name = 타이머
objective.destroyblock.name = 단일 블록 파괴
objective.destroyblocks.name = 다수 블록 파괴
objective.destroycore.name = 코어 파괴
objective.commandmode.name = 명령 모드
objective.flag.name = 플래그
+
marker.shapetext.name = 도형과 문자
-marker.point.name = Point
+marker.point.name = 포인트
marker.shape.name = 도형
marker.text.name = 문자
-marker.line.name = Line
-marker.quad.name = Quad
-marker.texture.name = Texture
+marker.line.name = 라인
+marker.quad.name = 쿼드
+marker.texture.name = 텍스처
+
marker.background = 배경
marker.outline = 외곽선
@@ -697,28 +713,33 @@ objective.destroyblocks = [accent]파괴: [lightgray]{0}[white]/{1}\n{2}[lightgr
objective.item = [accent]획득: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
objective.build = [accent]건설: [][lightgray]{0}[]개\n{1}[lightgray]{2}
-objective.buildunit = [accent]기체 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
-objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 기체
+objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
+objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
objective.enemiesapproaching = [accent]적이 [lightgray]{0}[]초 후에 도착합니다
objective.enemyescelating = [accent]적의 생산량이 증가하고 있습니다[lightgray]{0}[]
-objective.enemyairunits = [accent]적의 공중 기체가 생산되고 있습니다[lightgray]{0}[]
+objective.enemyairunits = [accent]적의 공중 유닛이 생산되고 있습니다[lightgray]{0}[]
objective.destroycore = [accent]적의 코어를 파괴하세요
-objective.command = [accent]기체 조종
+objective.command = [accent]유닛 조종
objective.nuclearlaunch = [accent]⚠ 핵공격이 감지되었습니다: [lightgray]{0}
+
announce.nuclearstrike = [red]⚠ 핵 공습 감지 ⚠
loadout = 출격
resources = 자원
resources.max = 최대
bannedblocks = 금지된 블록
+unbannedblocks = Unbanned Blocks
objectives = 목표
bannedunits = 금지된 기체
+unbannedunits = Unbanned Units
bannedunits.whitelist = 금지된 기체만 활성화
bannedblocks.whitelist = 금지된 블록만 활성화
addall = 모두 추가
launch.from = 출격 출발지: [accent]{0}[]
launch.capacity = 출격 자원 용량: [accent]{0}
launch.destination = 목적지: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = 해당 값은 0에서 {0} 사이의 숫자여야 합니다.
add = 추가...
guardian = 수호자
@@ -733,12 +754,14 @@ 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.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
+error.moddex = Mindustry가 해당 모드를 로드할 수 없습니다.\n최근 Android의 변경으로 인해 기기에서 Java 모드 가져오기가 차단되었습니다.\n 아직 이 문제에 대한 알려진 해결 방법은 없습니다.
weather.rain.name = 비
weather.snowing.name = 눈
weather.sandstorm.name = 모래 폭풍
weather.sporestorm.name = 포자 폭풍
weather.fog.name = 안개
+
campaign.playtime = \uf129 [lightgray]지역 플레이타임: {0}
campaign.complete = [accent]축하드립니다.\n\n {0} 지역의 적이 패배하였습니다\n[lightgray] 마지막 지역을 점령하였습니다.
@@ -756,7 +779,9 @@ sectors.stored = 저장량:
sectors.resume = 재개
sectors.launch = 출격
sectors.select = 선택
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]없음 (태양)[]
+sectors.redirect = Redirect Launch Pads
sectors.rename = 지역 이름 변경하기
sectors.enemybase = [scarlet]적 기지[]
sectors.vulnerable = [scarlet]취약함[]
@@ -784,6 +809,12 @@ threat.high = 높음
threat.extreme = 매우 높음
threat.eradication = 극한
+difficulty.casual = 캐주얼
+difficulty.easy = 쉬움
+difficulty.normal = 보통
+difficulty.hard = 어려움
+difficulty.eradication = 극한
+
planets = 태양계
planet.serpulo.name = 세르플로
@@ -805,16 +836,26 @@ sector.fungalPass.name = 포자 지대
sector.biomassFacility.name = 유기물 합성 시설
sector.windsweptIslands.name = 폭풍의 격전지
sector.extractionOutpost.name = 자원 추출기지
+sector.facility32m.name = 32 M 시설
+sector.taintedWoods.name = 오염된 산림
+sector.infestedCanyons.name = 감염된 깊은 협곡
sector.planetaryTerminal.name = 대행성 출격단지
sector.coastline.name = 해안선
sector.navalFortress.name = 해군 요새
+sector.polarAerodrome.name = 극지 비행장
+sector.atolls.name = 환초
+sector.testingGrounds.name = 시험장
+sector.seaPort.name = 바다 항구
+sector.weatheredChannels.name = 풍화된 수로
+sector.mycelialBastion.name = 균사 요새
+sector.frontier.name = 국경 지방
sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지녔습니다. 적은 위협적이지 않지만, 자원도 풍부하진 않습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n이제 출격할 시간입니다!
sector.frozenForest.description = 산과 가까운 이곳에도, 포자가 퍼졌습니다. 혹한의 추위조차 포자가 퍼지는 것을 억누를 수 없습니다.\n화력 발전기를 건설하고, 멘더를 사용하는 방법을 배워야 합니다.
sector.saltFlats.description = 사막의 변두리에는 소금으로 이루어진 평원이 있습니다. 이곳에선 매우 적은 자원만 발견되었습니다.\n\n하지만 자원이 희소한 이곳에서도 적들의 요새가 포착되었습니다. 그들을 사막의 모래로 만들어버리세요!
sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 탈환하여 강화 유리를 제련하고, 포탑과 드릴에 물을 공급하여 더 강력한 방어선을 구축하여야 합니다.
sector.ruinousShores.description = 폐허를 지나서 나오는 해안선. 한때, 이곳에는 해안 방어기지가 있었습니다.\n많은 부분이 소실되었습니다. 기본적인 방어 시설을 제외한 모든 것이 고철 덩어리가 되었습니다. \n외부로 세력을 확장하기 위한 첫 발걸음으로, 무너진 시설을 재건하고 잃어버린 기술을 다시 회수하십시오.
-sector.stainedMountains.description = 더 내륙에는 아직 포자에 오염되지 않은 산맥이 있습니다.\n이 지역에서 티타늄을 채굴하고 이것을 어떻게 사용하는지 배우십시오.\n\n이곳은 더 강력한 적이 주둔하고 있습니다. 적이 가장 강력한 기체를 준비할 시간을 주지 마십시오.
+sector.stainedMountains.description = 더 내륙에는 아직 포자에 오염되지 않은 산맥이 있습니다.\n이 지역에서 티타늄을 채굴하고 이것을 어떻게 사용하는지 배우십시오.\n\n이곳은 더 강력한 적이 주둔하고 있습니다. 적이 가장 강력한 유닛을 준비할 시간을 주지 마십시오.
sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이곳에 전초기지를 설립했습니다. 대거를 생산해 적의 기지를 박살 내고 우리가 잃어버린 것을 되찾아야 합니다!
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 가공기술을 익히는 것이 도움이 될 것입니다.
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
@@ -825,8 +866,22 @@ sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는
sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있는 지역을 공격하거나, 적에게 침공당한 지역을 효과적으로 수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 강탈하십시오.
sector.impact0078.description = 이곳에는 태양계에 처음 진입한 우주 수송선의 잔해가 존재합니다.\n\n우주선이 파괴된 잔해에서 최대한 많은 자원을 회수하고, 손상되지 않은 그들의 기술을 획득하십시오.
sector.planetaryTerminal.description = 이 행성에서의 마지막 전투를 준비하십시오.\n\n적이 필사의 각오로 지키고 있는 이 해안 기지엔 우주에 코어를 발사할 수 있는 시설이 있습니다.\n\n해군을 생산하여 적을 신속하게 제거하고, 그들의 행성간 이동 기술을 강탈하십시오.\n\n[royal] 건투를 빕니다.[]
-sector.coastline.description = 이 장소에서 해상 기체 기술의 잔재가 발견되었습니다. 적의 공격을 격퇴하고, 이 지역을 점령하고, 기술을 습득하십시오.
+sector.coastline.description = 이 장소에서 해상 유닛 기술의 잔재가 발견되었습니다. 적의 공격을 격퇴하고, 이 지역을 점령하고, 기술을 습득하십시오.
sector.navalFortress.description = 적은 자연적으로 요새화된 외딴 섬에 기지를 세웠습니다. 이 전초기지를 파괴하여 적의 발전된 함선 건조 기술을 습득하고 연구하십시오.
+sector.cruxscape.name = 크럭스케이프
+sector.geothermalStronghold.name = 지열 근거지
+
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
+
sector.onset.name = 시작
sector.aegis.name = 보호
sector.lake.name = 호수
@@ -844,22 +899,23 @@ sector.siege.name = 포위
sector.crossroads.name = 교차로
sector.karst.name = 카르스트
sector.origin.name = 근원
-sector.onset.description = 튜토리얼 지역. 아직 목표가 정해지지 않았습니다. 추가적인 정보를 제공받기 위해 잠시 대기해 주세요
-sector.aegis.description = 적은 방어막으로 보호받고 있습니다. 이 구역에서 실험적인 방어막 차단기 모듈이 감지되었습니다.\n이 구조물을 찾으. 텅스텐을 공급해 방어막 차단기를 가동하고 적의 기지를 파괴하여야 합니다.
-sector.lake.description = 이 지역의 광재 호수는 기체의 활동범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
-sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 기체가 필요할 것입니다.
-sector.atlas.description = 이 지역은 각기 다른 지형을 포함하고 있으며, 효과적으로 공격하기 위해서는 다양한 기체가 필요합니다.\n이곳에서 발견된 더 강력한 적의 기지를 통과하기 위해서는 상위 등급의 기체가 필요할 수도 있습니다.\n[accent]전해조[]와 [accent]전차 재조립기[]를 연구하세요.
+
+sector.onset.description = 에르키아 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
+sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
+sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
+sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 유닛이 필요할 것입니다.
+sector.atlas.description = 이 지역은 각기 다른 지형을 포함하고 있으며, 효과적으로 공격하기 위해서는 다양한 기체가 필요합니다.\n이곳에서 발견된 더 강력한 적의 기지를 통과하기 위해서는 상위 등급의 유닛이 필요할 수도 있습니다.\n[accent]전해조[]와 [accent]전차 재조립기[]를 연구하세요.
sector.split.description = 이 지역에 최소한으로 존재하는 적 주둔군은 새로운 운송 기술을 시험하기에 완벽합니다.
sector.basin.description = 이 지역에는 많은 수의 적이 확인되었습니다. 발판을 마련하기 위해 신속히 유닛을 생산하여 적의 기지를 무력화 해야 합니다.
sector.marsh.description = 이 지역은 아르키사이트가 풍부하지만 분출구의 수는 한정적입니다.\n[accent]화학적 연소실[]을 건설하여 전력을 생산하세요.
-sector.peaks.description = 이 지역의 산악 지형은 대부분의 기체를 무용지물로 만들었습니다. 비행 가능한 기체가 필요합니다.\n적의 방공망에 유의하십시오. 일부 시설은 지원 건물을 공격하여 무력화시킬 수 있습니다.
+sector.peaks.description = 이 지역의 산악 지형은 대부분의 유닛을 무용지물로 만들었습니다. 비행 가능한 유닛이 필요합니다.\n적의 방공망에 유의하십시오. 일부 시설은 지원 건물을 공격하여 무력화시킬 수 있습니다.
sector.ravine.description = 적의 중요한 이동 경로이긴 하지만, 해당 구역에선 적의 기지가 감지되지 않았습니다. 다양한 적군을 맞닥뜨릴 것으로 예상됩니다.\n[accent]설금[]을 생산하여 포탑 [accent]어플릭트[]를 건설하세요.
sector.caldera-erekir.description = 이 지역에서 탐지된 자원은 여러 섬에 분산되어 있습니다 .\n드론을 기반으로 한 운송수단을 연구하고 활용하세요.
-sector.stronghold.description = 이 지역의 대규모 적 야영지에는 적들이 지키고 있는 상당한 양의 [accent]토륨[] 매장지가 있습니다.\n더 높은 등급의 기체와 포탑을 연구할 때 사용합니다.
+sector.stronghold.description = 이 지역의 대규모 적 야영지에는 적들이 지키고 있는 상당한 양의 [accent]토륨[] 매장지가 있습니다.\n더 높은 등급의 유닛과 포탑을 연구할 때 사용합니다.
sector.crevice.description = 적들은 이 지역에서 당신의 기지를 제거하기 위해 맹렬한 공격부대를 보낼 것입니다.\n[accent]탄화물[]과 [accent]열분해 발전기[]를 연구하는 것은 살아남기 위해 반드시 필요합니다.
-sector.siege.description = 이 지역은 두 갈래의 공격을 강요하는 두 개의 평행 협곡이 특징입니다.\n더 강력한 전차 기체를 만들기 위한 능력을 얻기 위해 [accent]시아노겐[]을 연구하시오.\n주의: 적의 장거리 발사체가 감지되었습니다. 미사일은 충돌 전에 격추될 수 있습니다.
-sector.crossroads.description = 이 지역의 적 기지는 다양한 지형에 위차하고 있는 것이 확인 되었으며 이로 인해 위해 다양한 기체가 필요합니다. \n또한, 일부 기지는 보호막으로 보호되고 있습니다. 그들이 어떻게 전력을 공급받는지 알아보아야 합니다.
-sector.karst.description = 이 지역은 자원이 풍부하지만, 새로운 코어가 착륙하면 적에게 공격을 받을 것입니다.\n자원의 이점을 활용하고 [accent]메타[]를 연구하세요.
+sector.siege.description = 이 지역은 두 갈래의 공격을 강요하는 두 개의 평행 협곡이 특징입니다.\n더 강력한 전차 유닛을 만들기 위한 능력을 얻기 위해 [accent]시아노겐[]을 연구하시오.\n주의: 적의 장거리 발사체가 감지되었습니다. 미사일은 충돌 전에 격추될 수 있습니다.
+sector.crossroads.description = 이 지역의 적 기지는 다양한 지형에 위차하고 있는 것이 확인 되었으며 이로 인해 다양한 유닛이 필요합니다. \n또한, 일부 기지는 보호막으로 보호되고 있습니다. 그들이 어떻게 전력을 공급받는지 알아보아야 합니다.
+sector.karst.description = 이 지역은 자원이 풍부하지만, 새로운 코어가 착륙하면 적에게 공격을 받을 것입니다.\n자원의 이점을 활용하고 [accent]위상 섬유[]를 연구하세요.
sector.origin.description = 상당한 적이 존재하는 마지막 지역입니다.\n 모든 연구를 마쳤으니 오직 모든 적의 코어를 파괴하는 데만 집중하세요.
status.burning.name = 발화
@@ -889,7 +945,7 @@ settings.sound = 소리
settings.graphics = 그래픽
settings.cleardata = 게임 데이터 초기화
settings.clear.confirm = 정말로 이 데이터를 지우시겠습니까?\n되돌릴 수 없습니다!
-settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장 파일, 맵, 해금된 컨텐츠와 조작키 설정을 포함한 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다.[]
+settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장 파일, 맵, 해금된 콘텐츠와 조작키 설정을 포함한 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다.[]
settings.clearsaves.confirm = 정말로 모든 저장된 파일들을 삭제하시겠습니까?
settings.clearsaves = 저장 초기화
settings.clearresearch = 연구 초기화
@@ -945,13 +1001,13 @@ stat.repairspeed = 수리 속도
stat.weapons = 무기
stat.bullet = 탄환
stat.moduletier = 모듈 등급
-stat.unittype = Unit Type
+stat.unittype = 유닛 유형
stat.speedincrease = 속도 증가
stat.range = 사거리
stat.drilltier = 채굴 가능
stat.drillspeed = 기본 채굴 속도
stat.boosteffect = 버프 효과
-stat.maxunits = 최대 기체 수
+stat.maxunits = 최대 유닛 수
stat.health = 체력
stat.armor = 방어력
stat.buildtime = 건설 시간
@@ -982,7 +1038,7 @@ stat.abilities = 능력
stat.canboost = 이륙 가능
stat.flying = 비행
stat.ammouse = 탄약 사용
-stat.ammocapacity = Ammo Capacity
+stat.ammocapacity = 탄약 용량
stat.damagemultiplier = 피해량 배수
stat.healthmultiplier = 체력 배수
stat.speedmultiplier = 이동속도 배수
@@ -991,51 +1047,55 @@ stat.buildspeedmultiplier = 건설속도 배수
stat.reactive = 작용 받음
stat.immunities = 상태이상 면역
stat.healing = 회복량
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = 보호막 필드
-ability.forcefield.description = Projects a force shield that absorbs bullets
+ability.forcefield.description = 탄약을 흡수하는 보호막을 만들어냄
ability.repairfield = 수리 필드
-ability.repairfield.description = Repairs nearby units
+ability.repairfield.description = 근처 유닛을 수리함
ability.statusfield = 상태이상 필드
-ability.statusfield.description = Applies a status effect to nearby units
+ability.statusfield.description = 근처 유닛에 상태 효과를 제공함
ability.unitspawn = 공장
-ability.unitspawn.description = Constructs units
+ability.unitspawn.description = 유닛을 생산함
ability.shieldregenfield = 방어막 복구 필드
-ability.shieldregenfield.description = Regenerates shields of nearby units
+ability.shieldregenfield.description = 근처 유닛의 방어막을 재생성함
ability.movelightning = 가속 전격
-ability.movelightning.description = Releases lightning while moving
-ability.armorplate = Armor Plate
-ability.armorplate.description = Reduces damage taken while shooting
-ability.shieldarc = 방어막 아크
-ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
+ability.movelightning.description = 이동하면서 번개를 방출함
+ability.armorplate = 장갑판
+ability.armorplate.description = 사격 시 받는 피해가 감소됨
+ability.shieldarc = 호 보호막
+ability.shieldarc.description = 탄약을 흡수하는 호 형태의 보호막을 만들어냄
ability.suppressionfield = 재생성 억제 필드
-ability.suppressionfield.description = Stops nearby repair buildings
+ability.suppressionfield.description = 근처 수리 건물을 잠깐동안 억제함
ability.energyfield = 에너지 필드
-ability.energyfield.description = Zaps nearby enemies
-ability.energyfield.healdescription = Zaps nearby enemies and heals allies
-ability.regen = Regeneration
-ability.regen.description = Regenerates own health over time
-ability.liquidregen = Liquid Absorption
-ability.liquidregen.description = Absorbs liquid to heal itself
-ability.spawndeath = Death Spawns
-ability.spawndeath.description = Releases units on death
-ability.liquidexplode = Death Spillage
-ability.liquidexplode.description = Spills liquid on death
-ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
-ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
-ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
-ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
-ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
-ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.energyfield.description = 근처 적을 감전시킴
+ability.energyfield.healdescription = 근처 적에게 전기 충격을 주고 아군을 치료함
+ability.regen = 재생
+ability.regen.description = 시간이 지남에 따라 스스로 체력을 재생함
+ability.liquidregen = 액체 흡수
+ability.liquidregen.description = 액체를 흡수하여 스스로를 치유함
+ability.spawndeath = 스폰 죽음
+ability.spawndeath.description = 사망 시 유닛을 방출함
+ability.liquidexplode = 유출 죽음
+ability.liquidexplode.description = 사망 시 액체를 쏟음
+
+ability.stat.firingrate = [stat]{0}/초[lightgray] 발사 속도
+ability.stat.regen = [stat]{0}[lightgray] 체력/초
+ability.stat.pulseregen = [stat]{0}[lightgray] 체력/파동
+ability.stat.shield = [stat]{0}[lightgray] 실드
+ability.stat.repairspeed = [stat]{0}/초[lightgray] 수리 속도
+ability.stat.slurpheal = [stat]{0}[lightgray] 체력/액체 단위
+ability.stat.cooldown = [stat]{0} 초[lightgray] 쿨타임
+ability.stat.maxtargets = [stat]{0}[lightgray] 최대 목표
+ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] 동일 유형 회복량
+ability.stat.damagereduction = [stat]{0}%[lightgray] 피해 감소
+ability.stat.minspeed = [stat]{0} tiles/초[lightgray] 최소 속도
+ability.stat.duration = [stat]{0} 초[lightgray] 지속 시간
+ability.stat.buildtime = [stat]{0} 초[lightgray] 건설 시간
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
bar.drilltierreq = 더 좋은 드릴 필요
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = 자원 부족
bar.corereq = 기본 코어 필요
bar.corefloor = 코어 구역 타일 필요
@@ -1044,6 +1104,7 @@ bar.drillspeed = 드릴 속도: {0}/s
bar.pumpspeed = 펌프 속도: {0}/s
bar.efficiency = 효율: {0}%
bar.boost = 가속: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = 전력: {0}/s
bar.powerstored = 저장량: {0}/{1}
bar.poweramount = 전력: {0}
@@ -1054,6 +1115,7 @@ bar.capacity = 용량: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = 액체
bar.heat = 발열
+bar.cooldown = Cooldown
bar.instability = 불안정
bar.heatamount = 열: {0}
bar.heatpercent = 열: {0} ({1}%)
@@ -1078,6 +1140,7 @@ bullet.interval = [stat]{0}/sec[lightgray] 간격 탄환:
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
bullet.infinitepierce = [stat]관통[]
@@ -1086,6 +1149,8 @@ bullet.healamount = [stat]{0}[lightgray] 직접 수리
bullet.multiplier = [stat]{0}[lightgray]배 탄약 배수[][]
bullet.reload = [stat]{0}%[lightgray] 발사 속도[][]
bullet.range = [stat]{0}[lightgray]블록 추가 범위
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = 블록
unit.blockssquared = 블록²
@@ -1102,6 +1167,7 @@ unit.minutes = 분
unit.persecond = /초
unit.perminute = /분
unit.timesspeed = x 배
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = 보호막 체력
unit.items = 자원
@@ -1118,8 +1184,8 @@ category.items = 자원
category.crafting = 입력/출력
category.function = 기능
category.optional = 선택적 향상
-setting.alwaysmusic.name = Always Play Music
-setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
+setting.alwaysmusic.name = 항상 음악 재생
+setting.alwaysmusic.description = 이 기능을 활성화하면, 게임 내에서 음악이 항상 반복 재생됩니다.\n비활성화하면, 무작위 간격으로만 재생됩니다.
setting.skipcoreanimation.name = 코어 발사/착륙 애니메이션 건너뛰기
setting.landscape.name = 가로화면 잠금
setting.shadows.name = 그림자
@@ -1131,7 +1197,7 @@ setting.backgroundpause.name = 백그라운드에서 일시정지
setting.buildautopause.name = 건설 자동 일시정지
setting.doubletapmine.name = 연속 터치로 채광
setting.commandmodehold.name = 키를 누른 상태로 명령
-setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
+setting.distinctcontrolgroups.name = 유닛당 하나의 제어 그룹으로 제한
setting.modcrashdisable.name = 로딩 중 충돌 시 모드 비활성화
setting.animatedwater.name = 액체 애니메이션 효과
setting.animatedshields.name = 보호막 애니메이션 효과
@@ -1146,18 +1212,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI 스케일링
setting.uiscale.description = 적용하려면 재시작이 필요합니다.
setting.swapdiagonal.name = 항상 대각선 배치
-setting.difficulty.training = 훈련
-setting.difficulty.easy = 쉬움
-setting.difficulty.normal = 보통
-setting.difficulty.hard = 어려움
-setting.difficulty.insane = 박멸
-setting.difficulty.name = 난이도:
setting.screenshake.name = 화면 흔들림
setting.bloomintensity.name = 광원 세기
setting.bloomblur.name = 광원 번짐
setting.effects.name = 입자 효과 표시
setting.destroyedblocks.name = 파괴된 블록 표시
setting.blockstatus.name = 블록 상태 표시
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = 컨베이어 배치 길찾기
setting.sensitivity.name = 컨트롤러 감도
setting.saveinterval.name = 저장 간격
@@ -1184,17 +1245,19 @@ setting.mutemusic.name = 음소거
setting.sfxvol.name = 효과음 크기
setting.mutesound.name = 소리 끄기
setting.crashreport.name = 익명으로 오류 보고서 자동 전송
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = 자동 저장 활성화
-setting.steampublichost.name = Public Game Visibility
+setting.steampublichost.name = 공개 게임 가시성
setting.playerlimit.name = 플레이어 제한
setting.chatopacity.name = 채팅창 투명도
setting.lasersopacity.name = 전선 투명도
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = 터널 투명도
setting.playerchat.name = 채팅 말풍선 표시
setting.showweather.name = 날씨 그래픽 표시
setting.hidedisplays.name = 로직 디스플레이 숨김
setting.macnotch.name = 노치를 표시하도록 인터페이스 조정
-setting.macnotch.description = 적용하려면 재시작이 필요합니다
+setting.macnotch.description = 적용하려면 재시작이 필요합니다.
steam.friendsonly = 친구 전용
steam.friendsonly.tooltip = 게임에 스팀 친구만 접속할 수 있는가에 대한 여부입니다.체크를 해제하면, 누구나 접속할 수 있습니다.
public.beta = 베타 버전의 게임은 공개 서버를 만들 수 없습니다.
@@ -1205,12 +1268,12 @@ keybind.title = 조작키 설정
keybinds.mobile = [scarlet]대부분의 조작키 설정은 모바일에서 작동하지 않습니다. 기본 이동만 지원됩니다.
category.general.name = 일반
category.view.name = 보기
-category.command.name = Unit Command
+category.command.name = 유닛 지휘
category.multiplayer.name = 멀티플레이어
category.blocks.name = 블록 선택
placement.blockselectkeys = \n[lightgray]단축키: [{0},
keybind.respawn.name = 리스폰
-keybind.control.name = 기체 제어
+keybind.control.name = 유닛 제어
keybind.clear_building.name = 설계도 초기화
keybind.press = 키를 누르세요...
keybind.press.axis = 마우스 휠 또는 키를 누르세요...
@@ -1223,14 +1286,16 @@ keybind.mouse_move.name = 커서를 따라서 이동
keybind.pan.name = 팬 보기
keybind.boost.name = 이륙
keybind.command_mode.name = 명령 모드
-keybind.command_queue.name = 유닛 명령 Queue
+keybind.command_queue.name = 유닛 명령 대기
keybind.create_control_group.name = 컨트롤 그룹 만들기
keybind.cancel_orders.name = 명령 취소
+
keybind.unit_stance_shoot.name = 유닛 명령: 사격
keybind.unit_stance_hold_fire.name = 유닛 명령: 사격 중지
keybind.unit_stance_pursue_target.name = 유닛 명령: 타겟 추격
keybind.unit_stance_patrol.name = 유닛 명령: 정찰
keybind.unit_stance_ram.name = 유닛 명령: 돌격
+
keybind.unit_command_move.name = 유닛 제어: 이동
keybind.unit_command_repair.name = 유닛 제어: 수리
keybind.unit_command_rebuild.name = 유닛 제어: 재건
@@ -1241,6 +1306,8 @@ keybind.unit_command_load_units.name = 유닛 제어: 유닛 적재
keybind.unit_command_load_blocks.name = 유닛 제어: 블록 적재
keybind.unit_command_unload_payload.name = 유닛 제어: 화물 투하
keybind.unit_command_enter_payload.name = 유닛 제어: 화물 건물에 착륙/진입
+keybind.unit_command_loop_payload.name = 유닛 제어: 유닛 반복 운반
+
keybind.rebuild_select.name = 지역 재건
keybind.schematic_select.name = 영역 설정
keybind.schematic_menu.name = 설계도 메뉴
@@ -1267,8 +1334,8 @@ keybind.select.name = 선택/공격
keybind.diagonal_placement.name = 대각선 설치
keybind.pick.name = 블록 선택
keybind.break_block.name = 블록 파괴
-keybind.select_all_units.name = 전체 기체 선택
-keybind.select_all_unit_factories.name = 전체 기체 공장 선택
+keybind.select_all_units.name = 전체 유닛 선택
+keybind.select_all_unit_factories.name = 전체 유닛 공장 선택
keybind.deselect.name = 선택해제
keybind.pickupCargo.name = 화물 집기
keybind.dropCargo.name = 화물 내려놓기
@@ -1291,7 +1358,7 @@ 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.name = 채팅 모드 변경
-keybind.drop_unit.name = 기체 내려놓기
+keybind.drop_unit.name = 유닛 내려놓기
keybind.zoom_minimap.name = 미니맵 확대
mode.help.title = 모드 설명
mode.survival.name = 생존
@@ -1304,26 +1371,30 @@ mode.pvp.description = 다른 플레이어와 현장에서 싸우세요.\n[gray]
mode.attack.name = 공격
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
mode.custom = 사용자 정의 규칙
+
rules.invaliddata = 잘못된 클립보드 데이터 입니다.
rules.hidebannedblocks = 금지된 블록 숨기기
-
rules.infiniteresources = 무한 자원
rules.onlydepositcore = 오직 코어에만 투입 가능
-rules.derelictrepair = 잔해 블록 수리 허
+rules.derelictrepair = 잔해 블록 수리 허용
rules.reactorexplosions = 원자로 폭발 허용
rules.coreincinerates = 코어 방화 비허용
rules.disableworldprocessors = 월드 프로세서 비활성화
rules.schematic = 설계도 허용
rules.wavetimer = 시간 제한이 있는 단계
rules.wavesending = 단계 넘김
-rules.allowedit = Allow Editing Rules
-rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.allowedit = 규칙 편집 허용
+rules.allowedit.info = 이 기능을 활성화하면, 플레이어는 일시 정지 메뉴의 왼쪽 하단에 있는 버튼을 통해 게임 내에서 규칙을 편집할 수 있습니다.
+rules.alloweditworldprocessors = 월드 프로세서 편집 허용
+rules.alloweditworldprocessors.info = 이 기능을 활성화하면 편집기 외부에서도 월드 로직 블록을 배치하고 편집할 수 있습니다.
rules.waves = 단계
-rules.airUseSpawns = Air units use spawn points
+rules.airUseSpawns = 공중 유닛 스폰 지점 사용
rules.attack = 공격 모드
rules.buildai = 기지 건설 AI
rules.buildaitier = 건설 AI 등급
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS 공격 AI
+rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
rules.rtsminsquadsize = 최소 부대 규모
rules.rtsmaxsquadsize = 최대 부대 규모
rules.rtsminattackweight = 최소 공격 중량
@@ -1334,26 +1405,28 @@ rules.placerangecheck = 배치 거리 확인
rules.enemyCheat = 적 AI 무한자원
rules.blockhealthmultiplier = 블록 체력 배수
rules.blockdamagemultiplier = 블록 피해량 배수
-rules.unitbuildspeedmultiplier = 기체 생산속도 배수
-rules.unitcostmultiplier = 기체 비용 배수
-rules.unithealthmultiplier = 기체 체력 배수
-rules.unitdamagemultiplier = 기체 피해량 배수
-rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
+rules.unitbuildspeedmultiplier = 유닛 생산속도 배수
+rules.unitcostmultiplier = 유닛 비용 배수
+rules.unithealthmultiplier = 유닛 체력 배수
+rules.unitdamagemultiplier = 유닛 피해량 배수
+rules.unitcrashdamagemultiplier = 유닛 파손 피해량 배수
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = 태양광 전력 배수
-rules.unitcapvariable = 코어 기체수 제한 추가
-rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
-rules.unitcap = 기본 기체 제한
+rules.unitcapvariable = 코어 유닛 수 제한 추가
+rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
+rules.unitcap = 기본 유닛 제한
rules.limitarea = 맵 영역 제한
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = 단계 간격:[lightgray] (초)
rules.initialwavespacing = 첫 단계 간격:[lightgray] (초)
rules.buildcostmultiplier = 건설 비용 배수
rules.buildspeedmultiplier = 건설 속도 배수
rules.deconstructrefundmultiplier = 철거 환불 배수
rules.waitForWaveToEnd = 한 단계가 끝날때까지 대기
-rules.wavelimit = Map Ends After Wave
+rules.wavelimit = 특정 단계 이후 맵 종료
rules.dropzoneradius = 스폰 구역 범위: [lightgray] (타일)
-rules.unitammo = 기체 탄약 필요
+rules.unitammo = 유닛 탄약 필요
rules.enemyteam = 적 팀
rules.playerteam = 플레이어 팀
rules.title.waves = 단계
@@ -1366,15 +1439,23 @@ rules.title.teams = 팀
rules.title.planet = 행성
rules.lighting = 조명 표시
rules.fog = 전장의 안개
+rules.invasions = 적 지역 침공
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = 적 스폰 표시
+rules.randomwaveai = 무작위 단계 AI
rules.fire = 방화 허용
rules.anyenv = <모두>
-rules.explosions = 블록/기체 폭발 피해
+rules.explosions = 블록/유닛 폭발 피해
rules.ambientlight = 주변광
rules.weather = 날씨 추가
rules.weather.frequency = 빈도:
rules.weather.always = 항상
rules.weather.duration = 지속 시간:
-rules.placerangecheck.info = 플레이어가 적 건물 근처에 건설 불가 구역을 생성합니다. 만일, 플레이어가 포탑을 건설하고자 할 경우 반경이 증가되어 적 건물이 포탑의 사정거리에 닿지 않게됩니다.
+
+rules.randomwaveai.info = 단계에 생성된 유닛이 코어 또는 전력 생산기를 공격하는 대신 무작위 구조물을 공격하게 됩니다.
+rules.placerangecheck.info = 플레이어가 적 건물 근처에 건설 불가 구역을 생성합니다. 만일, 플레이어가 포탑을 건설하고자 할 경우 반경이 증가되어 적 건물이 포탑의 사정거리에 닿지 않게 됩니다.
rules.onlydepositcore.info = 코어를 제외한 어떠한 건물에도 자원을 투하할 수 없게 만듭니다.
content.item.name = 자원
@@ -1384,8 +1465,9 @@ content.block.name = 블록
content.status.name = 상태 이상
content.sector.name = 지역
content.team.name = 파벌
-wallore = (벽)
+wallore = (벽)
+#굳이 직역은 안해도 되기에 설금은 해당 명칭을 유지합니다
item.copper.name = 구리
item.lead.name = 납
item.coal.name = 석탄
@@ -1395,7 +1477,7 @@ item.thorium.name = 토륨
item.silicon.name = 실리콘
item.plastanium.name = 플라스터늄
item.phase-fabric.name = 위상 섬유
-item.surge-alloy.name = 서지 합금
+item.surge-alloy.name = 설금
item.spore-pod.name = 포자 꼬투리
item.sand.name = 모래
item.blast-compound.name = 폭발물
@@ -1459,6 +1541,7 @@ unit.scepter.name = 셉터
unit.reign.name = 레인
unit.vela.name = 벨라
unit.corvus.name = 코르버스
+
unit.stell.name = 스텔
unit.locus.name = 로커스
unit.precept.name = 프리셉트
@@ -1516,6 +1599,8 @@ block.graphite-press.name = 흑연 압축기
block.multi-press.name = 다중 압축기
block.constructing = {0} [lightgray](제작중)
block.spawn.name = 적 소환지점
+block.remove-wall.name = 벽 제거
+block.remove-ore.name = 광석 제거
block.core-shard.name = 코어: 조각
block.core-foundation.name = 코어: 기반
block.core-nucleus.name = 코어: 핵심
@@ -1595,12 +1680,12 @@ block.inverted-sorter.name = 반전 필터
block.message.name = 메모 블록
block.reinforced-message.name = 보강된 메모 블록
block.world-message.name = 월드 메모 블록
-block.world-switch.name = World Switch
+block.world-switch.name = 월드 스위치
block.illuminator.name = 조명
block.overflow-gate.name = 포화 필터
block.underflow-gate.name = 불포화 필터
block.silicon-smelter.name = 실리콘 제련소
-block.phase-weaver.name = 위상 방직기
+block.phase-weaver.name = 위상 제조기
block.pulverizer.name = 분쇄기
block.cryofluid-mixer.name = 냉각수 혼합기
block.melter.name = 융해기
@@ -1610,7 +1695,7 @@ block.separator.name = 광재 분리기
block.coal-centrifuge.name = 석탄 정제기
block.power-node.name = 전력 노드
block.power-node-large.name = 대형 전력 노드
-block.surge-tower.name = 서지 타워
+block.surge-tower.name = 설금 타워
block.diode.name = 다이오드
block.battery.name = 배터리
block.battery-large.name = 대형 배터리
@@ -1629,7 +1714,7 @@ block.item-source.name = 자원 공급기
block.item-void.name = 자원 소멸기
block.liquid-source.name = 액체 공급기
block.liquid-void.name = 액체 소멸기
-block.power-void.name = 방전장치
+block.power-void.name = 전력 소멸기
block.power-source.name = 전력 공급기
block.unloader.name = 언로더
block.vault.name = 창고
@@ -1662,11 +1747,11 @@ block.mass-driver.name = 매스 드라이버
block.blast-drill.name = 압축 공기분사 드릴
block.impulse-pump.name = 충격 펌프
block.thermal-generator.name = 지열 발전기
-block.surge-smelter.name = 서지 제련소
+block.surge-smelter.name = 설금 제련소
block.mender.name = 멘더
block.mend-projector.name = 수리 프로젝터
-block.surge-wall.name = 서지 벽
-block.surge-wall-large.name = 큰 서지 벽
+block.surge-wall.name = 설금 벽
+block.surge-wall-large.name = 대형 설금 벽
block.cyclone.name = 사이클론
block.fuse.name = 퓨즈
block.shock-mine.name = 전격 지뢰
@@ -1679,14 +1764,16 @@ block.meltdown.name = 멜트다운
block.foreshadow.name = 포어쉐도우
block.container.name = 컨테이너
block.launch-pad.name = 지역 자원 수송기
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = 세그먼트
block.ground-factory.name = 지상 공장
block.air-factory.name = 항공 공장
block.naval-factory.name = 해양 공장
-block.additive-reconstructor.name = 덧셈식 재구성기
-block.multiplicative-reconstructor.name = 곱셈식 재구성기
-block.exponential-reconstructor.name = 거듭제곱식 재구성기
-block.tetrative-reconstructor.name = 테트레이션식 재구성기
+block.additive-reconstructor.name = 재구성기: Additive
+block.multiplicative-reconstructor.name = 재구성기: Multiplicative
+block.exponential-reconstructor.name = 재구성기: Exponential
+block.tetrative-reconstructor.name = 재구성기: Tetrative
block.payload-conveyor.name = 화물 컨베이어
block.payload-router.name = 화물 분배기
block.duct.name = 도관
@@ -1711,6 +1798,8 @@ block.payload-unloader.name = 화물 언로더
block.payload-unloader.description = 들어간 블록에서 액체와 아이템을 가져옵니다.
block.heat-source.name = 열 공급기
block.heat-source.description = 엄청난 양의 열을 출력합니다. 샌드박스 전용.
+
+#Erekir
block.empty.name = 공백
block.rhyolite-crater.name = 유문암 구덩이
block.rough-rhyolite.name = 거친 유문암
@@ -1773,11 +1862,12 @@ block.electric-heater.name = 전기 가열기
block.slag-heater.name = 광재 가열기
block.phase-heater.name = 위상 가열기
block.heat-redirector.name = 열 전송기
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = 열 분배기
block.slag-incinerator.name = 광재 소각로
block.carbide-crucible.name = 탄화물 도가니
block.slag-centrifuge.name = 광재 원심분리기
-block.surge-crucible.name = 서지 도가니
+block.surge-crucible.name = 설금 도가니
block.cyanogen-synthesizer.name = 시아노겐 합성기
block.phase-synthesizer.name = 위상 합성기
block.heat-reactor.name = 열 반응로
@@ -1788,8 +1878,8 @@ block.tungsten-wall-large.name = 대형 텅스텐 벽
block.blast-door.name = 방폭문
block.carbide-wall.name = 탄화물 벽
block.carbide-wall-large.name = 대형 탄화물 벽
-block.reinforced-surge-wall.name = 보강된 서지 벽
-block.reinforced-surge-wall-large.name = 보강된 대형 서지 벽
+block.reinforced-surge-wall.name = 보강된 설금 벽
+block.reinforced-surge-wall-large.name = 보강된 대형 설금 벽
block.shielded-wall.name = 보호된 벽
block.radar.name = 레이더
block.build-tower.name = 건설 타워
@@ -1801,10 +1891,10 @@ block.armored-duct.name = 장갑 도관
block.overflow-duct.name = 포화 도관
block.underflow-duct.name = 불포화 도관
block.duct-unloader.name = 언로더 도관
-block.surge-conveyor.name = 서지 컨베이어
-block.surge-router.name = 서지 분배기
-block.unit-cargo-loader.name = 기체 화물 적재소
-block.unit-cargo-unload-point.name = 기체 화물 하역지점
+block.surge-conveyor.name = 설금 컨베이어
+block.surge-router.name = 설금 분배기
+block.unit-cargo-loader.name = 유닛 화물 적재소
+block.unit-cargo-unload-point.name = 유닛 화물 하역지점
block.reinforced-pump.name = 보강된 펌프
block.reinforced-conduit.name = 보강된 파이프
block.reinforced-liquid-junction.name = 보강된 액체 교차기
@@ -1820,6 +1910,7 @@ block.chemical-combustion-chamber.name = 화학적 연소실
block.pyrolysis-generator.name = 열분해 발전기
block.vent-condenser.name = 분출구 응결기
block.cliff-crusher.name = 벽 분쇄기
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = 플라즈마 채광기
block.large-plasma-bore.name = 대형 플라즈마 채광기
block.impact-drill.name = 충격 드릴
@@ -1853,7 +1944,7 @@ block.tank-fabricator.name = 전차 조립기
block.mech-fabricator.name = 기계 조립기
block.ship-fabricator.name = 함선 조립기
block.prime-refabricator.name = 상급 조립기
-block.unit-repair-tower.name = 기체 수리 타워
+block.unit-repair-tower.name = 유닛 수리 타워
block.diffuse.name = 디퓨즈
block.basic-assembler-module.name = 기본 조립 모듈
block.smite.name = 스마이트
@@ -1869,6 +1960,7 @@ block.logic-display.name = 로직 디스플레이
block.large-logic-display.name = 대형 로직 디스플레이
block.memory-cell.name = 메모리 셀
block.memory-bank.name = 메모리 보관소
+
team.malis.name = 말리스
team.crux.name = 크럭스
team.sharded.name = 샤디드
@@ -1880,20 +1972,20 @@ hint.skip = 넘기기
hint.desktopMove = [accent][[WASD][] 키를 이용해 움직이십시오.
hint.zoom = [accent]스크롤[]을 통해 화면 확대/축소가 가능합니다.
hint.desktopShoot = [accent][[좌클릭][]으로 발사할 수 있습니다.
-hint.depositItems = 자원을 코어로 옮기려면, 기체의 자원을 코어로 끌어다놓으십시오.
-hint.respawn = 기체를 떠나려면 [accent][[V][]를 누르십시오.
-hint.respawn.mobile = 기체 혹은 포탑을 조종할 수 있습니다. 기체를 떠나려면 [accent]왼쪽 위의 아바타를 누르십시오.[]
+hint.depositItems = 자원을 코어로 옮기려면, 유닛의 자원을 코어로 끌어다놓으십시오.
+hint.respawn = 유닛을 떠나려면 [accent][[V][]를 누르십시오.
+hint.respawn.mobile = 유닛 혹은 포탑을 조종할 수 있습니다. 유닛을 떠나려면 [accent]왼쪽 위의 아바타를 누르십시오.[]
hint.desktopPause = 게임을 일시 정지/재개하기 위해 [accent][[Space][]를 누르십시오.
hint.breaking = 블록을 부수려면 [accent]우클릭[]한 후 드래그하십시오.
-hint.breaking.mobile = 블록을 부수려면 오른쪽 아래의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오.
+hint.breaking.mobile = 블록을 부수려면 오른쪽 하단의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오.
hint.blockInfo = 블록 정보를 확인하려면, [accent]건설 목록[]에서 블록을 선택한 후 오른쪽의 [accent][[?][] 버튼을 누르십시오.
hint.derelict = [accent]버려진[] 구조물은 더 이상 작동하지 않는 오래된 기지의 부서진 잔해입니다.\n\n이 구조물은 [accent]철거[]하여 자원을 얻을 수 있습니다.
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 기체와 포탑을 조종하려면 [accent][[왼쪽 ctrl][]을 누른 채로 [accent]클릭[] 하십시오.
-hint.unitControl.mobile = 아군 기체와 포탑을 조종하려면 해당 개체를 [accent]빠르게 두 번 누르십시오[].
-hint.unitSelectControl = 기체를 조종하려면, [accent]왼쪽 shift[]를 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 누르거나 끌어서 기체를 선택합니다. [accent]우클릭[]으로 기체에게 이동과 공격을 명령할 수 있습니다.
-hint.unitSelectControl.mobile = 기체를 조종하려면, 왼쪽 아래에 있는 [accent]명령[]을 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 길게 누르거나 끌어서 기체를 선택합니다. 눌러서 기체에게 이동과 공격을 명령할 수 있습니다.
+hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 ctrl][]을 누른 채로 해당 개체를[accent]클릭[] 하십시오.
+hint.unitControl.mobile = 아군 유닛과 포탑을 조종하려면 해당 개체를 [accent]빠르게 두 번 누르십시오[].
+hint.unitSelectControl = 유닛을 조종하려면, [accent]왼쪽 shift[]를 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 누르거나 끌어서 유닛을 선택합니다. [accent]우클릭[]으로 유닛에게 이동과 공격을 명령할 수 있습니다.
+hint.unitSelectControl.mobile = 유닛을 조종하려면, 왼쪽 아래에 있는 [accent]명령[]을 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 길게 누르거나 끌어서 유닛을 선택합니다. 눌러서 유닛에게 이동과 공격을 명령할 수 있습니다.
hint.launch = 충분한 자원을 모았으면, 오른쪽 아래의 \ue827 [accent]지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
hint.launch.mobile = 충분한 자원을 모았으면, 오른쪽 아래의 \ue88c [accent]메뉴[]에 있는 \ue827 [accent]지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
hint.schematicSelect = [accent][[F][]를 누른 채로 끌어서 복사하고 붙여넣을 블록을 선택하십시오. \n\n [accent][[마우스 휠][]을 누르면 한 개의 블록만 복사할 수 있습니다.
@@ -1901,55 +1993,57 @@ hint.rebuildSelect = [accent][[B][]를 누르고 끌어서 파괴된 블록 흔
hint.rebuildSelect.mobile = 복사버튼 \ue874 을 선택하시고, 재건축 버튼 \ue80f 을 탭 하신 뒤, 드래그 하여 블록 흔적을 선택하세요. 선택된 블록은 자동으로 복구됩니다.
hint.conveyorPathfind = [accent][[왼쪽 Ctrl][]을 누른 채로 컨베이어를 대각선으로 끌면 길을 자동으로 만들어줍니다.
hint.conveyorPathfind.mobile = \ue844 [accent]대각 모드[]를 활성화하고 컨베이어를 대각선으로 끌면 길을 자동으로 찾아줍니다.
-hint.boost = [accent][[왼쪽 Shift][]를 눌러 탑승한 기체로 장애물을 넘을 수 있습니다. \n\n 일부 지상 기체만 이륙할 수 있습니다.
-hint.payloadPickup = 작은 블록이나 기체를 집으려면 [accent][[[]를 누르십시오.
-hint.payloadPickup.mobile = 작은 블록이나 기체를 집으려면 [accent]잠깐 누르십시오[].
+hint.boost = [accent][[왼쪽 Shift][]를 눌러 탑승한 기체로 장애물을 넘을 수 있습니다. \n\n 일부 지상 유닛만 이륙할 수 있습니다.
+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]파도[] 포탑에 물을 공급하면 주변에 발생한 화재를 자동으로 진압합니다.
hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]전력 노드[]를 활용하십시오.
-hint.guardian = [accent]수호자[] 기체는 방어력이 존재합니다. [accent]구리[]와 [accent]납[]처럼 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n수호자를 제거하려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
+hint.guardian = [accent]수호자[] 유닛은 높은 체력과 방어력을 가졌습니다. [accent]구리[]와 [accent]납[]처럼 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n수호자를 제거하려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치[]하여 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지 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.presetDifficulty = 이 지역은 [scarlet]위험도가 높은[] 지역입니다.\n적절한 기술과 준비 없이 이런 지역들로 출격하는건 [accent]추천하지 않습니다[].
hint.coreIncinerate = 코어가 자원으로 가득 찬 후에 받는 모든 자원들은 [accent]소각[]될 것입니다.
-hint.factoryControl = 기체 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 마우스 오른쪽 버튼으로 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
-hint.factoryControl.mobile = 기체 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 눌러서 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
-gz.mine = 주변 바닥에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
-gz.mine.mobile = 주변 바닥에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
-gz.research = \ue875 연구 기록을 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 오른쪽 아래에 있는 메뉴에서 선택하세요.\n구리조각 위를 눌러서 배치합니다.
-gz.research.mobile = \ue875 연구 기록을 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 오른쪽 아래에 있는 메뉴에서 선택하세요.\n구리조각 위를 눌러서 배치합니다.\n\n오른쪽 아래에서 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
-gz.conveyors = \uf896 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n클릭하고 끌어서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]해서 방향을 회전할 수 있습니다.
-gz.conveyors.mobile = \uf896 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.
-gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n구리 100개 채굴하기.
-gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴을 설치하세요.
+hint.factoryControl = 유닛 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 마우스 오른쪽 버튼으로 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
+hint.factoryControl.mobile = 유닛 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 눌러서 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
+
+gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
+gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
+gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 [J]키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫아서 오른쪽 아래에 있는 메뉴에서 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n(만약 바로 건설되는게 불편하다면, 설정에서 건설 자동 일시정지를 킬 수 있습니다.)[]
+gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에서 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
+gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
+gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
+gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
+gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴을 건설하세요.
gz.moveup = \ue804 추가 목표를 위해 위로 이동하세요.
-gz.turrets = 코어를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
+gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf8ae [accent]구리 벽[]을 배치하세요.
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
-gz.aa = 비행 기체는 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.
-gz.scatterammo = 컨베이어를 활용하여,스캐터 포탑에 [accent]납[]을 공급하세요.
+gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.
+gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
gz.supplyturret = [accent]보급 포탑
gz.zone1 = 이건 적의 착륙 지점입니다.
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
-gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n그리고 모든 단계를 막아내어 [accent]지역을 점령[]하세요.
-onset.mine = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 클릭하여 채굴하세요.\n\n[accent][[WASD]로 움직이세요.
+gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n그리고 모든 단계를 막아내어 [accent]지역을 점령[]하세요. 이것으로 튜토리얼을 마칩니다. 행운을 빕니다.
+
+onset.mine = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 클릭하여 채굴하세요.\n\n[accent][WASD]로 움직이세요.
onset.mine.mobile = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 눌러서 채굴하세요.
-onset.research = \ue875 연구 기록을 여세요.\n \uf73e [accent]터빈 응결기[]를 연구하고, 구덩이 위에 배치하세요.\n[accent]전력[]을 생산합니다.
-onset.bore = \uf741 [accent]플라즈마 채광기[]를 연구하고 배치하세요.\n벽으로부터 자동으로 자원을 채굴합니다.
+onset.research = \ue875 연구 기록을 여세요.\n \uf73e [accent]터빈 응결기[]를 연구하고, 연구 기록을 다시 닫은 다음, 구덩이 위에 배치하세요.\n[accent]전력[]을 생산합니다.
+onset.bore = 다시 연구 기록을 열어 \uf741 [accent]플라즈마 채광기[]를 연구하고 배치하세요.\n벽으로부터 자동으로 자원을 채굴합니다.
onset.power = [accent]전력[]을 플라즈마 채광기로 전달하기 위해선, \uf73d [accent]빔 노드[]를 연구하고 배치하세요.\n터빈 응결기와 플라즈마 채광기를 연결하세요.
onset.ducts = \uf799 [accent]도관[]을 연구하고 배치하여 플라즈마 채광기에서 채굴한 자원을 코어로 운반하세요.\n클릭하고 끌어서 도관을 길게 연결하세요.\n[accent]스크롤해서[]해서 방향을 회전할 수 있습니다.
onset.ducts.mobile = \uf799 [accent]도관[]을 연구하고 배치하여 플라즈마 채광기에서 채굴한 자원을 코어로 운반하세요.\n손가락을 길게 누르고 끌어서 도관을 길게 연결하세요.
-onset.moremine = 채굴 작업을 확장하세요.\n더 많은 플라즈마 채광기를 배치하고 빔 노드와 덕트를 사용하여 보조하세요.\n베릴륨 200개 채굴하기.
+onset.moremine = 채굴 작업을 확장하세요.\n더 많은 플라즈마 채광기를 배치하고 빔 노드와 도관을 사용하여 보조하세요.\n베릴륨 200개 채굴하기.
onset.graphite = 더 복잡한 건물은 \uf835 [accent]흑연[]이 필요합니다.\n흑연을 채굴하는 플라즈마 채광기를 배치하세요.
onset.research2 = [accent]공장[]을 연구할 시간입니다.\n \uf74d [accent]벽 분쇄기[]와 \uf779 [accent]실리콘 아크 화로[]를 연구하세요.
onset.arcfurnace = 아크 화로는 \uf834 [accent]모래[]와 \uf835 [accent]흑연[]을 가공하여 \uf82f [accent]실리콘[]을 생산합니다.\n[accent]전력[] 또한 필수입니다.
onset.crusher = \uf74d [accent]벽 분쇄기[]를 사용하여 모래를 채굴하세요.
-onset.fabricator = [accent]기체[]는 지도를 정찰하거나, 건물을 보호하거나, 적을 공격할 때 활용할 수 있습니다. \uf6a2 [accent]전차 재조립기[]를 연구하고 배치하세요.
-onset.makeunit = 기체를 생산하세요.\n"?" 버튼을 눌러 선택한 공장의 요구사항을 확인할 수 있습니다.
-onset.turrets = 기체는 유용하지만, [accent]포탑[]은 사용하기에 따라 더 나은 방어 성능을 보여줍니다.\n \uf6eb [accent]브리치[] 포탑을 배치하세요.\n포탑은 \uf748 [accent]탄약[]이 필요합니다.
+onset.fabricator = [accent]유닛[]은 맵을 정찰하거나, 건물을 보호하거나, 적을 공격할 때 활용할 수 있습니다. \uf6a2 [accent]전차 재조립기[]를 연구하고 배치하세요.
+onset.makeunit = 유닛을 생산하세요.\n"?" 버튼을 눌러 선택한 공장의 요구사항을 확인할 수 있습니다.
+onset.turrets = 유닛은 유용하지만, [accent]포탑[]은 사용하기에 따라 더 나은 방어 성능을 보여줍니다.\n \uf6eb [accent]브리치[] 포탑을 배치하세요.\n포탑은 \uf748 [accent]탄약[]이 필요합니다.
onset.turretammo = 포탑에 [accent]베릴륨 탄약[]을 공급하세요.
onset.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf6ee [accent]베릴륨 벽[]을 배치하세요.
onset.enemies = 적이 다가옵니다, 방어 태세를 갖추세요.
@@ -1957,14 +2051,15 @@ onset.defenses = [accent]방어 태세 갖추기:[lightgray] {0}
onset.attack = 적은 취약한 상태입니다. 반격하세요.
onset.cores = 새로운 코어는 [accent]코어 타일[]위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n \uf725 코어를 배치하세요.
onset.detect = 적은 2분 이내에 당신을 탐지할 것입니다.\n생산, 채굴, 방어시설을 구성하세요.
-onset.commandmode = [accent]shift[]를 눌러 [accent]명령 모드[]를 활성화하세요.\n[accent]좌클릭과 드래그[]로 기체를 선택하세요.\n[accent]우클릭[]으로 선택된 기체들에게 이동 또는 공격 명령을 내리세요.
-onset.commandmode.mobile = [accent]명령 버튼[]을 눌러 [accent]명령 모드[]를 활성화하세요.\n손가락을 꾹 누르고, [accent]드래그[]해서 유닛을 선택하세요.\n[accent]눌러서[] 선택된 기체들에게 이동 또는 공격 명령을 내리세요.
-aegis.tungsten = 텅스텐을 채굴하려면 [accent]충격드릴[]이 필요합니다.\n 충격 드릴은[accent]물[]과 [accent]전력[]을 필요로 합니다.
-split.pickup = 일부 블록은 코어 기체로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(화물을 집어올리거나 내리는 기본 키는 [ 그리고 ]입니다)
-split.pickup.mobile = 일부 블록은 코어 기체로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(무언가를 집어올리거나 내려놓으려면, 길게 누르세요.)
-split.acquire = 기체를 제조하려면 텅스텐을 채굴해야 합니다.
-split.build = 기체를 벽의 반대편으로 운반해야 합니다.\n두 개의 [accent]회물 매스 드라이버[]를 각 벽면에 하나씩 배치하세요.\n둘 중 하나를 누른 다음 다른 하나를 선택하여 연결을 설정합니다.
-split.container = 컨테이너와 마찬가지로, 기체도 [accent]화물 매스 드라이버[]를 사용하여 운송할 수 있습니다.\n기체 조립대를 매스 드라이버 근처에 배치하여 기체를 적재한 후, 벽을 가로질러 보내 적 기지를 공격합니다.
+onset.commandmode = [accent]shift[]를 눌러 [accent]명령 모드[]를 활성화하세요.\n[accent]좌클릭과 드래그[]로 유닛을 선택하세요.\n[accent]우클릭[]으로 선택된 유닛들에게 이동 또는 공격 명령을 내리세요.
+onset.commandmode.mobile = [accent]명령 버튼[]을 눌러 [accent]명령 모드[]를 활성화하세요.\n손가락을 꾹 누르고, [accent]드래그[]해서 유닛을 선택하세요.\n[accent]눌러서[] 선택된 유닛들에게 이동 또는 공격 명령을 내리세요. 이것으로 에르키아의 튜토리얼을 마칩니다. 행운을 빕니다.
+aegis.tungsten = 텅스텐을 채굴하려면 [accent]충격 드릴[]이 필요합니다.\n 충격 드릴은[accent]물[]과 [accent]전력[]을 필요로 합니다.
+
+split.pickup = 일부 블록은 코어 유닛으로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(화물을 집어올리거나 내리는 기본 키는 [ 그리고 ]입니다.)
+split.pickup.mobile = 일부 블록은 코어 유닛으로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(무언가를 집어올리거나 내려놓으려면, 길게 누르세요.)
+split.acquire = 유닛을 생산하려면 텅스텐을 채굴해야 합니다.
+split.build = 유닛을 벽의 반대편으로 운반해야 합니다.\n두 개의 [accent]화물 매스 드라이버[]를 각 벽면에 하나씩 배치하세요.\n둘 중 하나를 누른 다음 다른 하나를 선택하여 연결을 설정합니다.
+split.container = 컨테이너와 마찬가지로, 유닛도 [accent]화물 매스 드라이버[]를 사용하여 운송할 수 있습니다.\n유닛 조립대를 매스 드라이버 근처에 배치하여 유닛을 적재한 후, 벽을 가로질러 보내 적 기지를 공격하게 만듭니다.
item.copper.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강하지 않는 한 구조적으로 약합니다.
@@ -1978,15 +2073,17 @@ item.coal.details = 화석화된 식물 물질. 씨앗이 나오기 훨씬 전
item.titanium.description = 액체 수송 구조물, 드릴 및 공장에서 광범위하게 사용되는 희귀한 초경량 금속입니다.
item.thorium.description = 튼튼한 구조물과 핵 연료로 사용되는 고밀도의 방사성 금속입니다.
item.scrap.description = 융해기와 분쇄기를 통해 다른 물질로 정제할 수 있습니다.
-item.scrap.details = 오래된 구조물과 기체의 잔해. 미량의 다양한 금속들이 포함되어 있습니다.
+item.scrap.details = 오래된 구조물과 유닛의 잔해. 미량의 다양한 금속들이 포함되어 있습니다.
item.silicon.description = 복잡한 전자 장치나 유도탄에 사용되는 유용한 반도체입니다.
-item.plastanium.description = 고급 기체, 절연 및 파편화 탄약에 사용됩니다.
+item.plastanium.description = 고급 유닛, 절연 및 파편화 탄약에 사용됩니다.
item.phase-fabric.description = 최첨단 전자 제품과 자가 수리 기술에 사용되는 거의 무중력에 가까운 물질입니다.
item.surge-alloy.description = 첨단 무기 및 반작용 방어 구조물에 사용되는 고급 합금입니다.
item.spore-pod.description = 석유, 폭발물과 연료로 전환하는 데 사용되는 합성 포자 버섯입니다.
item.spore-pod.details = 포자, 합성 생명체로 판단됩니다. 타 유기체에 치명적인 독가스를 내뿜으며. 매우 빠르게 퍼집니다. 특정한 조건에서 인화성이 매우 높습니다.
item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다.
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
+
+#Erekir
item.beryllium.description = 에르키아의 여러 종류의 건축물과 탄약에 사용됩니다.
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
item.oxide.description = 전원의 열전도체 및 절연체로 사용됩니다.
@@ -1996,6 +2093,8 @@ liquid.water.description = 냉각기 및 폐기물 처리에 사용됩니다.
liquid.slag.description = 분리기를 통해 다른 자원으로 정제하거나 탄환으로 적들에게 살포할 수 있습니다.
liquid.oil.description = 고급 재료 생산, 석탄으로 전환 및 적들에게 살포하여 불을 지를 수 있습니다.
liquid.cryofluid.description = 원자로, 포탑 및 공장에서 냉각수로 사용되는 비부식성 액체입니다.
+
+#Erekir
liquid.arkycite.description = 발전 및 재료 합성을 위한 화학 반응에 사용됩니다.
liquid.ozone.description = 재료 생산에서 산화제로 사용되며 연료로도 사용됩니다. 적당한 폭발성 물질입니다.
liquid.hydrogen.description = 자원 추출, 기체 생산 및 구조물 수리에 사용됩니다. 가연성 물질입니다.
@@ -2004,19 +2103,19 @@ liquid.nitrogen.description = 자원 추출, 가스 생성 및 기체 생산에
liquid.neoplasm.description = 신생물 반응로의 위험한 생물학적 부산물. 접촉하는 즉시 인접한 모든 수분 함유 블록으로 빠르게 확산되며, 진행되는 동안 피해를 입힙니다. 점성을 띄는 물질입니다.
liquid.neoplasm.details = 신생물, 진흙과 비슷한 점성을 가졌으며, 통제 불능의 속도로 빠르게 확산되는 합성세포 덩어리 입니다. 고온에 저항력이 있으며, 일반적인 분석으로는 너무나 복잡하고 불안정하여 아직 정확한 행동 양식이나 생태를 확인하지 못 했습니다. 열 저항. 물과 관련된 구조물에는 매우 위험합니다.\n\n 광재 웅덩이에 소각하는 것이 바람직합니다.
-block.derelict = \ue815 [lightgray]잔해
+block.derelict = \uf77e [lightgray]잔해
block.armored-conveyor.description = 자원을 앞으로 운반합니다. 측면에서 자원을 받아들이지 않습니다.
block.illuminator.description = 발광합니다.
block.message.description = 아군 간의 소통을 위한 메시지를 저장합니다.
block.reinforced-message.description = 동맹 간의 소통을 위한 메시지를 저장합니다.
-block.world-message.description = 지도 작성에 사용되는 메시지 블록. 파괴할 수 없습니다.
+block.world-message.description = 맵 제작에 사용되는 메시지 블록. 파괴할 수 없습니다.
block.graphite-press.description = 석탄을 흑연으로 압축합니다.
block.multi-press.description = 석탄을 흑연으로 압축합니다. 냉각수로 물이 필요합니다.
block.silicon-smelter.description = 석탄과 모래에서 실리콘을 정제합니다.
block.kiln.description = 모래와 납을 강화 유리로 제련합니다.
block.plastanium-compressor.description = 석유와 티타늄으로 플라스터늄을 생산합니다.
-block.phase-weaver.description = 토륨과 모래로 위상 섬유를 합성합니다.
-block.surge-smelter.description = 티타늄, 납, 실리콘 및 구리를 서지 합금으로 혼합합니다.
+block.phase-weaver.description = 토륨과 모래를 위상 섬유로 합성합니다.
+block.surge-smelter.description = 티타늄, 납, 실리콘 및 구리를 설금으로 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.
@@ -2046,13 +2145,17 @@ block.phase-wall.description = 적 발사체로부터 아군 구조물을 보호
block.phase-wall-large.description = 적 발사체로부터 아군 구조물을 보호합니다. 충돌한 탄환 대부분을 반사합니다. \n여러 타일을 차지합니다.
block.surge-wall.description = 적 발사체로부터 아군 구조물을 보호합니다. 접촉 시 무작위로 전격 아크를 방출합니다.
block.surge-wall-large.description = 적 발사체로부터 아군 구조물을 보호합니다. 접촉 시 무작위로 전격 아크를 방출합니다.\n여러 타일을 차지합니다.
+block.scrap-wall.description = 적 발사체로부터 아군 구조물을 보호합니다.
+block.scrap-wall-large.description = 적 발사체로부터 아군 구조물을 보호합니다.
+block.scrap-wall-huge.description = 적 발사체로부터 아군 구조물을 보호합니다.
+block.scrap-wall-gigantic.description = 적 발사체로부터 아군 구조물을 보호합니다.
block.door.description = 탭하여 열거나 닫을 수 있는 벽입니다.
block.door-large.description = 탭하여 열거나 닫을 수 있는 벽입니다.\n여러 타일을 차지합니다.
block.mender.description = 주변 블록을 주기적으로 수리합니다.\n선택적으로 실리콘을 사용하여 범위와 효율성을 향상할 수 있습니다.
block.mend-projector.description = 주변의 블록을 수리합니다.\n선택적으로 위상 섬유를 사용하여 범위와 효율성을 향상할 수 있습니다.
block.overdrive-projector.description = 주변 건물의 속도를 높입니다.\n선택적으로 위상 섬유를 사용하여 범위와 효율성을 향상할 수 있습니다.
-block.force-projector.description = 주위에 육각형 역장을 형성하여 내부의 건물과 기체를 공격으로부터 보호합니다. 지속해서 많은 피해를 받을 경우 과열됩니다.\n선택적으로 냉각수를 사용해서 과열 방지를, 위상 섬유를 사용해서 보호막 크기를 증가시킬 수 있습니다.
-block.shock-mine.description = 접촉한 적 기체에게 전격 아크를 방출합니다.
+block.force-projector.description = 주위에 육각형 역장을 형성하여 내부의 건물과 유닛을 공격으로부터 보호합니다. 지속해서 많은 피해를 받을 경우 과열됩니다.\n선택적으로 냉각수를 사용해서 과열 방지를, 위상 섬유를 사용해서 보호막 크기를 증가시킬 수 있습니다.
+block.shock-mine.description = 접촉한 적 유닛에게 전격 아크를 방출합니다.
block.conveyor.description = 자원을 앞으로 운반합니다. 회전하여 방향을 바꿀 수 있습니다.
block.titanium-conveyor.description = 자원을 앞으로 운반합니다. 컨베이어보다 더 빠릅니다.
block.plastanium-conveyor.description = 자원을 묶어 앞으로 운반합니다. 컨베이에 뒤에서 자원을 받고, 앞에서 세 방향으로 내보냅니다. 최대 처리량을 위해 많은 입출력 지점이 필요합니다.
@@ -2061,7 +2164,7 @@ block.bridge-conveyor.description = 지형이나 건물을 넘어 자원을 운
block.phase-conveyor.description = 지형이나 건물 너머로 자원을 즉시 운반합니다. 속도가 빠르고 다리 컨베이어보다 길지만, 작동하려면 전력이 필요합니다.
block.sorter.description = 입력된 자원이 선택과 일치하면 앞으로 통과하며, 그렇지 않으면 왼쪽과 오른쪽으로 출력합니다.
block.inverted-sorter.description = 필터와 비슷하지만, 대신 선택된 자원을 측면으로 출력합니다.
-block.router.description = 입력된 자원을 최대 3개의 다른 방향으로 동등하게 분배합니다.\n\n[scarlet]공장에서 생산된 자원으로 인해 입력이 막힐 수 있으므로, 절대로 공장 바로 옆에서 사용하지 마세요.
+block.router.description = 입력된 자원을 최대 3개의 다른 방향으로 동등하게 분배합니다.\n\n[scarlet]공장에서 생산된 자원으로 인해 입력이 막힐 수 있으므로, 절대로 공장 바로 옆에서 사용하지 마세요.[]
block.router.details = 필요악. 자원 입력을 위해 공장 옆에 설치하는 것은 그 공장의 출력으로 인해 막힐 수 있으므로 사용하지 않는 것이 좋음.
block.distributor.description = 입력된 자원을 최대 7개의 다른 방향으로 동등하게 분배합니다.
block.overflow-gate.description = 앞쪽 경로가 차단된 경우에만 왼쪽과 오른쪽으로 출력합니다.
@@ -2112,7 +2215,9 @@ block.vault.description = 각 종류별로 많은 양의 자원을 저장합니
block.container.description = 각 종류별로 적은 양의 자원을 저장합니다. 코어 옆에 배치하면 저장 용량을 확장합니다. 언로더를 사용하여 내용물을 빼낼 수 있습니다.
block.unloader.description = 선택한 자원을 근처의 블록에서 빼냅니다. 수송 블록 및 포탑을 대상으로 작동하지 않습니다.
block.launch-pad.description = 선택한 지역으로 자원을 출격합니다.
-block.launch-pad.details = 지역간 자원 운송을 위한 보조 궤도 시스템. 화물 추진체는 부서지기 쉽고 재진입이 불가능합니다.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = 적을 향해 번갈아 탄환을 발사합니다.
block.scatter.description = 공중 목표물을 향해 납, 고철, 또는 강화유리 조각 덩어리를 발사합니다.
block.scorch.description = 주변의 모든 지상 적을 불태웁니다. 근거리에서 매우 효과적입니다.
@@ -2135,25 +2240,27 @@ block.tsunami.description = 적을 향해 강력한 액체 줄기를 발사합
block.silicon-crucible.description = 파이라타이트를 추가 열원으로 사용하여 모래와 석탄에서 실리콘을 정제합니다. 뜨거운 곳에서 더 효율적입니다.
block.disassembler.description = 광재를 낮은 효율로 미량의 희귀한 광물들로 분리합니다. 토륨을 생산할 수 있습니다.
block.overdrive-dome.description = 주변 건물의 속도를 높입니다. 작동하려면 위상 섬유와 실리콘이 필요합니다.
-block.payload-conveyor.description = 공장에서 생산된 기체같은 큰 화물을 운반합니다.
+block.payload-conveyor.description = 공장에서 생산된 유닛 같은 큰 화물을 운반합니다.
block.payload-router.description = 화물을 3가지 방향으로 번갈아 운반합니다.
-block.ground-factory.description = 지상 기체를 생산합니다. 생산된 기체는 바로 사용하거나 강화를 위해 재구성기로 이동할 수 있습니다.
-block.air-factory.description = 공중 기체 생산합니다. 생산된 기체는 바로 사용하거나 강화를 위해 재구성기로 이동할 수 있습니다.
-block.naval-factory.description = 해상 기체를 생산합니다. 생산된 기체는 바로 사용하거나 강화를 위해 재구성기로 이동할 수 있습니다.
-block.additive-reconstructor.description = 들어온 기체를 두 번째 단계로 강화합니다.
-block.multiplicative-reconstructor.description = 들어온 기체를 세 번째 단계로 강화합니다.
-block.exponential-reconstructor.description = 들어온 기체를 네 번째 티어로 강화합니다.
-block.tetrative-reconstructor.description = 들어온 기체를 다섯 번째, 최종 단계로 강화합니다.
+block.ground-factory.description = 지상 유닛을 생산합니다. 생산된 유닛은 바로 사용하거나 강화를 위해 재구성기로 이동할 수 있습니다.
+block.air-factory.description = 공중 유닛을 생산합니다. 생산된 유닛은 바로 사용하거나 강화를 위해 재구성기로 이동할 수 있습니다.
+block.naval-factory.description = 해상 유닛을 생산합니다. 생산된 유닛은 바로 사용하거나 강화를 위해 재구성기로 이동할 수 있습니다.
+block.additive-reconstructor.description = 들어온 유닛을 두 번째 단계로 강화합니다.
+block.multiplicative-reconstructor.description = 들어온 유닛을 세 번째 단계로 강화합니다.
+block.exponential-reconstructor.description = 들어온 유닛을 네 번째 티어로 강화합니다.
+block.tetrative-reconstructor.description = 들어온 유닛을 다섯 번째, 최종 단계로 강화합니다.
block.switch.description = on/off 가능한 스위치입니다. 스위치 상태는 프로세서에 의해 읽히거나 제어될 수 있습니다.
-block.micro-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 기체 또는 건물을 제어하는 데 쓰일 수 있습니다.
-block.logic-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 기체 또는 건물을 제어하는 데 쓰일 수 있습니다. 마이크로 프로세서보다 실행 속도가 더 빠릅니다.
-block.hyper-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 기체 또는 건물을 제어하는 데 쓰일 수 있습니다. 로직 프로세서보다 실행 속도가 더 빠릅니다.
+block.micro-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 유닛 또는 건물을 제어하는 데 쓰일 수 있습니다.
+block.logic-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 유닛 또는 건물을 제어하는 데 쓰일 수 있습니다. 마이크로 프로세서보다 실행 속도가 더 빠릅니다.
+block.hyper-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 유닛 또는 건물을 제어하는 데 쓰일 수 있습니다. 로직 프로세서보다 실행 속도가 더 빠릅니다.
block.memory-cell.description = 프로세서를 위한 데이터를 저장합니다.
block.memory-bank.description = 프로세서를 위한 데이터를 저장합니다. 큰 용량을 지니고 있습니다.
block.logic-display.description = 프로세서를 이용해 임의로 그래픽을 출력할 수 있습니다.
block.large-logic-display.description = 프로세서를 이용해 임의로 그래픽을 출력할 수 있습니다.
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 행성 간 이동을 위한 탈출 속도까지 코어를 가속합니다.
-block.repair-turret.description = 피해를 입은 가장 가까운 기체를 지속적으로 수리합니다. 선택적으로 냉각수를 넣을 수 있습니다.
+block.repair-turret.description = 피해를 입은 가장 가까운 유닛을 지속적으로 수리합니다. 선택적으로 냉각수를 넣을 수 있습니다.
+
+#Erekir
block.core-bastion.description = 기지의 핵심입니다. 튼튼합니다. 한번 파괴되면, 구역을 잃습니다.
block.core-citadel.description = 기지의 핵심입니다. 더 튼튼합니다. 코어: 요새보다 더 많은 양의 자원을 저장합니다.
block.core-acropolis.description = 기지의 핵심입니다. 매우 튼튼합니다. 코어: 성채보다 더 많은 양의 자원을 저장합니다.
@@ -2173,10 +2280,11 @@ block.electric-heater.description = 블록에 열을 가합니다. 많은 양의
block.slag-heater.description = 블록에 열을 가합니다. 광재가 필요합니다.
block.phase-heater.description = 블록에 열을 가합니다. 위상 섬유가 필요합니다.
block.heat-redirector.description = 누적된 열을 다른 블록으로 전달합니다.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = 축적된 열을 세 가지 출력 방향으로 분산시킵니다.
block.electrolyzer.description = 물을 수소와 오존 가스로 변환합니다.
block.atmospheric-concentrator.description = 대기에서 질소를 농축합니다. 열이 필요합니다.
-block.surge-crucible.description = 광재와 실리콘으로 서지 합금을 형성합니다. 열이 필요합니다.
+block.surge-crucible.description = 광재와 실리콘으로 설금을 형성합니다. 열이 필요합니다.
block.phase-synthesizer.description = 토륨, 모래 및 오존으로부터 위상 섬유를 합성합니다. 열이 필요합니다.
block.carbide-crucible.description = 흑연과 텅스텐을 탄화물로 융합합니다. 열이 필요합니다.
block.cyanogen-synthesizer.description = 아르키사이트와 흑연으로부터 시아노겐을 합성합니다. 열이 필요합니다.
@@ -2185,6 +2293,7 @@ block.vent-condenser.description = 분출구에서 나오는 가스를 물로
block.plasma-bore.description = 광석 벽을 향하여 배치하면 자원을 끊임없이 출력합니다. 소량의 전력이 필요합니다.
block.large-plasma-bore.description = 더 큰 플라즈마 채광기. 텅스텐과 토륨을 채굴할 수 있습니다. 수소와 전력이 필요합니다.
block.cliff-crusher.description = 벽을 부수고 모래를 끊임없이 배출합니다. 전력이 필요합니다. 효율은 벽의 유형에 따라 다릅니다.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = 광석에 배치하면 자원을 한번에 몰아서, 끊임없이 출력합니다. 전력과 물이 필요합니다.
block.eruption-drill.description = 개선된 충격 드릴. 토륨을 채굴할 수 있습니다. 수소가 필요합니다.
block.reinforced-conduit.description = 유체를 앞으로 이동합니다. 측면에서 파이프가 아닌 입력을 허용하지 않습니다.
@@ -2212,7 +2321,7 @@ block.duct-unloader.description = 선택한 자원을 뒤의 블록에서 빼냅
block.underflow-duct.description = 포화 도관의 반대입니다. 왼쪽 및 오른쪽 경로가 차단된 경우 앞쪽으로 출력합니다.
block.reinforced-liquid-junction.description = 두 개의 교차 파이프 사이의 다리 역할을 합니다.
block.surge-conveyor.description = 자원을 일괄적으로 이동합니다. 전력을 공급하여 가속할 수 있습니다. 인접한 블록에 전원을 공급합니다.
-block.surge-router.description = 서지 컨베이어에서 항목을 세 방향으로 균등하게 분배합니다. 전력을 공급하여 가속할 수 있습니다. 인접한 블록에 전원을 공급합니다.
+block.surge-router.description = 설금 컨베이어에서 자원을 세 방향으로 균등하게 분배합니다. 전력을 공급하여 가속할 수 있습니다. 인접한 블록에 전원을 공급합니다.
block.unit-cargo-loader.description = 화물용 드론을 제작합니다. 드론은 자동으로 자원과 일치하는 필터로 설정된 기체 화물 하역지점으로 분배합니다.
block.unit-cargo-unload-point.description = 화물 드론의 하역지점 역할을 합니다. 선택한 필터와 일치하는 자원을 받아들입니다.
block.beam-node.description = 전력을 다른 블록에 직선 방향으로 전송합니다. 소량의 전력을 저장합니다.
@@ -2226,24 +2335,24 @@ block.build-tower.description = 범위 내의 구조물을 자동으로 재구
block.regen-projector.description = 정사각형 둘레의 범위 안에 있는 아군 구조물을 천천히 수리합니다. 수소가 필요합니다.
block.reinforced-container.description = 소량의 자원을 저장합니다. 내용물은 언로더를 통해 빼낼 수 있습니다. 코어의 저장 용량은 늘리지 않습니다.
block.reinforced-vault.description = 대량의 자원을 저장합니다. 내용물은 언로더를 통해 빼낼 수 있습니다. 코어의 저장 용량은 늘리지 않습니다.
-block.tank-fabricator.description = 스텔 기체를 구성합니다. 출력된 기체는 직접 사용하거나 강화를 위해 재조립 장치로 이동할 수 있습니다.
-block.ship-fabricator.description = 일루드 기체를 구성합니다. 출력된 기체는 직접 사용하거나 강화를 위해 재조립 장치로 이동할 수 있습니다.
-block.mech-fabricator.description = 메루이 기체를 구성합니다. 출력된 기체는 직접 사용하거나 강화를 위해 재조립 장치로 이동할 수 있습니다.
-block.tank-assembler.description = 입력된 블록과 기체로 대형 전차를 조립합니다. 모듈을 추가하여 출력되는 기체의 등급을 상향할 수 있습니다.
-block.ship-assembler.description = 입력된 블록과 기체로 대형 함선을 조립합니다. 모듈을 추가하여 출력되는 기체의 등급을 상향할 수 있습니다.
-block.mech-assembler.description = 입력된 블록과 기체로 대형 기계를 조립합니다. 모듈을 추가하여 출력되는 기체의 등급을 상향할 수 있습니다.
-block.tank-refabricator.description = 입력된 전차 기체를 두 번째 등급으로 강화합니다.
-block.ship-refabricator.description = 입력된 함선 기체를 두 번째 등급으로 강화합니다.
-block.mech-refabricator.description = 입력된 기계 기체를 두 번째 등급으로 강화합니다.
-block.prime-refabricator.description = 입력된 기체를 세 번째 등급으로 강화합니다.
+block.tank-fabricator.description = 스텔 유닛을 생산합니다. 생산된 유닛은 직접 사용하거나 강화를 위해 재조립 장치로 이동할 수 있습니다.
+block.ship-fabricator.description = 일루드 유닛을 생산합니다. 생산된 유닛은 직접 사용하거나 강화를 위해 재조립 장치로 이동할 수 있습니다.
+block.mech-fabricator.description = 메루이 유닛을 생산합니다. 생산된 유닛은 직접 사용하거나 강화를 위해 재조립 장치로 이동할 수 있습니다.
+block.tank-assembler.description = 입력된 블록과 유닛으로 대형 전차를 조립합니다. 모듈을 추가하여 출력되는 유닛의 등급을 상향할 수 있습니다.
+block.ship-assembler.description = 입력된 블록과 유닛으로 대형 함선을 조립합니다. 모듈을 추가하여 출력되는 유닛의 등급을 상향할 수 있습니다.
+block.mech-assembler.description = 입력된 블록과 유닛으로 대형 기계를 조립합니다. 모듈을 추가하여 출력되는 유닛의 등급을 상향할 수 있습니다.
+block.tank-refabricator.description = 입력된 전차 유닛을 두 번째 등급으로 강화합니다.
+block.ship-refabricator.description = 입력된 함선 유닛을 두 번째 등급으로 강화합니다.
+block.mech-refabricator.description = 입력된 기계 유닛을 두 번째 등급으로 강화합니다.
+block.prime-refabricator.description = 입력된 유닛을 세 번째 등급으로 강화합니다.
block.basic-assembler-module.description = 조립 경계 옆에 배치하면 조립대 등급이 증가합니다. 전력이 필요합니다. 화물 입력으로 사용할 수 있습니다.
-block.small-deconstructor.description = 입력된 구조물 및 기체를 분해합니다. 제작 비용의 100%를 반환합니다.
+block.small-deconstructor.description = 입력된 구조물 및 유닛을 분해합니다. 제작 비용의 100%를 반환합니다.
block.reinforced-payload-conveyor.description = 화물을 앞으로 이동합니다.
block.reinforced-payload-router.description = 화물을 인접 블록으로 분배합니다. 필터가 설정되면 필터로 작동합니다.
block.payload-mass-driver.description = 장거리 화물 운송 구조물. 받은 화물을 연결된 화물 매스 드라이버로 발사합니다.
block.large-payload-mass-driver.description = 장거리 화물 운송 구조물. 받은 화물을 연결된 화물 매스 드라이버로 발사합니다.
-block.unit-repair-tower.description = 주변의 모든 기체를 수리합니다. 오존이 필요합니다.
-block.radar.description = 넓은 반경의 지형과 적 기체를 서서히 파악합니다. 전력이 필요합니다.
+block.unit-repair-tower.description = 주변의 모든 유닛을 수리합니다. 오존이 필요합니다.
+block.radar.description = 넓은 반경의 지형과 적 유닛을 서서히 파악합니다. 전력이 필요합니다.
block.shockwave-tower.description = 반경 내 적의 발사체에 피해를 입히고 파괴합니다. 시아노겐이 필요합니다.
block.canvas.description = 미리 정의된 팔레트를 사용하여 단순 이미지를 표시합니다. 편집 가능.
@@ -2280,11 +2389,13 @@ unit.omura.description = 적을 향해 장거리 관통 레일건을 발사합
unit.alpha.description = 적으로부터 코어: 조각을 방어합니다. 건설할 수 있습니다.
unit.beta.description = 적으로부터 코어: 기반을 방어합니다. 건설할 수 있습니다.
unit.gamma.description = 적으로부터 코어: 핵심을 방어합니다. 건설할 수 있습니다.
-unit.retusa.description = 주변의 적을 향해 유도 어뢰를 발사합니다. 아군 기체를 수리합니다.
+unit.retusa.description = 주변의 적을 향해 유도 어뢰를 발사합니다. 아군 유닛을 수리합니다.
unit.oxynoe.description = 주변의 적을 향해 구조물을 수리하는 화염줄기를 발사합니다. 요격 포탑으로 주변의 적 탄환을 요격합니다.
-unit.cyerce.description = 주변의 적을 향해 유도 집속 미사일을 발사합니다. 아군 기체를 수리합니다.
+unit.cyerce.description = 주변의 적을 향해 유도 집속 미사일을 발사합니다. 아군 유닛을 수리합니다.
unit.aegires.description = 에너지 필드로 들어온 모든 적 기체와 구조물에게 충격을 줍니다. 모든 아군을 수리합니다.
unit.navanax.description = 적 전력망에 상당한 피해를 주고 아군 블록을 수리하는 폭발성 EMP 탄환을 발사합니다. 4개의 자율 레이저 포탑으로 주변 적을 녹입니다.
+
+#Erekir
unit.stell.description = 적 대상에게 일반적인 탄환을 발사합니다.
unit.locus.description = 적 대상에게 번갈아 나오는 탄환을 발사합니다.
unit.precept.description = 적 대상에게 관통하는 집속탄환을 발사합니다.
@@ -2304,104 +2415,113 @@ unit.evoke.description = 코어: 요새를 지켜내기 위해 구조물을 건
unit.incite.description = 코어: 성채를 지켜내기 위해 구조물을 건설합니다. 빔으로 구조물을 수리합니다.
unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을 건설합니다. 빔으로 구조물을 수리합니다.
-lst.read = 연결된 메모리 셀에서 숫자 읽음
-lst.write = 연결된 메모리 셀에 숫자 작성
-lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
-lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
-lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
-lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
-lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
-lst.getlink = 순서별로 프로세서의 연결을 가져옴. 0부터 시작
-lst.control = 건물 조종
-lst.radar = 건물 주변의 기체 검색
-lst.sensor = 건물 또는 기체의 정보 수집
-lst.set = 변수 선언/할당
-lst.operation = 1~2개의 변수로 연산
-lst.end = 실행줄의 가장 위로 건너뜀
-lst.wait = 일정 시간(초) 동안 대기
-lst.stop = 이 프로세서의 실행 중지
-lst.lookup = id를 통해 특정 유형의 아이템/액체/기체/블록 조회\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\n...로 각 유형의 총 갯수를 알 수 있습니다.
-lst.jump = 조건부로 다른 실행문으로 건너뜀
-lst.unitbind = type 옆에 있는 기체를 지정하고, [accent]@unit[]에 저장
-lst.unitcontrol = 현재 지정된 기체 조종
-lst.unitradar = 현재 지정된 기체 주변의 기체 검색
-lst.unitlocate = 특정 유형의 위치/건물을 지도상에서 조회\n지정된 기체가 필요합니다
-lst.getblock = 특정 위치의 타일 정보를 불러옴
-lst.setblock = 특정 위치의 타일 정보 설정
-lst.spawnunit = 특정 위치에 기체 소환
-lst.applystatus = 기체에게 상태이상을 적용하거나 삭제
-lst.weathersense = Check if a type of weather is active.
-lst.weatherset = Set the current state of a type of weather.
-lst.spawnwave = 특정 위치에 이전 단계를 실행\n실제 단계가 넘어가지 않습니다
-lst.explosion = 특정 위치에 폭발 생성
-lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정
-lst.fetch = 기체, 코어, 플레이어 또는 건물을 엔티티 번호로 조회\n번호는 0에서 시작하여 엔티티 번호-1에서 끝납니다
-lst.packcolor = 그리기 혹은 규칙 설정을 위해 [0, 1] RGBA 단일 요소로 묶음
-lst.setrule = 게임 규칙 설정
-lst.flushmessage = 텍스트 버퍼로부터 화면에 메세지를 표시\n이전 메세지가 완료될 때까지 기다립니다
-lst.cutscene = 플레이어 카메라 조작
-lst.setflag = 모든 프로세서가 읽을 수 있는 전역 플래그 설정
-lst.getflag = 전역 플래그가 설정되어 있는지 확인
-lst.setprop = 기체 혹은 건물의 속성을 설정합니다.
-lst.effect = Create a particle effect.
-lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
-lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
-lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
-lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
-lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
+lst.read = 연결된 메모리 셀에서 숫자를 읽습니다.
+lst.write = 연결된 메모리 셀에 숫자를 작성합니다.
+lst.print = 프린트 버퍼에 텍스트를 추가합니다.\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
+lst.format = 텍스트 버퍼의 다음 플레이스홀더를 값으로 바꿉니다.\n자리 표시자 패턴이 유효하지 않은 경우 아무것도 하지 않습니다.\n플레이스홀더 패턴: "{[accent]number 0-9[]}"\n예:\n[accent]print "test {0}"\nformat "example"
+lst.draw = 드로잉 버퍼에 실행문을 추가합니다.\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
+lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력합니다.
+lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력합니다.
+lst.getlink = 순서별로 프로세서의 연결을 가져옵니다. 0부터 시작합니다.
+lst.control = 건물을 조종합니다.
+lst.radar = 건물 주변의 유닛을 검색합니다.
+lst.sensor = 건물 또는 유닛의 정보를 수집합니다.
+lst.set = 변수를 설정합니다.
+lst.operation = 1~2개의 변수로 연산합니다.
+lst.end = 실행줄의 가장 위로 건너뜁니다.
+lst.wait = 일정 시간(초) 동안 대기합니다.
+lst.stop = 이 프로세서의 실행 중지합니다.
+lst.lookup = id를 통해 특정 유형의 자원/액체/유닛/블록을 조회합니다.\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\n...로 각 유형의 총 갯수를 알 수 있습니다.
+lst.jump = 조건부로 다른 실행문으로 건너뜁니다.
+lst.unitbind = type 옆에 있는 유닛을 지정하고, [accent]@unit[]에 저장합니다.
+lst.unitcontrol = 현재 지정된 유닛을 조종합니다.
+lst.unitradar = 현재 지정된 유닛 주변의 다른 유닛을 검색합니다.
+lst.unitlocate = 특정 유형의 위치/건물을 맵 상에서 조회.\n지정된 유닛이 필요합니다.
+lst.getblock = 특정 위치의 타일 정보를 불러옵니다.
+lst.setblock = 특정 위치의 타일 정보 설정합니다.
+lst.spawnunit = 특정 위치에 유닛을 소환합니다.
+lst.applystatus = 유닛에게 상태 이상을 적용하거나 삭제합니다.
+lst.weathersense = 어떤 유형의 날씨가 활동하는지 확인합니다.
+lst.weatherset = 날씨 유형의 현재 상태를 설정합니다.
+lst.spawnwave = 특정 위치에 이전 단계를 실행합니다.\n실제로 단계가 넘어가지는 않습니다.
+lst.explosion = 특정 위치에 폭발을 생성합니다.
+lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정합니다.
+lst.fetch = 유닛, 코어, 플레이어 또는 건물을 엔티티 번호로 조회합니다.\n번호는 0에서 시작하여 엔티티 번호-1에서 끝납니다.
+lst.packcolor = 그리기 혹은 규칙 설정을 위해 [0, 1] RGBA 단일 요소로 묶습니다.
+lst.setrule = 게임 규칙을 설정합니다.
+lst.flushmessage = 텍스트 버퍼로부터 화면에 메세지를 표시합니다.\n이전 메세지가 완료될 때까지 기다립니다.
+lst.cutscene = 플레이어 카메라를 조작합니다.
+lst.setflag = 모든 프로세서가 읽을 수 있는 전역 플래그 설정합니다.
+lst.getflag = 전역 플래그가 설정되어 있는지 확인합니다.
+lst.setprop = 유닛 혹은 건물의 속성을 설정합니다.
+lst.effect = 파티클 효과를 만듭니다.
+lst.sync = 네트워크 전체에서 변수를 동기화합니다.\n1초에 최대 10번만 호출됩니다.
+lst.playsound = 소리를 재생합니다.\n볼륨과 팬은 전역 값이 될 수도 있고, 위치를 기준으로 계산될 수도 있습니다.
+lst.makemarker = 월드에 새로운 논리 마커를 만듭니다.\n 이 마커를 식별할 ID를 제공해야 합니다.\n 현재 마커는 월드당 20,000개로 제한되어 있습니다.
+lst.setmarker = 마커의 속성을 설정합니다.\n사용된 ID는 마커 만들기 지침에서와 동일해야 합니다.
+lst.localeprint = 텍스트 버퍼에 맵 언어 팩 속성 값을 추가합니다.\n맵 편집기에서 맵 언어 팩을 설정하려면 [accent]맵 정보 > 언어 팩[]을 선택합니다.\n클라이언트가 모바일 기기인 경우 먼저 ".mobile"로 끝나는 속성을 print하려고 시도합니다.
+
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
-lglobal.@pi = The mathematical constant pi (3.141...)
-lglobal.@e = The mathematical constant e (2.718...)
-lglobal.@degToRad = Multiply by this number to convert degrees to radians
-lglobal.@radToDeg = Multiply by this number to convert radians to degrees
-lglobal.@time = Playtime of current save, in milliseconds
-lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
-lglobal.@second = Playtime of current save, in seconds
-lglobal.@minute = Playtime of current save, in minutes
-lglobal.@waveNumber = Current wave number, if waves are enabled
-lglobal.@waveTime = Countdown timer for waves, in seconds
-lglobal.@mapw = Map width in tiles
-lglobal.@maph = Map height in tiles
-lglobal.sectionMap = Map
-lglobal.sectionGeneral = General
-lglobal.sectionNetwork = Network/Clientside [World Processor Only]
-lglobal.sectionProcessor = Processor
-lglobal.sectionLookup = Lookup
-lglobal.@this = The logic block executing the code
-lglobal.@thisx = X coordinate of block executing the code
-lglobal.@thisy = Y coordinate of block executing the code
-lglobal.@links = Total number of blocks linked to this processors
-lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
-lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
-lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
-lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
-lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
-lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
-lglobal.@client = True if the code is running on a client connected to a server
-lglobal.@clientLocale = Locale of the client running the code. For example: en_US
-lglobal.@clientUnit = Unit of client running the code
-lglobal.@clientName = Player name of client running the code
-lglobal.@clientTeam = Team ID of client running the code
-lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
+lglobal.@pi = 수학적 상수; 파이(pi) (3.141...)
+lglobal.@e = 수학적 상수; 자연상수(e) (2.718...)
+lglobal.@degToRad = 이 숫자를 곱하여 각도를 라디안으로 변환
+lglobal.@radToDeg = 이 숫자를 곱하여 라디안을 각도로 변환
-logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다.
+lglobal.@time = 현재 저장의 재생 시간(밀리초)
+lglobal.@tick = 현재 저장의 재생 시간(틱 단위, 1초 = 60틱)
+lglobal.@second = 현재 저장의 재생 시간(초)
+lglobal.@minute = 현재 저장 파일의 재생 시간(분)
+lglobal.@waveNumber = 현재 단계 번호(단계가 활성화된 경우)
+lglobal.@waveTime = 단계 카운트다운 타이머(초)
+lglobal.@mapw = 타일 단위의 맵 너비
+lglobal.@maph = 타일 단위의 맵 높이
-lenum.type = 건물/기체의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
+lglobal.sectionMap = 맵
+lglobal.sectionGeneral = 일반
+lglobal.sectionNetwork = 네트워크/클라이언트 측 [월드 프로세서 전용]
+lglobal.sectionProcessor = 프로세서
+lglobal.sectionLookup = 조회
+
+lglobal.@this = 코드를 실행하는 로직 블록
+lglobal.@thisx = 코드를 실행하는 블록의 X 좌표
+lglobal.@thisy = 코드를 실행하는 블록의 Y 좌표
+lglobal.@links = 이 프로세서에 연결된 총 블록 수
+lglobal.@ipt = 틱당 명령어로 표현된 프로세서의 실행 속도(60틱 = 1초)
+
+lglobal.@unitCount = 게임에서 유닛 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
+lglobal.@blockCount = 게임의 블록 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
+lglobal.@itemCount = 게임의 아이템 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
+lglobal.@liquidCount = 게임의 액체 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
+
+lglobal.@server = 코드가 서버 또는 싱글 플레이어에서 실행되는 경우 true, 그렇지 않은 경우 false
+lglobal.@client = 코드가 서버에 연결된 클라이언트에서 실행되는 경우 true
+
+lglobal.@clientLocale = 코드를 실행하는 클라이언트의 언어 팩. 예: en_US (한국어는 ko_KR)
+lglobal.@clientUnit = 코드를 실행하는 클라이언트의 단위
+lglobal.@clientName = 코드를 실행하는 클라이언트의 플레이어 이름
+lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
+lglobal.@clientMobile = 코드를 실행하는 클라이언트가 모바일에 있는 경우 true, 그렇지 않으면 false
+
+logic.nounitbuild = [red]유닛의 건설 로직은 여기에서 허용되지 않습니다.
+
+lenum.type = 건물/유닛의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
lenum.shoot = 특정 위치에 발사
lenum.shootp = 목표물 속도를 예측하여 발사
lenum.config = 필터의 아이템같은 건물의 설정
lenum.enabled = 블록의 활성 여부
-laccess.currentammotype = Current ammo item/liquid of a turret.
-laccess.color = 조명 색상
-laccess.controller = 기체 제어자. 프로세서가 제어하면, 프로세서를 반환합니다.\n다른 기체에 의해 지휘되면(G키), 지휘하는 기체를 반환합니다.\n그 외에는 자신을 반환합니다.
-laccess.dead = 기체 또는 건물 사망/무효 여부
-laccess.controlled = 만약 기체 제어자가 프로세서라면 [accent]@ctrlProcessor[]를 반환합니다.\n만약 기체/건물 제어자가 플레이어라면 [accent]@ctrlPlayer[]를 반환합니다.\n만약 기체가 다른 기체에 의해 지휘되면(G키)[accent]@ctrlFormation[]를 반환합니다.\n그 외에는 0을 반환합니다.
+laccess.currentammotype = 포탑의 현재 탄약/액체.
+laccess.color = 조명 색상.
+laccess.controller = 유닛 제어자. 프로세서가 제어하면, 프로세서를 반환합니다.\n다른 유닛에 의해 지휘되면(G키), 지휘하는 유닛을 반환합니다.\n그 외에는 자신을 반환합니다.
+laccess.dead = 기체 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 유닛가 다른 유닛에 의해 지휘되면(G키)[accent]@ctrlFormation[]를 반환합니다.\n그 외에는 0을 반환합니다.
laccess.progress = 작업 진행률, 0 에서 1 로 감.\n포탑 재장전이나 구조물 진행률을 반환합니다.
-laccess.speed = 기체의 최대 속도, 타일/초
-laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
+laccess.speed = 기체의 최대 속도, 타일/초.
+laccess.id = 유닛/블록/아이템/액체의 ID.\n이것은 조회 작업의 역순입니다.
+
lcategory.unknown = 알 수 없음
lcategory.unknown.description = 분류되지 않은 설명
lcategory.io = 입력 & 출력
@@ -2428,7 +2548,7 @@ 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[].
-graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
+graphicstype.print = 프린트 버퍼에서 텍스트를 그립니다.\n프린트 버퍼를 지웁니다.
lenum.always = 항상 참
lenum.idiv = 정수 나누기
@@ -2448,7 +2568,7 @@ lenum.xor = 비트연산자 XOR
lenum.min = 두 수의 최솟값
lenum.max = 두 수의 최댓값
lenum.angle = 벡터의 각(도)
-lenum.anglediff = Absolute distance between two angles in degrees.
+lenum.anglediff = 두 각도 사이의 절대 거리(도).
lenum.len = 벡터의 길이
lenum.sin = 사인(도)
@@ -2467,14 +2587,14 @@ lenum.noise = 2D 심플렉스 노이즈
lenum.abs = 절댓값
lenum.sqrt = 제곱근
-lenum.any = 아무 기체
-lenum.ally = 아군 기체
-lenum.attacker = 무기를 가진 기체
-lenum.enemy = 적 기체
-lenum.boss = 수호자 기체
-lenum.flying = 공중 기체
-lenum.ground = 지상 기체
-lenum.player = 플레이어에 의해 조종된 기체
+lenum.any = 아무 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
@@ -2494,20 +2614,20 @@ lenum.turret = 포탑
sensor.in = 감지할 건물/기체
radar.from = 감지를 할 건물\n감지 범위는 건물의 감지 범위에 의해 제한됩니다.
-radar.target = 기체 감지 필터
+radar.target = 유닛 감지 필터
radar.and = 추가 필터
radar.order = 정렬 순서. 0은 반전
radar.sort = 결과를 정렬할 기준
-radar.output = 찾은 기체를 대입할 변수
+radar.output = 찾은 유닛을 대입할 변수
-unitradar.target = 기체 감지 필터
+unitradar.target = 유닛 감지 필터
unitradar.and = 추가 필터
unitradar.order = 정렬 순서. 0은 반전
unitradar.sort = 결과를 정렬할 측정 수단
-unitradar.output = 찾은 기체를 대입할 변수
+unitradar.output = 찾은 유닛을 대입할 변수
control.of = 조종할 건물
-control.unit = 조준할 기체/건물
+control.unit = 조준할 유닛/건물
control.shoot = 발사 여부
unitlocate.enemy = 적 건물 포함 여부
@@ -2516,7 +2636,8 @@ unitlocate.building = 찾은 건물을 대입할 변수
unitlocate.outx = X좌표
unitlocate.outy = Y좌표
unitlocate.group = 찾을 건물 집단
-playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
+
+playsound.limit = true인 경우, 같은 프레임에서 이미 재생된 사운드는 재생되지 않습니다.
lenum.idle = 이동 정지, 채광/건설 유지\n기본 상태입니다.
lenum.stop = 이동/채광/건설 중단
@@ -2524,7 +2645,7 @@ lenum.unbind = 로직 컨트롤 완전 비활성화\n표준 AI를 다시 따릅
lenum.move = 특정 위치로 이동
lenum.approach = 특정 위치로 반지름만큼 접근
lenum.pathfind = 적 스폰 지점으로 길찾기
-lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
+lenum.autopathfind = 가장 가까운 적의 코어이나 착륙 지점까지 자동으로 경로를 찾습니다.\n이것은 일반적인 웨이브 적 경로 찾기와 동일합니다.
lenum.target = 특정 위치에 발사
lenum.targetp = 목표물 속도를 예측하여 발사
lenum.itemdrop = 아이템 투하
@@ -2535,13 +2656,40 @@ lenum.payenter = 유닛 아래의 화물 건물에 착륙/진입
lenum.flag = 깃발 수 설정
lenum.mine = 특정 위치에서 채광
lenum.build = 구조물 건설
-lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
+lenum.getblock = 좌표에서 건물, 층, 블록 유형을 가져옵니다.\n단위는 위치 범위 내에 있어야 하며, 그렇지 않으면 null이 반환됩니다.
lenum.within = 좌표 주변 기체 발견 여부
lenum.boost = 이륙 시작/중단
-lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
-lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
-lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
-lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
-lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
-lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
-lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+
+lenum.flushtext = 해당되는 경우, 프린트 버퍼의 내용을 마커에 플러시.\nFetch가 true로 설정된 경우, 맵 언어 팩 또는 게임 번들에서 속성을 가져오려고 시도합니다.
+lenum.texture = 게임의 texture atlas에서 직접 가져온 텍스처 이름(케밥식 명명 스타일 사용).\n printFlush가 true로 설정된 경우, 텍스트 인수로 텍스트 버퍼 내용을 사용합니다.
+lenum.texturesize = 타일의 텍스처 크기. 0 값은 마커 너비를 원래 텍스처 크기에 맞게 조정합니다.
+lenum.autoscale = 플레이어의 확대/축소 레벨에 맞춰 마커의 크기를 조정할지 여부.
+lenum.posi = 인덱스 위치. 라인 및 쿼드 마커에 사용되며 인덱스 0이 첫 번째 위치입니.
+lenum.uvi = 0에서 1까지의 텍스처 위치, 쿼드 마커에 사용.
+lenum.colori = 인덱스된 위치, 인덱스 0이 첫 번째 색상이며 라인 및 쿼드 마커에 사용.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_lt.properties b/core/assets/bundles/bundle_lt.properties
index 628baad7cd..35534c1ad0 100644
--- a/core/assets/bundles/bundle_lt.properties
+++ b/core/assets/bundles/bundle_lt.properties
@@ -13,18 +13,18 @@ link.google-play.description = Google Play parduotuvės elementas
link.f-droid.description = F-Droid katalogo elementas
link.wiki.description = Oficialus Mindustry wiki
link.suggestions.description = Pasiūlykite naujas funkcijas
-link.bug.description = Found one? Report it here
-linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
+link.bug.description = Radot vieną? Praneškite čia
+linkopen = Šis serveris atsiuntė jums nuorodą. Ar jūs norite atidaryti ją?\n\n[sky]{0}
linkfail = Nepavyko atidaryti nuorodos!\nURL nukopijuotas į jūsų iškarpinę.
screenshot = Ekrano kopija išsaugota į {0}
screenshot.invalid = Žemėlapis yra per didelis, potencialiai nepakanka vietos išsaugoti ekrano kopiją.
gameover = Žaidimas Baigtas
-gameover.disconnect = Disconnect
+gameover.disconnect = Atsijungti
gameover.pvp = [accent] {0}[] komanda laimėjo!
-gameover.waiting = [accent]Waiting for next map...
+gameover.waiting = [accent]Laukiama kito žemėlapio...
highscore = [accent]Naujas rekordas!
copied = Nukopijuota.
-indev.notready = This part of the game isn't ready yet
+indev.notready = Ši žaidimo dalis dar neparuošta
load.sound = Garsai
load.map = Žemėlapiai
@@ -40,23 +40,23 @@ be.updating = Naujinama...
be.ignore = Ignoruoti
be.noupdates = Naujinimų nerasta.
be.check = Ieškoti naujinimų
-mods.browser = Mod Browser
-mods.browser.selected = Selected mod
-mods.browser.add = Install
-mods.browser.reinstall = Reinstall
-mods.browser.view-releases = View Releases
-mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
-mods.browser.latest =
-mods.browser.releases = Releases
+mods.browser = Modifikacijų naršyklė
+mods.browser.selected = Parinkta modifikacija
+mods.browser.add = Įdiegti
+mods.browser.reinstall = Perdiegti
+mods.browser.view-releases = Pažiūrėti leidimus
+mods.browser.noreleases = [scarlet]Nerasti jokių leidimų\n[accent]Nėjo rasti leidimų šiai modifikacijai. Patikrinkite ar modifikacijos repo yra paskelbtų leidimų.
+mods.browser.latest =
+mods.browser.releases = Leidimai
mods.github.open = Repo
-mods.github.open-release = Release Page
-mods.browser.sortdate = Sort by recent
-mods.browser.sortstars = Sort by stars
+mods.github.open-release = Leidimų puslapis
+mods.browser.sortdate = Rūšioti pagal naujausius
+mods.browser.sortstars = Rūšiuoti pagal žvaigždes
schematic = Schema
schematic.add = Išsaugoti schemą...
schematics = Schemos
-schematic.search = Search schematics...
+schematic.search = Ieškoti schemas...
schematic.replace = Schema šiuo pavadinimu jau egzistuoja. Pakeisti?
schematic.exists = Schema šiuo pavadinimu jau egzistuoja.
schematic.import = Importuoti schemą...
@@ -69,28 +69,28 @@ schematic.shareworkshop = Dalintis Dirbtuvėje
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Apversti schemą
schematic.saved = Schema išsaugota.
schematic.delete.confirm = Ši schema bus negrįžtamai pašalinta.
-schematic.edit = Edit Schematic
+schematic.edit = Redaguoti schemą
schematic.info = {0}x{1}, {2} blokai
-schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
-schematic.tags = Tags:
-schematic.edittags = Edit Tags
-schematic.addtag = Add Tag
-schematic.texttag = Text Tag
-schematic.icontag = Icon Tag
-schematic.renametag = Rename Tag
-schematic.tagged = {0} tagged
-schematic.tagdelconfirm = Delete this tag completely?
-schematic.tagexists = That tag already exists.
-stats = Stats
-stats.wave = Waves Defeated
+schematic.disabled = [scarlet]Schemos išjungtos[]\nJums neleidžiama naudoti schemų šiame [accent]žemėlapyje[] ar [accent]serveryje.
+schematic.tags = Žymės:
+schematic.edittags = Redaguoti žymes
+schematic.addtag = Pridėti žymę
+schematic.texttag = Teksto žymė
+schematic.icontag = Piktogramos žymė
+schematic.renametag = Pervadinti žymę
+schematic.tagged = {0} pažymėta
+schematic.tagdelconfirm = Visiškai ištrinti šią žymę?
+schematic.tagexists = Ši žymė jau egzistuoja.
+stats = Statistikos
+stats.wave = Bangos Praeitos
stats.unitsCreated = Units Created
-stats.enemiesDestroyed = Enemies Destroyed
-stats.built = Buildings Built
-stats.destroyed = Buildings Destroyed
-stats.deconstructed = Buildings Deconstructed
-stats.playtime = Time Played
+stats.enemiesDestroyed = Priešai sunaikinti
+stats.built = Pastatų pastata
+stats.destroyed = Pastatų sugriauta
+stats.deconstructed = Pastatų dekonstruta
+stats.playtime = Laiko žaista
-globalitems = [accent]Global Items
+globalitems = [accent]Globalūs Daiktai
map.delete = Ar esate tikri, jog norite ištrinti žemėlapį "[accent]{0}[]"?
level.highscore = Rekordas: [accent]{0}
level.select = Lygio pasirinkimas
@@ -132,41 +132,42 @@ mods.none = [lightgray]Modifikacijos nerastos
mods.guide = Modifikavimo pagalba
mods.report = Pranešti apie klaidas
mods.openfolder = Atidaryti modifikacijų aplanką
-mods.viewcontent = View Content
+mods.viewcontent = Peržiūrėti turinį
mods.reload = Perkrauti
-mods.reloadexit = The game will now exit, to reload mods.
+mods.reloadexit = Žadimas dabar išsijungs perkrauti modifikacijas.
mod.installed = [[Installed]
mod.display = [gray]Modifikacijos:[orange] {0}
mod.enabled = [lightgray]Įjungta
mod.disabled = [scarlet]Išjungta
-mod.multiplayer.compatible = [gray]Multiplayer Compatible
+mod.multiplayer.compatible = [gray]Suderinama su keliais žaidėjais
mod.disable = Išjungti
+mod.version = Version:
mod.content = Tūrinys:
mod.delete.error = Negalima ištrinti modifikacijos. Failas gali būti naudojamas.
-mod.incompatiblegame = [red]Outdated Game
-mod.incompatiblemod = [red]Incompatible
-mod.blacklisted = [red]Unsupported
+mod.incompatiblegame = [red]Pasenusi žaidimo versija
+mod.incompatiblemod = [red]Nesuderinima
+mod.blacklisted = [red]Nepalaikoma
mod.unmetdependencies = [red]Unmet Dependencies
mod.erroredcontent = [scarlet]Turinio klaidos.
mod.circulardependencies = [red]Circular Dependencies
-mod.incompletedependencies = [red]Incomplete Dependencies
+mod.incompletedependencies = [red]Nebaigtos Priklausomybės
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
-mod.missingdependencies.details = This mod is missing dependencies: {0}
-mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
-mod.circulardependencies.details = This mod has dependencies that depends on each other.
-mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
-mod.requiresversion = Requires game version: [red]{0}
+mod.missingdependencies.details = Šiai modifikacijai trūksta priklausomybių: {0}
+mod.erroredcontent.details = Ši modifikacija kraunant sukėlė klaidų. Paprašykite modifikacijos autoriaus pataisyti jas.
+mod.circulardependencies.details = Ši modifikacija turi priklausomybių kurios priklauso nuo vieno kito.
+mod.incompletedependencies.details = Šios modifikacijos negalima užkrauti dėl netinkamų arba trūkstamų priklausomybių: {0}.
+mod.requiresversion = Reikia žaidimo versijos: [red]{0}
mod.errors = Įvyko klaida kraunant turinį.
mod.noerrorplay = [scarlet]Turite modifikacijas su klaidomis.[] Išjunkite modifikacijas su klaidomis arba patasykite jas prieš žaidžiant.
mod.enable = Įjungti
-mod.requiresrestart = Žaidimas dabar išsijungs modifikacijų pakeitimui.
+mod.requiresrestart = Žaidimas dabar išsijungs modifikacijų perkrovimui.
mod.reloadrequired = [scarlet]Privalomas perkrovimas
mod.import = Importuoti modifikaciją
mod.import.file = Importuoti failą
mod.import.github = Importuoti GitHub modifikaciją
-mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source!
+mod.jarwarn = [scarlet]JAR modifikacijos iš esmės yra nesaugios.[]\nĮsitikinkite, kad importuojate šį modifikaciją iš patikimo šaltinio!
mod.item.remove = Šis elementas yra[accent] '{0}'[] modifikacijos dalis. Norėdami panaikinti ją turite pašalinti modifikaciją.
mod.remove.confirm = Ši modifikacija bus pašalinta.
mod.author = [lightgray]Autorius:[] {0}
@@ -178,20 +179,21 @@ mod.scripts.disable = Your device does not support mods with scripts. You must d
about.button = Apie
name = Vardas:
noname = Pirma pasirinkite[accent] žaidėjo vardą[].
-search = Search:
-planetmap = Planet Map
-launchcore = Launch Core
+search = Ieškoti:
+planetmap = Planetų žemėlaipis
+launchcore = Paleisti branduolį
filename = Failo pavadinimas:
unlocked = Atrakintas naujas turinys!
-available = New research available!
-unlock.incampaign = < Unlock in campaign for details >
-campaign.select = Select Starting Campaign
-campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
-campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
-campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+available = Naujas turinys pasiekiamas!
+unlock.incampaign = < Atrakinkite kampanijoje detalėm >
+campaign.select = Pasirinkite pradinę kampanija
+campaign.none = [lightgray]Pasirinkite planetą ant kurios pradėti.\nTai gali būti pakeista bet kada.
+campaign.erekir = Naujesnis, patobulintas turinys. Daugiausia linijinė kampanijos eiga.\n\nAukštesnės kokybės žemėlapiai ir bendra patirtis.
+campaign.serpulo = Senesnis turinys; klasikinė versija. Atviresnis.\n\nPotencialiai nebalancuoti žemelapiai ir kampanijos mechanika. Mažiau tobulinta.
+campaign.difficulty = Difficulty
completed = [accent]Išrasta
techtree = Technologijų Medis
-techtree.select = Tech Tree Selection
+techtree.select = Technologijų Medį parinkti
techtree.serpulo = Serpulo
techtree.erekir = Erekir
research.load = Load
@@ -199,11 +201,11 @@ research.discard = Discard
research.list = [lightgray]Išradimai:
research = Išrasti
researched = [lightgray]{0} išrasta.
-research.progress = {0}% complete
+research.progress = {0}% baigta
players = {0} žaidėjai
players.single = {0} žaidėjas
players.search = ieškoti
-players.notfound = [gray]no players found
+players.notfound = [gray]žaidėjų nerasta
server.closing = [accent]Uždaromas serveris...
server.kicked.kick = Jūs buvote išmestas iš serverio!
server.kicked.whitelist = Jūs nesate baltajame sąraše.
@@ -241,10 +243,10 @@ servers.local.steam = Open Games & Local Servers
servers.remote = Nuotoliniai Serveriai
servers.global = Globalūs Serveriai
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
-servers.showhidden = Show Hidden Servers
-server.shown = Shown
-server.hidden = Hidden
-viewplayer = Viewing Player: [accent]{0}
+servers.showhidden = Rodyti paslėtus serverius
+server.shown = Rodoma
+server.hidden = Paslėpta
+viewplayer = Stebimas žaidėjas: [accent]{0}
trace = Sekti Žaidėją
trace.playername = Žaidėjo vardas: [accent]{0}
@@ -253,16 +255,16 @@ trace.id = Unikalus ID: [accent]{0}
trace.language = Language: [accent]{0}
trace.mobile = Mobilus Klientas: [accent]{0}
trace.modclient = Custom Client: [accent]{0}
-trace.times.joined = Times Joined: [accent]{0}
-trace.times.kicked = Times Kicked: [accent]{0}
+trace.times.joined = Sykių prisijungta: [accent]{0}
+trace.times.kicked = Sykių išmesta: [accent]{0}
trace.ips = IPs:
-trace.names = Names:
+trace.names = Vardai:
invalidid = Netaisyklingas kliento ID! Praneškite apie klaidą.
-player.ban = Ban
-player.kick = Kick
-player.trace = Trace
-player.admin = Toggle Admin
-player.team = Change Team
+player.ban = Baninti
+player.kick = Išmesti
+player.trace = Sekti
+player.admin = Perjungti admininistratorių
+player.team = Keisti komandą
server.bans = Užblokavimai
server.bans.none = Nerasta užblokuotų žaidėjų!
server.admins = Administratoriai
@@ -288,17 +290,18 @@ disconnect.error = Prisijungimo klaida.
disconnect.closed = Prisijungimas uždarytas.
disconnect.timeout = Baigėsi laikas.
disconnect.data = Nepavyko užkrauti pasaulio informacijos!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Negalima prisijungti prie žaidimo ([accent]{0}[]).
connecting = [accent]Prisijungiama...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Kraunama pasaulio informacija...
server.port = Prievadas:
-server.addressinuse = Adresas jau naudojamas!
server.invalidport = Negaliams prievado numeris!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Įvyko klaida.
save.new = Naujas Išsaugojimas
save.overwrite = Ar esate tikras, jog\n norite perrašyti šį elementą?
-save.nocampaign = Individual save files from the campaign cannot be imported.
+save.nocampaign = Individualūs išsaugojimo failai iš kampanijos negali būti importuoti.
overwrite = Perrašyti
save.none = Nerasta jokių išsaugojimų!
savefail = Nepavyko išsaugoti žaidimo!
@@ -347,6 +350,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -489,6 +493,7 @@ waves.units.show = Show All
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = All
editor.default = [lightgray]
details = Detaliau...
@@ -656,7 +661,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Atidengti
configure = Keisti resursų kiekį
@@ -702,14 +706,18 @@ loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Uždrausti blokai
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Pridėti visus
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Kiekis turi būti numeris tarp 0 ir {0}.
add = Pridėti...
guardian = Guardian
@@ -724,6 +732,7 @@ error.mapnotfound = Žemėlapis nerastas!
error.io = Tinklo I/O klaida.
error.any = Nžinoma tinklo klaida.
error.bloom = Nepavyko inicijuoti spindėjimo.\nJūsų įrenginys gali nepalaikyti šios funkcijos.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Rain
weather.snowing.name = Snow
@@ -747,7 +756,9 @@ sectors.stored = Stored:
sectors.resume = Resume
sectors.launch = Launch
sectors.select = Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Rename Sector
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -773,6 +784,11 @@ threat.medium = Medium
threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planets
planet.serpulo.name = Serpulo
@@ -794,9 +810,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -816,6 +842,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -980,6 +1018,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1012,6 +1051,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1026,6 +1066,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Privalomas Geresnis Grąžtas
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Missing Resources
bar.corereq = Core Base Required
bar.corefloor = Core Zone Tile Required
@@ -1034,6 +1075,7 @@ bar.drillspeed = Grąžto Greitis: {0}/s
bar.pumpspeed = Pompos Greitis: {0}/s
bar.efficiency = Efektyvumas: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energija: {0}/s
bar.powerstored = Sukaupta: {0}/{1}
bar.poweramount = Energija: {0}
@@ -1044,6 +1086,7 @@ bar.capacity = Talpumas: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Skystis
bar.heat = Karščiai
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1068,6 +1111,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] numušimas
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1076,6 +1120,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x šovinių daugiklis
bullet.reload = [stat]{0}[lightgray]x šaudymo greitis
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokai
unit.blockssquared = blocks²
@@ -1092,6 +1138,7 @@ unit.minutes = mins
unit.persecond = /sek.
unit.perminute = /min
unit.timesspeed = x greičio
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = shield health
unit.items = daiktai
@@ -1136,18 +1183,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI mastelio keitimas[lightgray] (reikalingas perkrovimas)[]
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Visada Įstrižinis Padėjimas
-setting.difficulty.training = Mokymai
-setting.difficulty.easy = Lengvas
-setting.difficulty.normal = Normalus
-setting.difficulty.hard = Sunkus
-setting.difficulty.insane = Beprotiškas
-setting.difficulty.name = Sunkumas:
setting.screenshake.name = Ekrano Drebėjimas
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Rodyti Efektus
setting.destroyedblocks.name = Rodyti Sugriautus Blokus
setting.blockstatus.name = Rodyti Blokų Būseną
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Konvejerio Paskirties Vietos Nustatymas
setting.sensitivity.name = Valdymo Jautrumas
setting.saveinterval.name = Išsaugojimo Intervalas
@@ -1174,11 +1216,13 @@ setting.mutemusic.name = Nutildyti Muziką
setting.sfxvol.name = SFX Garsumas
setting.mutesound.name = Nutildyti Garsus
setting.crashreport.name = Siųsti Anoniminius Strigties Pranešimus
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Automatiškai Kurti Išsaugojimus
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Žaidėjų Limitas
setting.chatopacity.name = Pokalbių Lentos Nepermatomumas
setting.lasersopacity.name = Elektros Tinklo Nepermatomumas
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Tilto Nepermatomumas
setting.playerchat.name = Rodyti Pokalbių Teksto Burbulus Virš Žaidėjų
setting.showweather.name = Show Weather Graphics
@@ -1231,6 +1275,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Pasirinkite Regioną
keybind.schematic_menu.name = Schemų Meniu
@@ -1308,12 +1353,16 @@ rules.wavetimer = Bangų Laikmatis
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Bangos
rules.airUseSpawns = Air units use spawn points
rules.attack = Puolimo Režimas
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1329,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Vienetų Gyvybių Daugiklis
rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Tarpai Tarp Bangų:[lightgray] (sek.)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Statymo Kainų Daugiklis
@@ -1356,6 +1407,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Apšvietimas
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
@@ -1364,6 +1421,7 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1504,6 +1562,8 @@ block.graphite-press.name = Grafito Presas
block.multi-press.name = Multi Presas
block.constructing = {0} [lightgray](Konstruojama)
block.spawn.name = Priešų Atsiradimo Zona
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Branduolys: Šerdis
block.core-foundation.name = Branduolys: Pagrindas
block.core-nucleus.name = Branduolys: Centras
@@ -1667,6 +1727,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Talpykla
block.launch-pad.name = Paleidimo Aikštelė
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
@@ -1761,6 +1823,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1808,6 +1871,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -1850,9 +1914,9 @@ block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
-block.micro-processor.name = Micro Processor
-block.logic-processor.name = Logic Processor
-block.hyper-processor.name = Hyper Processor
+block.micro-processor.name = Mikro Procesorius
+block.logic-processor.name = Loginis Procesorius
+block.hyper-processor.name = Hiper Procesorius
block.logic-display.name = Logic Display
block.large-logic-display.name = Large Logic Display
block.memory-cell.name = Memory Cell
@@ -2033,6 +2097,10 @@ block.phase-wall.description = Siena padengta specialiu faziniu pagrindu sukurtu
block.phase-wall-large.description = Siena padengta specialiu faziniu pagrindu sukurtu junginiu. Atmuša daugumą šovinių.\nUžima kelias vietas.
block.surge-wall.description = Ypač patvarus gynybinis blokas.\nKaupia krūvį kontakto metu su šoviniu atsitiktinai jį išleisdamas.
block.surge-wall-large.description = Ypač patvarus gynybinis blokas.\nKaupia krūvį kontakto metu su šoviniu atsitiktinai jį išleisdamas.\nUžima kelias vietas.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Mažos durys. Gali būti atidarytos ir uždarytos paspaudus.
block.door-large.description = Didelės durys. Gali būti atidarytos ir uždarytos paspaudus.\nUžima kelias vietas.
block.mender.description = Periodiškai taiso blokus pasiekiamame plote. Palaiko gynybines konstrukcijas pataisytas tarp bangu.\nPapildomai naudoja silicį atstumo ir efektyvumo padidinimui.
@@ -2099,7 +2167,9 @@ block.vault.description = Laiko didelį kiekį skirtingų rūšių medžiagų. G
block.container.description = Laiko nedidelį kiekį skirtingų rūšių medžiagų. Gali būti naudojamas iškroviklis daiktų paėmimui iš talpyklos.
block.unloader.description = Paima resursus iš gretimų ne gabenimui skirtų pastatų. Paimamos medžiagos rūšis gali būti pakeista paspaudus ant iškroviklio.
block.launch-pad.description = Paleidžia daiktų paketus be branduolio paleidimo.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Mažas ir pigus bokštas. Naudingas prieš antžeminius vienetus.
block.scatter.description = Pagrindinis bokštas skirtas kovai su oro pajėgomis. Šaudo švino arba metalo laužo gabalais į priešus.
block.scorch.description = Degina visus netoliese esančius priešus. Itin efektyvus artimame nuotolyje.
@@ -2160,6 +2230,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2172,6 +2243,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2292,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2511,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_nl.properties b/core/assets/bundles/bundle_nl.properties
index 56accd5d8d..a1d054a6b9 100644
--- a/core/assets/bundles/bundle_nl.properties
+++ b/core/assets/bundles/bundle_nl.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Ingeschakeld
mod.disabled = [scarlet]Uitgeschakeld
mod.multiplayer.compatible = [gray]Geschikt voor meerdere speleres
mod.disable = Deactiveer
+mod.version = Version:
mod.content = Inhoud:
mod.delete.error = Mod verwijderen mislukt. Bestand mogelijk in gebruik.
@@ -196,6 +197,7 @@ campaign.select = Selecteer een veldtocht om mee te starten
campaign.none = [lightgray]Kies een planeet om op te starten.\nJe kan op elk moment omschakelen naar de andere planeet.
campaign.erekir = Nieuwere, meer gepolijste inhoud. Grotendeels lineair veldtochtverloop.\n\nKaarten en algemene ervaring van hogere kwaliteit.
campaign.serpulo = Oudere inhoud; de klassieke ervaring. Meer open veldtochtverloop.\n\nKans op ongebalanceerde kaarten en veldtocht mechanismen. Minder gepolijst.
+campaign.difficulty = Difficulty
completed = [accent]Voltooid
techtree = Techniekboom
techtree.select = Techniekboom selectie
@@ -296,13 +298,14 @@ disconnect.error = Verbindingsfout.
disconnect.closed = Verbinding gestopt.
disconnect.timeout = Verbinding afgekapt.
disconnect.data = Kon de wereld niet laden!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Geen verbinding mogelijk ([accent]{0}[]).
connecting = [accent]Aan het verbinden...
reconnecting = [accent]Aan het herverbinden...
connecting.data = [accent]Wereld aan het laden...
server.port = Poort:
-server.addressinuse = Adres is al in gebruik!
server.invalidport = Poort is geen geldig getal!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Fout met hosten: [accent]{0}
save.new = Nieuwe Save
save.overwrite = Weet je zeker dat je deze\nsave wilt overschrijven?
@@ -355,6 +358,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -497,6 +501,7 @@ waves.units.show = Toon Alle
wavemode.counts = telt
wavemode.totals = totalen
wavemode.health = levenspunten
+all = All
editor.default = [lightgray]
details = Details...
@@ -666,7 +671,6 @@ requirement.capture = Verover {0}
requirement.onplanet = Controlesector Op {0}
requirement.onsector = Land Op Sector: {0}
launch.text = Lanceer
-research.multiplayer = Alleen de host kan dingen onderzoeken.
map.multiplayer = Alleen de host kan sectoren bekijken.
uncover = Ontmasker
configure = Configureer startinventaris
@@ -713,14 +717,18 @@ loadout = Uitrusting
resources = Materialen
resources.max = Max
bannedblocks = Verboden Blokken
+unbannedblocks = Unbanned Blocks
objectives = Doelen
bannedunits = Verboden eenheden
+unbannedunits = Unbanned Units
bannedunits.whitelist = Verboden eenheden als whitelist
bannedblocks.whitelist = Verboden blokken als whitelist
addall = Voeg Alles Toe
launch.from = Lanceren van: [accent]{0}
launch.capacity = Lanceercapaciteit: [accent]{0}
launch.destination = Bestemming: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Hoeveelheid moet een getal zijn tussen 0 en {0}.
add = Voeg toe...
guardian = Bewaker
@@ -735,6 +743,7 @@ error.mapnotfound = Kaartbestand niet gevonden!
error.io = Netwerk I/O fout.
error.any = Onbekende netwerk fout.
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Regen
weather.snowing.name = Sneeuw
@@ -758,7 +767,9 @@ sectors.stored = Opgeslagen:
sectors.resume = Doorgaan
sectors.launch = Lanceer
sectors.select = Selecteer
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]geen (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Hernoem Sector
sectors.enemybase = [scarlet]Vijandelijke Basis
sectors.vulnerable = [scarlet]Kwetsbaar
@@ -784,6 +795,11 @@ threat.medium = Gemiddeld
threat.high = Hoog
threat.extreme = Extreem
threat.eradication = Uitroeiing
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planeten
planet.serpulo.name = Serpulo
@@ -805,9 +821,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetery Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = De optimale locatie om nog een keer te beginnen. Lage vijandelijke dreiging. Enkele grondstoffen.\nVerzamel zoveel mogelijk lood en koper.\nGa door.
sector.frozenForest.description = Zelfs hier, dichter bij de bergen, hebben de schimmels zich verspreid. De koude temperaturen kunnen ze niet eeuwig tegenhouden.\n\nBegin de onderneming in energie. Bouw verbrandingsgeneratoren. Leer herstellers te gebruiken.
@@ -827,6 +853,18 @@ sector.impact0078.description = Hier liggen overblijfselen van het interstellair
sector.planetaryTerminal.description = Het einddoel.\n\nDeze kustbasis bevat een structuur die Cores kan lanceren naar lokale planeten. Het wordt extreem goed bewaakt.\n\nProduceer marine eenheden. Schakel de vijand zo snel mogelijk uit. Onderzoek de lanceerstructuur.
sector.coastline.description = Op deze locatie zijn resten van marinetechnologie gedetecteerd. Sla de vijandelijke aanvallen af, verover deze sector en verkrijg de technologie.
sector.navalFortress.description = De vijand heeft een basis gevestigd op een afgelegen, natuurlijk versterkt eiland. Vernietig deze voorpost. Verkrijg hun geavanceerde marinetechnologie en onderzoek die.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
@@ -992,6 +1030,7 @@ stat.buildspeedmultiplier = Productiesnelheid Vermenigvuldiger
stat.reactive = Reageert
stat.immunities = Immuniteiten
stat.healing = Genezing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Krachtveld
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1024,6 +1063,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1038,6 +1078,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
bar.drilltierreq = Betere boor nodig
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Er ontbreken materialen
bar.corereq = Core Basis Vereist
bar.corefloor = Core Zone Tegel Vereist
@@ -1046,6 +1087,7 @@ bar.drillspeed = Delvingssnelheid: {0}/s
bar.pumpspeed = Pompsnelheid: {0}/s
bar.efficiency = Rendement: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Stroom: {0}
bar.powerstored = Opgeslagen: {0}/{1}
bar.poweramount = Stroom: {0}
@@ -1056,6 +1098,7 @@ bar.capacity = Capaciteit: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Vloeistof
bar.heat = Warmte
+bar.cooldown = Cooldown
bar.instability = Instabiliteit
bar.heatamount = Warmte: {0}
bar.heatpercent = Warmte: {0} ({1}%)
@@ -1080,6 +1123,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] terugslag
bullet.pierce = [stat]{0}[lightgray]x doorboor
bullet.infinitepierce = [stat]doorboor
@@ -1088,6 +1132,8 @@ bullet.healamount = [stat]{0}[lightgray] directe reparatie
bullet.multiplier = [stat]{0}[lightgray]x ammunitieverdubbelaar
bullet.reload = [stat]{0}[lightgray]x herlaad
bullet.range = [stat]{0}[lightgray] tegels bereik
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokken
unit.blockssquared = blokken�
@@ -1104,6 +1150,7 @@ unit.minutes = minuten
unit.persecond = /sec
unit.perminute = /min
unit.timesspeed = x snelheid
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = levenspunten schild
unit.items = materialen
@@ -1148,18 +1195,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Schaal[lightgray] (herstart vereist)[]
setting.uiscale.description = Herstart vereist om veranderingen door te voeren.
setting.swapdiagonal.name = Altijd Diagonaal Plaatsen
-setting.difficulty.training = Oefening
-setting.difficulty.easy = Makkelijk
-setting.difficulty.normal = Normaal
-setting.difficulty.hard = Moeilijk
-setting.difficulty.insane = Krankzinnig
-setting.difficulty.name = Moeilijkheidsgraad:
setting.screenshake.name = Schuddend Scherm
setting.bloomintensity.name = Bloom Intensiteit
setting.bloomblur.name = Bloom Waas
setting.effects.name = Toon Effecten
setting.destroyedblocks.name = Toon Vernietigde Blokken
setting.blockstatus.name = Toon Blok Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Transportband Plaats Hulp
setting.sensitivity.name = Gevoeligheid Controller
setting.saveinterval.name = Autosave Interval
@@ -1186,11 +1228,13 @@ setting.mutemusic.name = Demp Muziek
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Demp Geluid
setting.crashreport.name = Stuur Anonieme Crashmeldingen
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Bewaar Saves Automatisch
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Spelerslijst
setting.chatopacity.name = Chat Transparantie
setting.lasersopacity.name = Stroomdraad Transparantie
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Brug Transparantie
setting.playerchat.name = Toon Chat
setting.showweather.name = Toon Weer Graphics
@@ -1243,6 +1287,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Herbouw Regio
keybind.schematic_select.name = Selecteer gebied
keybind.schematic_menu.name = Ontwerpmenu
@@ -1320,12 +1365,16 @@ rules.wavetimer = Vijandelijke Golven Timer
rules.wavesending = Golven Sturen
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Golven
rules.airUseSpawns = Air units use spawn points
rules.attack = Aanvalmodus
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Ploeg Grootte
rules.rtsmaxsquadsize = Max Ploeg Grootte
rules.rtsminattackweight = Min Aanvalsgewicht
@@ -1341,12 +1390,14 @@ rules.unitcostmultiplier = Eenheidskosten Vermenigvuldiger
rules.unithealthmultiplier = Eenheid Levenspunten Vermenigvuldiger
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Bais Eenheidlimiet
rules.limitarea = Limiteer Kaart Gebied
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Tijd Tussen Rondes:[lightgray] (sec)
rules.initialwavespacing = Initi�le Golfafstand:[lightgray] (sec)
rules.buildcostmultiplier = Bouwkosten Vermenigvuldiger
@@ -1368,6 +1419,12 @@ rules.title.teams = Teams
rules.title.planet = Planeet
rules.lighting = Belichting
rules.fog = Mist van de Oorlog
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Vuur
rules.anyenv =
rules.explosions = Blok/Eenheid Explosieschade
@@ -1376,6 +1433,7 @@ rules.weather = Weer
rules.weather.frequency = Frequentie:
rules.weather.always = Altijd
rules.weather.duration = Duur:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1516,6 +1574,8 @@ block.graphite-press.name = Grafietpers
block.multi-press.name = Super-Pers
block.constructing = {0} [lightgray](Bouwen)
block.spawn.name = Vijandelijke Spawn
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Core: Scherf
block.core-foundation.name = Core: Fundament
block.core-nucleus.name = Core: Nucleus
@@ -1679,6 +1739,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Doos
block.launch-pad.name = Lanceerplatform
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Grondfabriek
block.air-factory.name = Luchtfabriek
@@ -1774,6 +1836,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1821,6 +1884,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2046,6 +2110,10 @@ block.phase-wall.description = Not as strong as a thorium wall but will deflect
block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles.
block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.
block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.
block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles.
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
@@ -2112,7 +2180,9 @@ block.vault.description = Stores a large amount of items of each type. Adjacent
block.container.description = Stores a small amount of items of each type. Adjacent containers, vaults and cores will be treated as a single storage unit. An[lightgray] unloader[] can be used to retrieve items from the container.
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = A small, cheap turret.
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
@@ -2173,6 +2243,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2185,6 +2256,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2305,6 +2377,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2524,3 +2597,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_nl_BE.properties b/core/assets/bundles/bundle_nl_BE.properties
index b6dc77c571..5b8e13f70e 100644
--- a/core/assets/bundles/bundle_nl_BE.properties
+++ b/core/assets/bundles/bundle_nl_BE.properties
@@ -141,6 +141,7 @@ mod.enabled = [lightgray]Ingeschakeld
mod.disabled = [scarlet]Uitgeschakeld
mod.multiplayer.compatible = [gray]Multiplayer Compatible
mod.disable = Schakel uit
+mod.version = Version:
mod.content = Content:
mod.delete.error = Kan mod niet verwijderen. Bestand is mogelijk in gebruik.
mod.incompatiblegame = [red]Outdated Game
@@ -189,6 +190,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Voltooid
techtree = Technische vooruitgang
techtree.select = Tech Tree Selection
@@ -288,13 +290,14 @@ disconnect.error = Verbindingsfout.
disconnect.closed = Verbinding afgesloten.
disconnect.timeout = Het duurde te lang voordat de server antwoordde.
disconnect.data = Laden van mapdata mislukt!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Kon niet tot het spel toetreden. ([accent]{0}[]).
connecting = [accent]Verbinden...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Laden map data...
server.port = Poort:
-server.addressinuse = Dit adres wordt al gebruikt!
server.invalidport = Ongeldige poort!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Fout bij het openen van de server: [accent]{0}
save.new = Nieuwe save
save.overwrite = Ben je zeker dat je deze save\nwilt overschrijven?
@@ -347,6 +350,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -489,6 +493,7 @@ waves.units.show = Show All
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = All
editor.default = [lightgray]
details = Details...
@@ -656,7 +661,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Uncover
configure = Configure Loadout
@@ -702,14 +706,18 @@ loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Banned Blocks
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Add All
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Amount must be a number between 0 and {0}.
add = Add...
guardian = Guardian
@@ -724,6 +732,7 @@ error.mapnotfound = Map file not found!
error.io = Network I/O error.
error.any = Unknown network error.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Rain
weather.snowing.name = Snow
@@ -747,7 +756,9 @@ sectors.stored = Stored:
sectors.resume = Resume
sectors.launch = Launch
sectors.select = Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Rename Sector
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -773,6 +784,11 @@ threat.medium = Medium
threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planets
planet.serpulo.name = Serpulo
@@ -794,9 +810,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -816,6 +842,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -980,6 +1018,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1012,6 +1051,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1026,6 +1066,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Better Drill Required
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Missing Resources
bar.corereq = Core Base Required
bar.corefloor = Core Zone Tile Required
@@ -1034,6 +1075,7 @@ bar.drillspeed = Drill Speed: {0}/s
bar.pumpspeed = Pump Speed: {0}/s
bar.efficiency = Efficiency: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Power: {0}/s
bar.powerstored = Stored: {0}/{1}
bar.poweramount = Power: {0}
@@ -1044,6 +1086,7 @@ bar.capacity = Capacity: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Liquid
bar.heat = Heat
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1068,6 +1111,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1076,6 +1120,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
bullet.reload = [stat]{0}[lightgray]x fire rate
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocks
unit.blockssquared = blocks²
@@ -1092,6 +1138,7 @@ unit.minutes = mins
unit.persecond = /sec
unit.perminute = /min
unit.timesspeed = x speed
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = shield health
unit.items = items
@@ -1136,18 +1183,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Scaling[lightgray] (requires restart)[]
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Always Diagonal Placement
-setting.difficulty.training = training
-setting.difficulty.easy = easy
-setting.difficulty.normal = normal
-setting.difficulty.hard = hard
-setting.difficulty.insane = insane
-setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Display Effects
setting.destroyedblocks.name = Display Destroyed Blocks
setting.blockstatus.name = Display Block Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Autosave Interval
@@ -1174,11 +1216,13 @@ setting.mutemusic.name = Mute Music
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Send Anonymous Crash Reports
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Auto-Create Saves
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Player Limit
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Display In-Game Chat
setting.showweather.name = Show Weather Graphics
@@ -1231,6 +1275,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
@@ -1308,12 +1353,16 @@ rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Waves
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1329,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wave Spacing:[lightgray] (sec)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
@@ -1356,6 +1407,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Lighting
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
@@ -1364,6 +1421,7 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1504,6 +1562,8 @@ block.graphite-press.name = Graphite Press
block.multi-press.name = Multi-Press
block.constructing = {0} [lightgray](Constructing)
block.spawn.name = Enemy Spawn
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Core: Shard
block.core-foundation.name = Core: Foundation
block.core-nucleus.name = Core: Nucleus
@@ -1667,6 +1727,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Container
block.launch-pad.name = Launch Pad
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
@@ -1761,6 +1823,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1808,6 +1871,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2033,6 +2097,10 @@ block.phase-wall.description = Not as strong as a thorium wall but will deflect
block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles.
block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.
block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.
block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles.
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
@@ -2099,7 +2167,9 @@ block.vault.description = Stores a large amount of items of each type. An[lightg
block.container.description = Stores a small amount of items of each type. An[lightgray] unloader[] can be used to retrieve items from the container.
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = A small, cheap turret. Useful against ground units.
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
@@ -2160,6 +2230,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2172,6 +2243,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2292,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2511,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_pl.properties b/core/assets/bundles/bundle_pl.properties
index 3533775b14..f386b45c3b 100644
--- a/core/assets/bundles/bundle_pl.properties
+++ b/core/assets/bundles/bundle_pl.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Włączony
mod.disabled = [scarlet]Wyłączony
mod.multiplayer.compatible = [gray]Kompatybilny z trybem wieloosobowym
mod.disable = Wyłącz
+mod.version = Version:
mod.content = Zawartość:
mod.delete.error = Nie udało się usunąć moda. Plik może być w użyciu.
mod.incompatiblegame = [red]Przestarzała Gra
@@ -192,6 +193,7 @@ campaign.select = Wybierz początkową kampanię
campaign.none = [lightgray]Wybierz planetę, na której chcesz zacząć.\nMożesz zmienić planetę w każdej chwili.
campaign.erekir = Nowsza, bardziej dopracowana zawartość. Kampania postępuje bardziej liniowo.\n\nWyższej jakości mapy oraz rozgrywka.
campaign.serpulo = Starsza zawartość; klasyczne doświadczenia. Bardziej otwarta.\n\nPotencjalnie niezbalansowane mapy i mechaniki. Słabiej dopracowana.
+campaign.difficulty = Difficulty
completed = [accent]Ukończony
techtree = Drzewo Techno-\nlogiczne
techtree.select = Wybór Drzewa Technologicznego
@@ -292,13 +294,14 @@ disconnect.error = Błąd połączenia.
disconnect.closed = Połączenie zostało zamknięte.
disconnect.timeout = Przekroczono limit czasu.
disconnect.data = Nie udało się załadować mapy!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Nie można dołączyć do gry ([accent]{0}[]).
connecting = [accent]Łączenie...
reconnecting = [accent]Ponowne łączenie...
connecting.data = [accent]Ładowanie danych świata...
server.port = Port:
-server.addressinuse = Adres jest już w użyciu!
server.invalidport = Nieprawidłowy numer portu.
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Błąd hostowania serwera: [accent]{0}
save.new = Nowy zapis
save.overwrite = Czy na pewno chcesz nadpisać zapis gry?
@@ -351,6 +354,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Załaduj Jednostki
command.loadBlocks = Załaduj Bloki
command.unloadPayload = Rozładuj Ładunek
+command.loopPayload = Loop Unit Transfer
stance.stop = Analuj Rozkazy
stance.shoot = Strzelaj
stance.holdfire = Wstrzymaj Ogień
@@ -494,6 +498,7 @@ waves.units.show = Pokaż Wszystkie
wavemode.counts = liczba
wavemode.totals = sumy
wavemode.health = życie
+all = All
editor.default = [lightgray]
details = Detale...
@@ -587,7 +592,7 @@ filter.clear = Oczyść
filter.option.ignore = Ignoruj
filter.scatter = Rozprosz
filter.terrain = Teren
-filter.logic = Logic
+filter.logic = Logika
filter.option.scale = Skala
filter.option.chance = Szansa
filter.option.mag = Wielkość
@@ -610,25 +615,25 @@ filter.option.floor2 = Druga Podłoga
filter.option.threshold2 = Drugi Próg
filter.option.radius = Zasięg
filter.option.percentile = Procent
-filter.option.code = Code
-filter.option.loop = Loop
+filter.option.code = Kod
+filter.option.loop = Pętla
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
-locales.deletelocale = Are you sure you want to delete this locale bundle?
-locales.applytoall = Apply Changes To All Locales
-locales.addtoother = Add To Other Locales
-locales.rollback = Rollback to last applied
-locales.filter = Property filter
-locales.searchname = Search name...
-locales.searchvalue = Search value...
-locales.searchlocale = Search locale...
-locales.byname = By name
-locales.byvalue = By value
-locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
-locales.showmissing = Show properties that are missing in some locales
-locales.showsame = Show properties that have same values in different locales
-locales.viewproperty = View in all locales
-locales.viewing = Viewing property "{0}"
-locales.addicon = Add Icon
+locales.deletelocale = Czy na pewno chcesz usunąć ten pakiet lokalizacji?
+locales.applytoall = Zastosuj Do Wszystkich Lokalizacji
+locales.addtoother = Dodaj Do Innych Lokalizacji
+locales.rollback = Cofnij do ostatnio zastosowanego
+locales.filter = Filtr właściwości
+locales.searchname = Szukaj nazwy...
+locales.searchvalue = Szukaj wartości...
+locales.searchlocale = Szukaj lokalizacji...
+locales.byname = Po nazwie
+locales.byvalue = Po wartośći
+locales.showcorrect = Pokaż właściwości, które są obecne we wszystkich lokalizacjach i wszędzie mają unikalne wartości
+locales.showmissing = Pokaż właściwości, których brakuje w niektórych lokalizacjach
+locales.showsame = Pokaż właściwości, które mają te same wartości w różnych lokalizacjach
+locales.viewproperty = Wyświetlanie we wszystkich lokalizacjach
+locales.viewing = Wyświetlanie właściwości "{0}"
+locales.addicon = Dodaj Ikonę
width = Szerokość:
height = Wysokość:
@@ -661,7 +666,6 @@ requirement.capture = Zdobądź {0}
requirement.onplanet = Kontrolowane Sektory na {0}
requirement.onsector = Wyląduj na Sektorze: {0}
launch.text = Wystrzel
-research.multiplayer = Tylko host może odkrywać przedmioty.
map.multiplayer = Tylko host może widzieć sektory
uncover = Odkryj
configure = Skonfiguruj Ładunek
@@ -708,14 +712,18 @@ loadout = Ładunek
resources = Zasoby
resources.max = Maks.
bannedblocks = Zabronione bloki
+unbannedblocks = Unbanned Blocks
objectives = Cele
bannedunits = Zabronione jednostki
+unbannedunits = Unbanned Units
bannedunits.whitelist = Zablokowane jednostki jako biała lista
bannedblocks.whitelist = Zablokowane bloki jako biała lista
addall = Dodaj wszystkie
launch.from = Wystrzelony z: [accent]{0}
launch.capacity = Wystrzelona Ilość Przedmiotów: [accent]{0}
launch.destination = Cel: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
add = Dodaj...
guardian = Zdrowie Strażnika
@@ -730,6 +738,7 @@ error.mapnotfound = Plik mapy nie został znaleziony!
error.io = Błąd sieciowy I/O.
error.any = Nieznany błąd sieci.
error.bloom = Nie udało się załadować funkcji bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Deszcz
weather.snowing.name = Śnieg
@@ -753,7 +762,9 @@ sectors.stored = Zmagazynowane:
sectors.resume = Kontynuuj
sectors.launch = Wystrzel
sectors.select = Wybierz
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]Żaden (Słońce)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Zmień Nazwę Sektora
sectors.enemybase = [scarlet]Baza Wroga
sectors.vulnerable = [scarlet]Wrażliwy
@@ -780,6 +791,11 @@ threat.medium = Średni
threat.high = Wysoki
threat.extreme = Ekstremalny
threat.eradication = Czystka
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planety
@@ -802,9 +818,19 @@ sector.fungalPass.name = Grzybowa Przełęcz
sector.biomassFacility.name = Obiekt Syntezy Biomasy
sector.windsweptIslands.name = Wyspy Wiatru
sector.extractionOutpost.name = Placówka Ekstrakcji
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetarny Terminal Startowy
sector.coastline.name = Linia Brzegowa
sector.navalFortress.name = Morska Forteca
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Optymalna lokalizacja, aby rozpocząć jeszcze raz. Niskie zagrożenie. Niewiele zasobów.\nZbierz możliwie jak najwięcej miedzi i ołowiu.\nPrzejdź do następnej strefy jak najszybciej.
sector.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki się rozprzestrzeniały. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nZacznij od produkcji prądu. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy.
@@ -824,6 +850,18 @@ sector.impact0078.description = Tutaj leżą pozostałości międzygwiezdnego st
sector.planetaryTerminal.description = Ostatni cel.\n\nTa baza przybrzeżna zawiera strukturę zdolną do wystrzeliwania rdzeni na lokalne planety. Jest wyjątkowo dobrze strzeżona.\n\nProdukuj jednostki morskie. Jak najszybciej wyeliminuj wroga. Zbadaj tą strukturę.
sector.coastline.description = W tej lokalizacji zostały znalezione resztki technologii jednostek morskich. Odeprzyj ataki wroga, przejmij ten sektor i zdobądź technologię.
sector.navalFortress.description = Wróg założył bazę na odległej, naturalnie ufortyfikowanej wyspie. Zniszcz tę bazę. Zdobądź zaawansowaną technologię statków morskich i zbadaj ją.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Początek
sector.aegis.name = Egida
@@ -980,7 +1018,7 @@ stat.abilities = Umiejętności
stat.canboost = Może przyspieszyć
stat.flying = Może latać
stat.ammouse = Zużycie Amunicji
-stat.ammocapacity = Ammo Capacity
+stat.ammocapacity = Pojemność Amunicji
stat.damagemultiplier = Mnożnik Obrażeń
stat.healthmultiplier = Mnożnik Zdrowia
stat.speedmultiplier = Mnożnik Prędkości
@@ -989,6 +1027,7 @@ stat.buildspeedmultiplier = Mnożnik Prędkości Budowania
stat.reactive = Reaguje
stat.immunities = Odporności
stat.healing = Leczy
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Pole Siłowe
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1021,6 +1060,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1035,6 +1075,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
bar.drilltierreq = Wymagane Lepsze Wiertło
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Brak Zasobów
bar.corereq = Wymagany Rdzeń
bar.corefloor = Wymagana strefa dla rdzenia
@@ -1043,6 +1084,7 @@ bar.drillspeed = Prędkość wiertła: {0}/s
bar.pumpspeed = Prędkość pompy: {0}/s
bar.efficiency = Efektywność: {0}%
bar.boost = Przyspieszenie: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Moc: {0}
bar.powerstored = Zmagazynowano: {0}/{1}
bar.poweramount = Moc: {0}
@@ -1053,6 +1095,7 @@ bar.capacity = Pojemność: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Płyn
bar.heat = Ciepło
+bar.cooldown = Cooldown
bar.instability = Niestabilność
bar.heatamount = Ciepło: {0}
bar.heatpercent = Ciepło: {0} ({1}%)
@@ -1077,6 +1120,7 @@ bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału:
bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe:
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] odrzut
bullet.pierce = [stat]{0}[lightgray]x przebicia
bullet.infinitepierce = [stat]przebijający
@@ -1085,6 +1129,8 @@ bullet.healamount = [stat]{0}[lightgray] bezpośrednia naprawa
bullet.multiplier = [stat]{0}[lightgray]x mnożnik amunicji
bullet.reload = [stat]{0}[lightgray]x szybkość ataku
bullet.range = [stat]{0}[lightgray] zasięg ataku
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = bloki
unit.blockssquared = bloki²
@@ -1101,13 +1147,14 @@ unit.minutes = mins
unit.persecond = /sekundę
unit.perminute = /min
unit.timesspeed = x prędkość
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = życie tarczy
unit.items = przedmioty
unit.thousands = tys.
unit.millions = mln.
unit.billions = mld.
-unit.shots = shots
+unit.shots = strzały
unit.pershot = /strzał
category.purpose = Opis
category.general = Główne
@@ -1145,18 +1192,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Skalowanie interfejsu[lightgray] (wymaga restartu)[]
setting.uiscale.description = Aby zastosować zmiany, wymagane jest ponowne uruchomienie.
setting.swapdiagonal.name = Pozwala na ukośną budowę
-setting.difficulty.training = Treningowy
-setting.difficulty.easy = Łatwy
-setting.difficulty.normal = Normalny
-setting.difficulty.hard = Trudny
-setting.difficulty.insane = Szalony
-setting.difficulty.name = Poziom trudności
setting.screenshake.name = Siła wstrząsów ekranu
setting.bloomintensity.name = Intensywaność Rozmycia
setting.bloomblur.name = Niewyraźność Rozmycia
setting.effects.name = Wyświetlanie efektów
setting.destroyedblocks.name = Wyświetl zniszczone bloki
setting.blockstatus.name = Wyświetl status bloków
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Ustalanie ścieżki przenośników
setting.sensitivity.name = Czułość kontrolera
setting.saveinterval.name = Interwał automatycznego zapisywania
@@ -1183,11 +1225,13 @@ setting.mutemusic.name = Wycisz muzykę
setting.sfxvol.name = Głośność dźwięków
setting.mutesound.name = Wycisz dźwięki
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Automatyczne tworzenie zapisów
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limit graczy
setting.chatopacity.name = Przezroczystość czatu
setting.lasersopacity.name = Przezroczystość laserów zasilających
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Przezroczystość mostów
setting.playerchat.name = Wyświetlaj dymek czatu w grze
setting.showweather.name = Pokaż pogodę
@@ -1240,6 +1284,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Odbuduj Region
keybind.schematic_select.name = Wybierz Region
keybind.schematic_menu.name = Menu Schematów
@@ -1317,12 +1362,16 @@ rules.wavetimer = Zegar Fal
rules.wavesending = Wysyłanie Fal
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Fale
rules.airUseSpawns = Air units use spawn points
rules.attack = Tryb Ataku
rules.buildai = AI Budowania Baz
rules.buildaitier = Poziom Budowania AI
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Minimalny Rozmiar Składu
rules.rtsmaxsquadsize = Maksymalny Rozmiar Składu
rules.rtsminattackweight = Minimalna Waga Ataku
@@ -1338,12 +1387,14 @@ rules.unitcostmultiplier = Mnożnik Kosztu Jednostek
rules.unithealthmultiplier = Mnożnik Życia Jednostek
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Podstawowy limit jednostek
rules.limitarea = Limit Obszaru Mapy
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Odstępy Między Falami:[lightgray] (sek)
rules.initialwavespacing = Początkowy Odstęp Pomiędzy Falami:[lightgray] (sek)
rules.buildcostmultiplier = Mnożnik Kosztów Budowania
@@ -1365,6 +1416,12 @@ rules.title.teams = Drużyny
rules.title.planet = Planet
rules.lighting = Oświetlenie
rules.fog = Mgła Wojny
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Ogień
rules.anyenv =
rules.explosions = Uszkodzenia Wybuchu Bloku/Jednostki
@@ -1373,6 +1430,7 @@ rules.weather = Pogoda
rules.weather.frequency = Częstotliwość:
rules.weather.always = Zawsze
rules.weather.duration = Czas trwania:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1523,6 +1581,8 @@ block.graphite-press.name = Grafitowa Prasa
block.multi-press.name = Multi-Prasa
block.constructing = {0} [lightgray](Budowa)
block.spawn.name = Spawn wrogów
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Rdzeń: Odłamek
block.core-foundation.name = Rdzeń: Podstawa
block.core-nucleus.name = Rdzeń: Jądro
@@ -1686,6 +1746,8 @@ block.meltdown.name = Roztapiacz
block.foreshadow.name = Zeus
block.container.name = Kontener
block.launch-pad.name = Wyrzutnia
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Fabryka Naziemna
block.air-factory.name = Fabryka Powietrzna
@@ -1781,6 +1843,7 @@ block.electric-heater.name = Podgrzewacz Elektryczny
block.slag-heater.name = Podgrzewacz Żużlowy
block.phase-heater.name = Podgrzewacz Fazowy
block.heat-redirector.name = Kierownik Ciepła
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Rozdzielacz Ciepła
block.slag-incinerator.name = Spalarnia Żużla
block.carbide-crucible.name = Tygiel Karbidu
@@ -1828,6 +1891,7 @@ block.chemical-combustion-chamber.name = Chemiczna Komora Spalania
block.pyrolysis-generator.name = Generator Pirolizy
block.vent-condenser.name = Skraplacz Pary
block.cliff-crusher.name = Rozdrabniacz Klifów
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plazmowe Wiertło
block.large-plasma-bore.name = Duże Plazmowe Wiertło
block.impact-drill.name = Uderzeniowe Wiertło
@@ -2054,6 +2118,10 @@ block.phase-wall.description = Mur pokryty specjalną mieszanką opartą o Włó
block.phase-wall-large.description = Mur pokryty specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków.\nObejmuje wiele kratek.
block.surge-wall.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.
block.surge-wall-large.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Małe drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą przez nie strzelać oraz nimi przechodzić.
block.door-large.description = Duże drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą przez nie strzelać oraz nimi przechodzić.\nObejmują wiele kratek.
block.mender.description = Co jakiś czas naprawia bloki w zasięgu. Utrzymuje struktury obronne w dobrym stanie.\nOpcjonalnie używa krzemu do zwiększenia zasięgu i szybkości naprawy.
@@ -2120,7 +2188,9 @@ block.vault.description = Przechowuje duże ilości przedmiotów każdego rodzaj
block.container.description = Przechowuje małe ilości przedmiotów każdego rodzaju. Zawartość kontenera można wyciągnąć za pomocą ekstraktorów.
block.unloader.description = Wyciąga przedmioty z przyległych bloków. Typ przedmiotu jaki zostanie wyciągniety może zostać zmieniony poprzez kliknięcie.
block.launch-pad.description = Wysyła pakiety przedmiotów bez potrzeby wystrzeliwania rdzenia.
-block.launch-pad.details = System sub-orbitalny do transportu zasobów z punktu do punktu. Ładunki są kruche i nie są w stanie przetrwać ponownego wejścia.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Standardowa wieżyczka obronna, strzelająca naprzemian pociskami w jednostki wroga.
block.scatter.description = Rażąca wieża przeciwlotnicza, rozsiewająca śrut z ołowiu, złomu lub metaszkła w powietrzne jednostki wroga.
block.scorch.description = Podpalająca wieżyczka obronna, szczególnie efektywna wobec grupek wrogów naziemnych.
@@ -2181,6 +2251,7 @@ block.electric-heater.description = Ogrzewa bloki naprzeciw, używając do tego
block.slag-heater.description = Ogrzewa bloki naprzeciw, używając do tego żużlu.
block.phase-heater.description = Ogrzewa bloki naprzeciw, używając do tego włókna fazowego.
block.heat-redirector.description = Przekazuje zebrane ciepło do bloku naprzeciw.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Rozprowadza zgromadzone ciepło w trzech różnych kierunkach.
block.electrolyzer.description = Poddaje wodę elektrolizie, uzyskując wodór i ozon w postaci gazowej.
block.atmospheric-concentrator.description = Koncentruje azot z atmosfery, używając do tego ciepła.
@@ -2193,6 +2264,7 @@ block.vent-condenser.description = Skrapla parę wodną z gejzeru.
block.plasma-bore.description = Wydobywa rudę znajdującą się na ścianach. Wymaga minimalnej ilości prądu. Ilość rudy wydobytej co cykl zależy od ilości bloków rudy naprzeciw wiertła.
block.large-plasma-bore.description = Większe wiertło plazmowe. Wydobywa rudę znajdującą się na ścianach. Wymaga większej ilości prądu i dodatkowo wodoru, ale może wydobyć wolfram i tor. Ilość rudy wydobytej co cykl zależy od ilości bloków rudy naprzeciw wiertła.
block.cliff-crusher.description = Kruszy ściany, uzyskując w ten sposób piasek. Wydajność zależy od rodzaju ściany. Wymaga prądu.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Kiedy stoi na rudzie, wydobywa surowce seriami. Wymaga prądu i wody.
block.eruption-drill.description = Ulepszona wersja wiertła wybuchowego. Zdolne do wydobycia toru. Potrzebuje wodoru do działania.
block.reinforced-conduit.description = Służy do przemieszczania płynów i gazów. Od boku można podłączyć tylko inne rury.
@@ -2326,6 +2398,7 @@ unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
@@ -2564,3 +2637,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_pt_BR.properties b/core/assets/bundles/bundle_pt_BR.properties
index faaf81ac7e..b0b8b9655d 100644
--- a/core/assets/bundles/bundle_pt_BR.properties
+++ b/core/assets/bundles/bundle_pt_BR.properties
@@ -1,12 +1,12 @@
credits.text = Criado por [royal]Anuken[] - [sky]anukendev@gmail.com[]
credits = Créditos
-contributors = Tradutores e contribuidores
+contributors = Tradutores e Contribuidores
discord = Junte-se ao Discord do Mindustry! (Lá nós falamos em diversos idiomas!)
link.discord.description = O Discord oficial do Mindustry
link.reddit.description = O subreddit do Mindustry
link.github.description = Código fonte do jogo.
link.changelog.description = Lista de mudanças da atualização
-link.dev-builds.description = Versões betas
+link.dev-builds.description = Builds de desenvolvimento instáveis
link.trello.description = Trello oficial para atualizações planejadas
link.itch.io.description = Página do Itch.io com os downloads
link.google-play.description = Página da Google Play store
@@ -18,7 +18,7 @@ linkopen = Este servidor lhe enviou um link. Você tem certeza de que quer abri-
linkfail = Falha ao abrir o link\nO Url foi copiado para a área de transferência.
screenshot = Screenshot salva para {0}
screenshot.invalid = Este mapa é grande demais, você pode estar potencialmente sem memória suficiente para captura de tela.
-gameover = O núcleo foi destruído.
+gameover = Fim de jogo.
gameover.disconnect = Desconectado
gameover.pvp = O time[accent] {0}[] ganhou!
gameover.waiting = [accent]Esperando pelo próximo mapa...
@@ -34,7 +34,7 @@ load.system = Sistema
load.mod = Mods
load.scripts = Scripts
-be.update = Uma nova versão beta está disponível:
+be.update = Uma nova versão de teste está disponível:
be.update.confirm = Baixar e reiniciar o jogo agora?
be.updating = Atualizando...
be.ignore = Ignorar
@@ -51,37 +51,38 @@ mods.browser.latest =
mods.browser.releases = Versões
mods.github.open = Repositório
mods.github.open-release = Página da versão
+
mods.browser.sortdate = Ordenar por mais recente
mods.browser.sortstars = Ordenar por estrelas
schematic = Esquema
-schematic.add = Salvar esquema
+schematic.add = Salvar esquema...
schematics = Esquemas
-schematic.search = Search schematics...
+schematic.search = Procurar esquemas...
schematic.replace = Um esquema com esse nome já existe. Substituí-lo?
schematic.exists = Um esquema com esse nome já existe.
schematic.import = Importar esquema...
-schematic.exportfile = Exportar arquivo
-schematic.importfile = Importar arquivo
-schematic.browseworkshop = Navegar pela oficina
+schematic.exportfile = Exportar Arquivo
+schematic.importfile = Importar Arquivo
+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}][]: Espelhar Esquema
schematic.saved = Esquema salvo.
schematic.delete.confirm = Esse esquema será apagado. Tem certeza?
-schematic.edit = Edit Schematic
+schematic.edit = Editar Esquema
schematic.info = {0}x{1}, {2} blocos
schematic.disabled = [scarlet]Esquemas desativados[]\nVocê não tem permissão para usar esquemas nesse [accent]mapa[] ou [accent]servidor.
-schematic.tags = Tags:
-schematic.edittags = Editar Tags
-schematic.addtag = Adicionar Tag
-schematic.texttag = Tag de Texto
-schematic.icontag = Tag de Ícone
-schematic.renametag = Renomear Tag
+schematic.tags = Etiquetas:
+schematic.edittags = Editar Etiquetas
+schematic.addtag = Adicionar Etiqueta
+schematic.texttag = Etiqueta de Texto
+schematic.icontag = Etiqueta de Ícone
+schematic.renametag = Renomear Etiqueta
schematic.tagged = {0} tagged
-schematic.tagdelconfirm = Deletar essa tag completamente?
-schematic.tagexists = Essa tag já existe.
+schematic.tagdelconfirm = Deletar essa etiqueta completamente?
+schematic.tagexists = Essa etiqueta já existe.
stats = Estatísticas
stats.wave = Hordas Derrotadas
@@ -92,20 +93,20 @@ stats.destroyed = Construções Destruídas
stats.deconstructed = Construções Desconstruídas
stats.playtime = Tempo Jogado
-globalitems = [accent]Itens Globais
-map.delete = Certeza que quer deletar o mapa "[accent]{0}[]"?
-level.highscore = Melhor\npontuação: [accent] {0}
+globalitems = [accent]Itens do Planeta
+map.delete = Você tem certeza que quer deletar o mapa "[accent]{0}[]"?
+level.highscore = Melhor pontuação: [accent]{0}
level.select = Seleção de fase
level.mode = Modo de jogo:
-coreattack = < O núcleo está sob ataque! >
-nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação Iminente
+coreattack = < O Núcleo está sob ataque! >
+nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
database = Banco de Dados do Núcleo
database.button = Banco de Dados
-savegame = Salvar jogo
-loadgame = Carregar jogo
-joingame = Entrar no jogo
-customgame = Jogo customi-\nzado
-newgame = Novo jogo
+savegame = Salvar Jogo
+loadgame = Carregar Jogo
+joingame = Juntar-se ao Jogo
+customgame = Jogo Customizado
+newgame = Novo Jogo
none =
none.found = [lightgray]
none.inmap = [lightgray]
@@ -114,36 +115,37 @@ position = Posição
close = Fechar
website = Site
quit = Sair
-save.quit = Salvar e sair
+save.quit = Salvar e Sair
maps = Mapas
maps.browse = Pesquisar mapas
continue = Continuar
maps.none = [lightgray]Nenhum mapa encontrado!
invalid = Inválido
pickcolor = Escolher Cor
-preparingconfig = Preparando configuração
-preparingcontent = Preparando conteúdo
-uploadingcontent = Fazendo upload do conteúdo
-uploadingpreviewfile = Fazendo upload do arquivo de pré-visualização
-committingchanges = Enviando mudanças
+preparingconfig = Preparando Configuração
+preparingcontent = Preparando Conteúdo
+uploadingcontent = Fazendo Upload do Conteúdo
+uploadingpreviewfile = Fazendo Upload do Arquivo de Pré-visualização
+committingchanges = Enviando Mudanças
done = Feito
feature.unsupported = Seu dispositivo não suporta este recurso.
mods.initfailed = [red]⚠[] A instância anterior do Mindustry falhou ao inicializar. Provavelmente causado por mods com problema.\n\nPara previnir um loop de crash, [red]todos os mods foram desativados.[]
mods = Mods
mods.none = [lightgray]Nenhum mod encontrado!
-mods.guide = Guia de mods
+mods.guide = Guia de Criar Mods
mods.report = Reportar um Bug
-mods.openfolder = Abrir pasta de mods
-mods.viewcontent = Ver conteúdo
+mods.openfolder = Abrir Pasta de Mods
+mods.viewcontent = Ver Conteúdo
mods.reload = Recarregar
-mods.reloadexit = O jogo vai fechar, para poder recarregar os mods.
+mods.reloadexit = O jogo agora irá fechar, para recarregar os mods.
mod.installed = [[Instalado]
mod.display = [gray]Mod:[orange] {0}
mod.enabled = [lightgray]Ativado
-mod.disabled = [scarlet]Desativado
+mod.disabled = [red]Desativado
mod.multiplayer.compatible = [gray]Compatível com Multiplayer
mod.disable = Desati-\nvar
+mod.version = Version:
mod.content = Conteúdo:
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
mod.incompatiblegame = [red]Jogo desatualizado
@@ -151,24 +153,27 @@ mod.incompatiblemod = [red]Incompatível
mod.blacklisted = [red]Não suportado
mod.unmetdependencies = [red]Unmet Dependencies
mod.erroredcontent = [scarlet]Erros no conteúdo
-mod.circulardependencies = [red]Circular Dependencies
-mod.incompletedependencies = [red]Incomplete Dependencies
+mod.circulardependencies = [red]Dependências Mútuas
+mod.incompletedependencies = [red]Dependências Incompletas
+
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nSeu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
mod.outdatedv7.details = Este mod é incompatível com a versão mais recente do jogo. O autor deve atualizá-lo e adicionar [accent]minGameVersion: 136[] ao seu arquivo [accent]mod.json[].
-mod.blacklisted.details = Este mod foi manualmente colocado na lista negra por causar falhas ou outros problemas com esta versão do jogo. Não use isso.
-mod.missingdependencies.details = Este mod está sem dependências: {0}
-mod.erroredcontent.details = Este jogo causou erros ao carregar. Peça ao autor do mod para corrigi-los.
+mod.blacklisted.details = Este mod foi manualmente colocado na lista negra por causar falhas ou outros problemas com esta versão do jogo. Não use-o.
+mod.missingdependencies.details = Este mod está com dependências ausentes: {0}
+mod.erroredcontent.details = Este mod causou erros ao carregar. Peça ao autor do mod para corrigi-los.
mod.circulardependencies.details = Este mod possui dependências que dependem umas das outras.
mod.incompletedependencies.details = Este mod não pode ser carregado devido a dependências inválidas ou ausentes: {0}.
+
mod.requiresversion = Requer a versão do jogo: [red]{0}
+
mod.errors = Ocorreram erros ao carregar o conteúdo.
mod.noerrorplay = [scarlet]Você tem mods com erros.[] Desative os mods afetados ou conserte os erros antes de jogar.
mod.enable = Ativar
mod.requiresrestart = O jogo irá fechar para aplicar as mudanças do mod.
-mod.reloadrequired = [scarlet]Recarregamento necessário
-mod.import = Importar mod
+mod.reloadrequired = [scarlet]Recarregamento Necessário
+mod.import = Importar Mod
mod.import.file = Importar Arquivo
-mod.import.github = Importar mod do GitHub
+mod.import.github = Importar Mod do GitHub
mod.jarwarn = [scarlet]Mods JAR são altamente inseguros.[]\nTenha certeza que esse mod tenha uma fonte confiável!
mod.item.remove = Este item é parte do mod[accent] '{0}'[]. Para removê-lo, desinstale esse mod.
mod.remove.confirm = Este mod será deletado.
@@ -183,15 +188,17 @@ name = Nome:
noname = Escolha[accent] um nome[] primeiro.
search = Procurar:
planetmap = Mapa do Planeta
-launchcore = Lançar núcleo
-filename = Nome do arquivo:
-unlocked = Novo bloco desbloqueado!
+launchcore = Lançar Núcleo
+filename = Nome do Arquivo:
+unlocked = Novo conteúdo desbloqueado!
available = Nova pesquisa disponível!
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
-campaign.select = Selecione a campanha inicial
-campaign.none = [lightgray]Selecione um planeta para começar nele.\nVocê pode mudar de planeta a qualquer momento.
-campaign.erekir = Novo, conteúdo mais polido. Uma progressão mais linear na campanha.\n\nExperiência geral e mapas de maior qualidade.
-campaign.serpulo = Conteúdo antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
+campaign.select = Selecione uma Campanha Inicial
+campaign.none = [lightgray]Selecione um planeta para começar.\nIsso pode ser alterado a qualquer momento.
+campaign.erekir = Conteúdo mais novo e mais polido. Progressão de campanha principalmente linear.\n\nMapas de maior qualidade e experiência geral.
+campaign.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto, mais conteúdo.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
+campaign.difficulty = Difficulty
+
completed = [accent]Completado
techtree = Árvore Tecnológica
techtree.select = Seleção de Árvore Tecnológica
@@ -209,7 +216,7 @@ players.search = Procurar
players.notfound = [gray]Nenhum jogador encontrado
server.closing = [accent]Fechando servidor...
server.kicked.kick = Você foi expulso do servidor!
-server.kicked.whitelist = Você não está na whitelist do servidor.
+server.kicked.whitelist = Você não está na lista branca do servidor.
server.kicked.serverClose = Servidor fechado.
server.kicked.vote = Você foi expulso desse servidor. Adeus.
server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo!
@@ -227,9 +234,9 @@ 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 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
+hostserver = Hospedar Partida Multijogador
+invitefriends = Convidar Amigos
+hostserver.mobile = Hospedar Partida
host = Hospedar
hosting = [accent]Abrindo servidor...
hosts.refresh = Recarregar
@@ -239,87 +246,91 @@ server.refreshing = Atualizando servidor
hosts.none = [lightgray]Nenhum jogo LAN encontrado!
host.invalid = [scarlet]Não foi possivel hospedar
-servers.local = Servidores locais
-servers.local.steam = Jogos públicos e servidores locais
-servers.remote = Servidores remotos
-servers.global = Servidores da comunidade
+servers.local = Servidores Locais
+servers.local.steam = Jogos Públicos e Servidores Locais
+servers.remote = Servidores Remotos
+servers.global = Servidores da Comunidade
servers.disclaimer = Servidores da comunidade [accent]não[] controlados pelo desenvolvedor.\n\nOs servidores podem conter conteúdo não apropriado para todas as idades.
-servers.showhidden = Mostrar servidores escondidos
+servers.showhidden = Mostrar servidores ocultos
server.shown = Mostrar
-server.hidden = Esconder
+server.hidden = Ocultar
-viewplayer = Vendo o Player: [accent]{0}
-trace = Rastrear jogador
+viewplayer = Vendo o Jogador: [accent]{0}
+trace = Rastrear Jogador
trace.playername = Nome do jogador: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = ID: [accent]{0}
-trace.language = Language: [accent]{0}
-trace.mobile = Cliente móvel: [accent]{0}
-trace.modclient = Cliente customizado: [accent]{0}
-trace.times.joined = Vezes que entrou: [accent]{0}
-trace.times.kicked = Vezes que foi expulso: [accent]{0}
+trace.language = Idioma: [accent]{0}
+trace.mobile = Cliente Móvel: [accent]{0}
+trace.modclient = Cliente Customizado: [accent]{0}
+trace.times.joined = Vezes que se Juntou: [accent]{0}
+trace.times.kicked = Vezes que foi Expulso: [accent]{0}
trace.ips = IPs:
trace.names = Names:
invalidid = ID do cliente invalido! Reporte o bug
+
player.ban = Banir
-player.kick = Chutar
+player.kick = Expulsar
player.trace = Rastrear
player.admin = Alternar Admin
-player.team = Trocar time
+player.team = Trocar Time
+
server.bans = Banidos
server.bans.none = Nenhum jogador banido encontrado!
server.admins = Administradores
server.admins.none = Nenhum administrador encontrado!
server.add = Adicionar servidor
-server.delete = Certeza que quer deletar o servidor?
-server.edit = Editar servidor
-server.outdated = [crimson]Servidor desatualizado![]
-server.outdated.client = [crimson]Cliente desatualizado![]
-server.version = [lightgray]Versão: {0}
-server.custombuild = [accent]Versão customizada
-confirmban = Certeza que quer banir "{0}[white]"?
-confirmkick = Certeza que quer expulsar "{0}[white]"?
-confirmunban = Certeza que quer desbanir este jogador?
-confirmadmin = Certeza que quer fazer "{0}[white]" um administrador?
-confirmunadmin = Certeza que quer remover o status de adminstrador do "{0}[white]"?
-votekick.reason = Motivo para chutar por voto
-votekick.reason.message = Tem certeza de que deseja chutar por voto "{0}[white]"?\nSe sim, digite o motivo:
-joingame.title = Entrar no jogo
-joingame.ip = IP:
+server.delete = Você tem certeza que quer deletar esse servidor?
+server.edit = Editar Servidor
+server.outdated = [scarlet]Servidor Desatualizado![]
+server.outdated.client = [scarlet]Cliente Desatualizado![]
+server.version = [gray]v{0} {1}
+server.custombuild = [accent]Versão Customizada
+confirmban = Você tem certeza que quer banir "{0}[white]"?
+confirmkick = Você tem certeza que quer expulsar "{0}[white]"?
+confirmunban = Você tem certeza que quer desbanir este jogador?
+confirmadmin = Você tem certeza que quer fazer "{0}[white]" um administrador?
+confirmunadmin = Você tem certeza que quer remover o status de adminstrador do "{0}[white]"?
+votekick.reason = Motivo para expulsar por votação
+votekick.reason.message = Tem certeza de que deseja expulsar "{0}[white]" por votação?\nSe sim, digite o motivo:
+joingame.title = Juntar-se ao jogo
+joingame.ip = Endereço IP:
disconnect = Desconectado.
disconnect.error = Erro de conexão.
disconnect.closed = Conexão fechada.
disconnect.timeout = Tempo esgotado.
disconnect.data = Falha ao carregar os dados do mundo!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Impossível conectar ([accent]{0}[]).
connecting = [accent]Conectando...
reconnecting = [accent]Reconectando...
connecting.data = [accent]Carregando dados do mundo...
server.port = Porta:
-server.addressinuse = Porta em uso!
-server.invalidport = Numero de port inválido!
-server.error = [crimson]Erro ao hospedar o servidor: [accent]{0}
-save.new = Novo save
-save.overwrite = Você tem certeza que quer sobrescrever este save?
-save.nocampaign = Arquivos salvos individuais da campanha não podem ser importados.
+server.invalidport = Numero de porta inválido!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
+server.error = [scarlet]Erro ao hospedar o servidor.
+save.new = Novo Jogo Salvo
+save.overwrite = Você tem certeza que quer sobrescrever este jogo salvo?
+save.nocampaign = Arquivos de jogos salvos individuais da campanha não podem ser importados.
+
overwrite = Sobrescrever
-save.none = Nenhum save encontrado!
+save.none = Nenhum jogo salvo encontrado!
savefail = Falha ao salvar jogo!
-save.delete.confirm = Certeza que quer deletar este save?
+save.delete.confirm = Certeza que quer deletar este jogo salvo?
save.delete = Deletar
-save.export = Exportar save
-save.import.invalid = [accent]Este save é inválido!
-save.import.fail = [crimson]Falha ao importar save: [accent]{0}
-save.export.fail = [crimson]Falha ao exportar save: [accent]{0}
-save.import = Importar save
-save.newslot = Nome do save:
+save.export = Exportar Jogo Salvo
+save.import.invalid = [accent]Este jogo salvo é inválido!
+save.import.fail = [crimson]Falha ao importar jogo salvo: [accent]{0}
+save.export.fail = [crimson]Falha ao exportar jogo salvo: [accent]{0}
+save.import = Importar jogo salvo
+save.newslot = Nome do jogo salvo:
save.rename = Renomear
-save.rename.text = Novo jogo:
-selectslot = Selecione um lugar para salvar.
+save.rename.text = Novo nome:
+selectslot = Selecione um jogo salvo.
slot = [accent]Slot {0}
-editmessage = Editar mensagem
-save.corrupted = [accent]Save corrompido ou inválido!
+editmessage = Editar Mensagem
+save.corrupted = [accent]Jogo salvo corrompido ou inválido!
empty =
on = Ligado
off = Desligado
@@ -328,86 +339,90 @@ save.autosave = Salvar automaticamente: {0}
save.map = Mapa: {0}
save.wave = Horda {0}
save.mode = Modo de jogo: {0}
-save.date = Último salvamento: {0}
+save.date = Último Salvamento: {0}
save.playtime = Tempo de jogo: {0}
warning = Aviso.
confirm = Confirmar
delete = Excluir
-view.workshop = Ver na oficina
-workshop.listing = Editar a lista da oficina
-ok = OK
+view.workshop = Ver na Oficina
+workshop.listing = Editar a Lista da Oficina
+ok = Certo
open = Abrir
-customize = Customizar
+customize = Customizar Regras
cancel = Cancelar
command = Comando
-command.queue = [lightgray][Queuing]
+command.queue = Fila
command.mine = Minerar
command.repair = Reparar
command.rebuild = Reconstruir
-command.assist = Assist Player
+command.assist = Auxiliar Jogador
command.move = Mover
-command.boost = Boost
-command.enterPayload = Enter Payload Block
-command.loadUnits = Load Units
-command.loadBlocks = Load Blocks
-command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
+
+command.boost = Impulso
+command.enterPayload = Inserir Bloco de Carga útil
+command.loadUnits = Carregar Unidades
+command.loadBlocks = Carregar Blocos
+command.unloadPayload = Descarregar Carga
+command.loopPayload = Loop Unit Transfer
+stance.stop = Cancelar Ordens
+stance.shoot = Modo: Atirar
+stance.holdfire = Modo: Cessar Fogo
+stance.pursuetarget = Modo: Perseguir Alvo
+stance.patrol = Modo: Patrulhar Caminho
+stance.ram = Modo: Vagar\n[lightgray]Andar em linha reta, ignorando o terreno
+
openlink = Abrir Link
-copylink = Copiar link
+copylink = Copiar Link
back = Voltar
max = Máximo
objective = Objetivo do Mapa
-crash.export = Exportar Históricos de Crashes.
-crash.none = Nenhum Histórico de Crashes Encontrado.
-crash.exported = Históricos de Crashes Exportado.
-data.export = Exportar dados
-data.import = Importar dados
-data.openfolder = Abrir pasta de dados
+crash.export = Exportar Logs de Crashes
+crash.none = Nenhum logs de Crashes Encontrado.
+crash.exported = Logs de Crashes Exportado.
+data.export = Exportar Dados
+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 seus dados serão importados, seu jogo irá sair imediatamente.
+data.invalid = Esse 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 seus dados serão importados, seu jogo irá fechar imediatamente.
quit.confirm = Você tem certeza que quer sair?
loading = [accent]Carregando...
downloading = [accent]Baixando...
saving = [accent]Salvando...
-respawn = [accent][[{0}][] para nascer no núcleo
+respawn = [accent][[{0}][] para renascer
cancelbuilding = [accent][[{0}][] para cancelar a construção
selectschematic = [accent][[{0}][] para selecionar + copiar
-pausebuilding = [accent][[{0}][] para parar a construção
+pausebuilding = [accent][[{0}][] para pausar a construção
resumebuilding = [scarlet][[{0}][] para continuar a construção
enablebuilding = [scarlet][[{0}][] para habilitar construção
-showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
-commandmode.name = [accent]Modo de comando
-commandmode.nounits = [nenhuma unidade]
+showui = Interface oculta.\nPressione [accent][[{0}][] para exibir a interface.
+commandmode.name = [accent]Modo de Comando
+commandmode.nounits = [sem unidades]
+
wave = [accent]Horda {0}
wave.cap = [accent]Horda {0}/{1}
-wave.waiting = Proxima horda em {0}
+wave.waiting = [lightgray]Próxima horda em {0}
wave.waveInProgress = [lightgray]Horda em progresso
-waiting = Esperando...
+waiting = [lightgray]Esperando...
waiting.players = Esperando por jogadores...
-wave.enemies = [lightgray]{0} inimigos restantes
-wave.enemycores = [accent]{0}[lightgray] núcleos inimigos
-wave.enemycore = [accent]{0}[lightgray] núcleo inimigo
-wave.enemy = [lightgray]{0} inimigo restante
+wave.enemies = [lightgray]{0} Inimigos Restantes
+wave.enemycores = [accent]{0}[lightgray] Núcleos Inimigos
+wave.enemycore = [accent]{0}[lightgray] Núcleo Inimigo
+wave.enemy = [lightgray]{0} Inimigo Restante
wave.guardianwarn = Guardião se aproximando em [accent]{0}[] hordas.
wave.guardianwarn.one = Guardião se aproximando em [accent]{0}[] horda.
-loadimage = Carregar\nimagem
-saveimage = Salvar\nimagem
+loadimage = Carregar Imagem
+saveimage = Salvar Imagem
unknown = Desconhecido
custom = Customizado
-builtin = Padrão
-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 {0} 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.
-map.nospawn.attack = Esse mapa não tem nenhum núcleo inimigo para o jogador atacar! coloque {0} vermelhos no editor.
+builtin = Embutido
+map.delete.confirm = Você tem certeza que quer deletar este mapa? Isso não pode ser revertido!
+map.random = [accent]Mapa Aleatório
+map.nospawn = Este mapa não possui nenhum Núcleo para o jogador nascer! Adicione um Núcleo {0} para este mapa no editor.
+map.nospawn.pvp = Esse mapa não tem Núcleos inimigos para os jogadores nascerem! Adicione [scarlet]Núcleos não-laranjas[] para este mapa no editor.
+map.nospawn.attack = Esse mapa não tem nenhum Núcleo inimigo para o jogador atacar! Adicione um Núcleos {0} para este mapa no editor.
map.invalid = Erro ao carregar o mapa: Arquivo de mapa invalido ou corrupto.
-workshop.update = Atualizar item
+workshop.update = Atualizar Item
workshop.error = Erro buscando os detalhes da oficina: {0}
map.publish.confirm = Você tem certeza de que quer publicar este mapa?\n\n[lightgray]Tenha certeza de que você concorda com o EULA da oficina primeiro, ou seus mapas não serão mostrados!
workshop.menu = Selecione oquê você gostaria de fazer com esse item.
@@ -494,6 +509,7 @@ waves.units.show = Mostrar tudo
wavemode.counts = quantidade
wavemode.totals = total
wavemode.health = vida
+all = All
editor.default = [lightgray]
details = Detalhes...
@@ -664,7 +680,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Controle o setor em {0}
requirement.onsector = Lance no setor: {0}
launch.text = Lançar
-research.multiplayer = Apenas o host pode pesquisar itens.
map.multiplayer = Apenas o host consegue ver os setores.
uncover = Descobrir
configure = Configurar carregamento
@@ -716,14 +731,18 @@ loadout = Carregamento
resources = Recursos
resources.max = Máximo
bannedblocks = Blocos Banidos
+unbannedblocks = Unbanned Blocks
objectives = Objetivos
bannedunits = Unidades Banidas
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Adicionar Todos
launch.from = Lançando de: [accent]{0}
launch.capacity = Capacidade para Lançamento de Itens: [accent]{0}
launch.destination = Destino: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = A quantidade deve ser um número entre 0 e {0}.
add = Adicionar...
guardian = Guardião
@@ -738,6 +757,7 @@ error.mapnotfound = Arquivo de mapa não encontrado!
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.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Chuva
weather.snowing.name = Neve
@@ -761,7 +781,9 @@ sectors.stored = Armazenado:
sectors.resume = Continuar
sectors.launch = Lançar
sectors.select = Selecionar
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]nenhum (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Renomear Setor
sectors.enemybase = [scarlet]Base Inimiga
sectors.vulnerable = [scarlet]Vulnerável
@@ -788,6 +810,11 @@ threat.medium = Média
threat.high = Alta
threat.extreme = Extrema
threat.eradication = Erradicação
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planetas
@@ -810,9 +837,19 @@ sector.fungalPass.name = Passagem Fúngica
sector.biomassFacility.name = Instalação de Síntese de Biomassa
sector.windsweptIslands.name = Ilhas Ventadas
sector.extractionOutpost.name = Posto Avançado de Extração
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Terminal de Lançamento Planetário.
sector.coastline.name = Litoral
sector.navalFortress.name = Fortaleza Naval
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -832,6 +869,18 @@ sector.impact0078.description = Aqui repousas restos de um reservatório de tran
sector.planetaryTerminal.description = O último alvo.\n\nEssa base costeira contém a estrutura capaz de lançar Núcleos para planetas locais. É extremamente bem guardado.\n\nProduza unidades navais. Elimine o inimigo o mais rápido o possível. pesquise a estrutura de lançamento.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = O Começo
sector.aegis.name = Aegis
@@ -1000,6 +1049,7 @@ stat.buildspeedmultiplier = Multiplicador de Velocidade de Construção
stat.reactive = Reage
stat.immunities = Imunidades
stat.healing = Reparo
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Campo de Força
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1032,6 +1082,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1045,6 +1096,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Somente depósito no núcleo permitido
bar.drilltierreq = Broca melhor necessária.
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Recursos Insuficientes
bar.corereq = Base do Núcleo Necessária
bar.corefloor = Zona do Núcleo Necessária
@@ -1053,6 +1105,7 @@ bar.drillspeed = Velocidade da Broca: {0}/s
bar.pumpspeed = Velocidade da Bomba: {0}/s
bar.efficiency = Eficiência: {0}%
bar.boost = Impulso: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energia: {0}
bar.powerstored = Armazenada: {0}/{1}
bar.poweramount = Energia: {0}
@@ -1063,6 +1116,7 @@ bar.capacity = Capacidade: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Líquido
bar.heat = Calor
+bar.cooldown = Cooldown
bar.instability = Instabilidade
bar.heatamount = Calor: {0}
bar.heatpercent = Calor: {0} ({1}%)
@@ -1087,6 +1141,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x balas de fragmentação:
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] Impulso
bullet.pierce = [stat]{0}[lightgray]x perfuração
bullet.infinitepierce = [stat]perfuração
@@ -1095,6 +1150,8 @@ bullet.healamount = [stat]{0}[lightgray] reparo direto
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munição
bullet.reload = [stat]{0}[lightgray]x cadência de tiro
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = Blocos
unit.blockssquared = Blocos²
@@ -1111,6 +1168,7 @@ unit.minutes = mins
unit.persecond = /segundo
unit.perminute = /min
unit.timesspeed = x Velocidade
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = Saúde do escudo
unit.items = itens
@@ -1155,18 +1213,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Escala da\ninterface[lightgray] (reinicialização requerida)[]
setting.uiscale.description = Reinicialização necessária para aplicar as alterações.
setting.swapdiagonal.name = Sempre colocação diagonal
-setting.difficulty.training = Treinamento
-setting.difficulty.easy = Fácil
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Difícil
-setting.difficulty.insane = Insano
-setting.difficulty.name = Dificuldade
setting.screenshake.name = Vibração da Tela
setting.bloomintensity.name = Itensidade do Bloom
setting.bloomblur.name = Desfoque do Bloom
setting.effects.name = Efeitos
setting.destroyedblocks.name = Mostrar Blocos Destruídos
setting.blockstatus.name = Mostrar a Propriedade dos Blocos
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Esteiras Encontram Caminho
setting.sensitivity.name = Sensibilidade do Controle
setting.saveinterval.name = Intervalo de Auto Salvamento
@@ -1193,11 +1246,13 @@ setting.mutemusic.name = Desligar Música
setting.sfxvol.name = Volume de Efeitos
setting.mutesound.name = Desligar Som
setting.crashreport.name = Enviar denúncias anônimas de erros
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Criar salvamentos automaticamente
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limites de Player
setting.chatopacity.name = Opacidade do chat
setting.lasersopacity.name = Opacidade do laser
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Opacidade da ponte
setting.playerchat.name = Mostrar chat em jogo
setting.showweather.name = Mostrar Gráficos do Clima
@@ -1250,6 +1305,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Selecionar região
keybind.schematic_menu.name = Menu de Esquemas
@@ -1327,12 +1383,16 @@ rules.wavetimer = Tempo de horda
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Hordas
rules.airUseSpawns = Air units use spawn points
rules.attack = Modo de ataque
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Tamanho mínimo do esquadrão
rules.rtsmaxsquadsize = Tamanho máximo do esquadrão
rules.rtsminattackweight = Peso Mínimo de Ataque
@@ -1348,12 +1408,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Multiplicador de vida de unidade
rules.unitdamagemultiplier = Multiplicador de dano de Unidade
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Multiplicador de Energia Solar
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Capacidade base da Unidade
rules.limitarea = Limitar área do mapa
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Espaço de tempo entre hordas:[lightgray] (seg)
rules.initialwavespacing = Espaçamento de onda inicial:[lightgray] (seg)
rules.buildcostmultiplier = Multiplicador de custo de construção
@@ -1375,6 +1437,12 @@ rules.title.teams = Times
rules.title.planet = Planeta
rules.lighting = Iluminação
rules.fog = Névoa de Guerra
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fogo
rules.anyenv =
rules.explosions = Dano de explosão de unidades/blocos
@@ -1383,6 +1451,7 @@ rules.weather = Clima
rules.weather.frequency = Frequência:
rules.weather.always = Sempre
rules.weather.duration = Duração:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1523,6 +1592,8 @@ block.graphite-press.name = Prensa de grafite
block.multi-press.name = Multi-Prensa
block.constructing = {0}\n[lightgray](Construindo)
block.spawn.name = Área Inimiga
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Fragmento do Núcleo
block.core-foundation.name = Fundação do Núcleo
block.core-nucleus.name = Centro do Núcleo
@@ -1686,6 +1757,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Contêiner
block.launch-pad.name = Plataforma de Lançamento
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Fábrica de Unidades Terrestres
block.air-factory.name = Fábrica de Unidades Aéreas
@@ -1780,6 +1853,7 @@ block.electric-heater.name = Aquecedor Elétrico
block.slag-heater.name = Aquecedor de Escória
block.phase-heater.name = Aquecedor de Fase
block.heat-redirector.name = Redirecionador de Calor
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Incinerador de Escória
block.carbide-crucible.name = Crisol de Carboneto
@@ -1827,6 +1901,7 @@ block.chemical-combustion-chamber.name = Câmara de Combustão Química
block.pyrolysis-generator.name = Gerador de Pirólise
block.vent-condenser.name = Condensador de Ventilação
block.cliff-crusher.name = Esmagador de Penhasco
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Mineradora de Plasma
block.large-plasma-bore.name = Mineradora de Plasma Grande
block.impact-drill.name = Broca de Impacto
@@ -2062,6 +2137,10 @@ block.phase-wall.description = Um muro revestido com tecido de fase. Reflete a m
block.phase-wall-large.description = Um muro revestido com tecido de fase. Reflete a maioria das balas ao impacto. Ocupa múltiplos blocos.
block.surge-wall.description = Um bloco defensivo extremamente durável. Se carrega com eletricidade no contato com as balas, soltando-as aleatoriamente.
block.surge-wall-large.description = Um bloco defensivo extremamente durável. Se carrega com eletricidade no contato com as balas, soltando-as aleatoriamente. Ocupa multiplos blocos.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
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. Ocupa múltiplos blocos.
block.mender.description = Periodicamente repara blocos vizinhos.\nOpicionalmente usa silício para aumentar o alcance e a eficácia.
@@ -2128,7 +2207,9 @@ block.vault.description = Armazena uma grande quantidade de itens de cada tipo.
block.container.description = Armazena uma pequena quantidade de itens de cada tipo. Expande o armazenamento quando colocado próximo a um núcleo. O conteúdo pode ser recuperado com um descarregador.
block.unloader.description = Descarrega o item selecionado dos blocos próximos.
block.launch-pad.description = Lança lotes de itens para setores selecionados.
-block.launch-pad.details = Sistema sub-orbital para transporte ponto-a-ponto de recursos. As cápsulas de carga são frágeis e incapazes de sobreviver à reentrada.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Dispara balas alternadas em inimigos.
block.scatter.description = Dispara tiros aglomerados de chumbo, sucata ou metavidro em unidades aéreas.
block.scorch.description = Queima qualquer unidade que estiver próxima. Altamente efetivo se for de perto.
@@ -2191,6 +2272,7 @@ block.electric-heater.description = Aquece blocos a frente. Requer grandes quant
block.slag-heater.description = Aquece blocos a frente. Requer Escória.
block.phase-heater.description = Aquece blocos a frente. Requer Tecido de Fase
block.heat-redirector.description = Redireciona o calor acumulado para outros blocos.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converte Água em Hidrogênio e gás de Ozônio.
block.atmospheric-concentrator.description = Concentra o Nitrogênio da atmosfera. Requer calor.
@@ -2203,6 +2285,7 @@ block.vent-condenser.description = Condensa os gases de ventilação em água. C
block.plasma-bore.description = Quando colocado de frente para uma parede de minério, produz itens por tempo indeterminado. Requer pequenas quantidades de energia.
block.large-plasma-bore.description = Uma Broca de Plasma maior. Capaz de extrair tungstênio e tório. Requer hidrogênio e energia.
block.cliff-crusher.description = Esmaga as paredes, produzindo areia indefinidamente. Requer energia. A eficiência varia de acordo com o tipo de parede.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Quando colocados sobre minério, os itens saem em rajadas indefinidamente. Requer energia e água.
block.eruption-drill.description = Uma Broca de Impacto melhorada. Capaz de minerar Tório. Requer Hidrogênio.
block.reinforced-conduit.description = Movimenta fluidos para frente. Não aceita entradas de outros blocos, a não ser canos, dos lados.
@@ -2325,6 +2408,7 @@ unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópol
lst.read = Ler um número de uma célula de memória vinculada.
lst.write = Escrever um número de uma célula de memória vinculada.
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
@@ -2562,3 +2646,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_pt_PT.properties b/core/assets/bundles/bundle_pt_PT.properties
index 394f34e694..7119604a38 100644
--- a/core/assets/bundles/bundle_pt_PT.properties
+++ b/core/assets/bundles/bundle_pt_PT.properties
@@ -1,30 +1,30 @@
credits.text = Criado por [royal]Anuken[] - [sky]anukendev@gmail.com[]
credits = Créditos
contributors = Tradutores e contribuidores
-discord = Junte-se ao Discord do Mindustry! (Lá falamos inglês)
-link.discord.description = O discord oficial do Mindustry
-link.reddit.description = The Mindustry subreddit
+discord = Junte-se ao Discord do Mindustry! (Lá falamos várias linguas)
+link.discord.description = O Discord oficial do Mindustry
+link.reddit.description = O subreddit do Minustry
link.github.description = Código-fonte do jogo.
link.changelog.description = Lista de mudanças da atualização
-link.dev-builds.description = Desenvolvimentos Instáveis
-link.trello.description = Trello Oficial para Atualizações Planejadas
-link.itch.io.description = Pagina da Itch.io com os Descarregamentos
-link.google-play.description = Listamento do google play store
-link.f-droid.description = F-Droid catalogue listing
+link.dev-builds.description = Versões instáves em desenvolvimento
+link.trello.description = Trello Oficial para atualizações planeadas
+link.itch.io.description = Pagina da Itch.io com as transferências
+link.google-play.description = Página da Google Play Store
+link.f-droid.description = Lista do F-Droid
link.wiki.description = Wiki oficial do Mindustry
link.suggestions.description = Sugerir novas funcionalidades
-link.bug.description = Found one? Report it here
-linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
-linkfail = Falha ao abrir a ligação\nO Url foi copiado
-screenshot = Screenshot gravado para {0}
-screenshot.invalid = Mapa grande demais, Potencialmente sem memória suficiente para captura.
+link.bug.description = Achou algum? Reporte-o aqui
+linkopen = Este servidor enviou-lhe um link. Tem a certeza que o quer abrir?\n\n[sky]{0}
+linkfail = Falha ao abrir a ligação\nO Url foi copiado para a área de transferência
+screenshot = Captura de ecrã gravada em {0}
+screenshot.invalid = Mapa grande demais, potencialmente sem memória suficiente para captura.
gameover = O núcleo foi destruído.
-gameover.disconnect = Disconnect
-gameover.pvp = O time[accent] {0}[] ganhou!
-gameover.waiting = [accent]Waiting for next map...
+gameover.disconnect = Desconectar
+gameover.pvp = A equipa [accent] {0}[] ganhou!
+gameover.waiting = [accent]Aguardando pelo próximo mapa...
highscore = [accent]Novo recorde!
copied = Copiado.
-indev.notready = This part of the game isn't ready yet
+indev.notready = Esta parte do jogo ainda não esta pronta
load.sound = Sons
load.map = Mapas
@@ -34,31 +34,32 @@ load.system = Sistema
load.mod = Mods
load.scripts = Scripts
-be.update = Uma nova versão do Bleeding Edge está disponível:
+be.update = Uma nova versão Bleeding Edge está disponível:
be.update.confirm = Transferir e reiniciar agora?
be.updating = A atualizar...
-be.ignore = Ignora
+be.ignore = Ignorar
be.noupdates = Atualizações não encontradas.
-be.check = A Verificar por atualizações
-mods.browser = Mod Browser
-mods.browser.selected = Selected mod
-mods.browser.add = Install
-mods.browser.reinstall = Reinstall
-mods.browser.view-releases = View Releases
-mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
-mods.browser.latest =
-mods.browser.releases = Releases
-mods.github.open = Repo
-mods.github.open-release = Release Page
-mods.browser.sortdate = Sort by recent
-mods.browser.sortstars = Sort by stars
+be.check = Verificar por atualizações
+
+mods.browser = Navegador de mods
+mods.browser.selected = Mod selecionado
+mods.browser.add = Instalar
+mods.browser.reinstall = Reinstalar
+mods.browser.view-releases = Ver versões
+mods.browser.noreleases = [scarlet]Nenhuma versão encontrada\n[accent]Não foi possível encontrar nenhuma versão do mod. Verifique se o repositório do mod tem alguma versão publicada.
+mods.browser.latest =
+mods.browser.releases = Versões
+mods.github.open = Repositório
+mods.github.open-release = Página da versão
+mods.browser.sortdate = Ordenar por mais recente
+mods.browser.sortstars = Ordenar por estrelas
schematic = Esquema
-schematic.add = Gravar Esquema...
+schematic.add = Guardar Esquema...
schematics = Esquemas
-schematic.search = Search schematics...
+schematic.search = Procurar esquemas...
schematic.replace = Um esquema com esse nome já existe. Deseja substituí-lo?
-schematic.exists = A schematic by that name already exists.
+schematic.exists = Um esquema com esse nome já existe.
schematic.import = Importar Esquema...
schematic.exportfile = Exportar Ficheiro
schematic.importfile = Importar Ficheiro
@@ -71,342 +72,354 @@ schematic.saved = Esquema gravado.
schematic.delete.confirm = Este esquema irá ser completamente apagado.
schematic.edit = Edit Schematic
schematic.info = {0}x{1}, {2} blocos
-schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
-schematic.tags = Tags:
-schematic.edittags = Edit Tags
-schematic.addtag = Add Tag
-schematic.texttag = Text Tag
-schematic.icontag = Icon Tag
-schematic.renametag = Rename Tag
-schematic.tagged = {0} tagged
-schematic.tagdelconfirm = Delete this tag completely?
-schematic.tagexists = That tag already exists.
-stats = Stats
-stats.wave = Waves Defeated
-stats.unitsCreated = Units Created
-stats.enemiesDestroyed = Enemies Destroyed
-stats.built = Buildings Built
-stats.destroyed = Buildings Destroyed
-stats.deconstructed = Buildings Deconstructed
-stats.playtime = Time Played
+schematic.disabled = [scarlet]Esquemas desativados[]\nNão tens permissão para usar esquemas nesse [accent]mapa[] ou [accent]servidor.
+schematic.tags = Etiquetas:
+schematic.edittags = Editar Etiquetas
+schematic.addtag = Adicionar Etiqueta
+schematic.texttag = Etiqueta de Texto
+schematic.icontag = Etiqueta de Ícone
+schematic.renametag = Alterar o nome da etiqueta
+schematic.tagged = {0} Etiquetado/s
+schematic.tagdelconfirm = Apagar esta etiqueta completamente?
+schematic.tagexists = Essa etiqueta já existe.
+stats = Estatísticas
+stats.wave = Hordas Derrotadas
+stats.unitsCreated = Unidades Criadas
+stats.enemiesDestroyed = Inimigos destruídos
+stats.built = Construções feitas
+stats.destroyed = Construções destruídas
+stats.deconstructed = Construções Desconstruídas
+stats.playtime = Tempo de Jogo
-globalitems = [accent]Global Items
-map.delete = Certeza que quer deletar o mapa "[accent]{0}[]"?
+globalitems = [accent]Itens Globais
+map.delete = Tens a certeza que queres apagar o mapa "[accent]{0}[]"?
level.highscore = Melhor\npontuação: [accent] {0}
-level.select = Seleção de Fase
+level.select = Seleção de Nível
level.mode = Modo de Jogo:
coreattack = < O núcleo está sobre ataque! >
-nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nANIQUILAÇÃO IMINENTE
-database = Banco do núcleo
-database.button = Database
-savegame = Gravar Jogo
+nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação iminente
+database = Banco de Dados do núcleo
+database.button = Banco de Dados
+savegame = Salvar Jogo
loadgame = Carregar Jogo
joingame = Entrar no Jogo
customgame = Jogo Customizado
newgame = Novo Jogo
none =
-none.found = [lightgray]
-none.inmap = [lightgray]
+none.found = [lightgray]
+none.inmap = [lightgray]
minimap = Mini-Mapa
position = Posição
close = Fechar
website = Site
quit = Sair
-save.quit = Gravar e sair
+save.quit = Salvar e sair
maps = Mapas
-maps.browse = Pesquisar mapas
+maps.browse = Pesquisar Mapas
continue = Continuar
maps.none = [lightgray]Nenhum Mapa Encontrado!
invalid = Inválido
pickcolor = Pick Color
-preparingconfig = Preparando configuração
-preparingcontent = Preparando conteúdo
-uploadingcontent = Enviando conteúdo
-uploadingpreviewfile = Enviando ficheiro de pré-visualização
-committingchanges = Enviando mudanças
+preparingconfig = A preparar a configuração
+preparingcontent = A preparar o conteúdo
+uploadingcontent = A enviar o conteúdo
+uploadingpreviewfile = A enviar o ficheiro de pré-visualização
+committingchanges = A enviar mudanças
done = Feito
-feature.unsupported = O teu dispositivos não suporta esta característica.
-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.[]
+feature.unsupported = O teu dispositivo não suporta este recurso.
+
+mods.initfailed = [red]⚠[] A instância anterior do Mindustry falhou ao inicializar. Provavelmente causado por mods com problema.\n\nPara previnir um loop de crash, [red]todos os mods foram desativados.[]
mods = Mods
-mods.none = [lightgray]Mods não encontrados!
+mods.none = [lightgray]Nenhum mod encontrado!
mods.guide = Guia de mods
mods.report = Reportar Bug
mods.openfolder = Abrir pasta de Mods
-mods.viewcontent = View Content
-mods.reload = Reload
-mods.reloadexit = The game will now exit, to reload mods.
-mod.installed = [[Installed]
+mods.viewcontent = Ver Conteúdo
+mods.reload = Recarregar
+mods.reloadexit = O jogo vai fechar, para recarregar os mods.
+mod.installed = [[Instalado]
mod.display = [gray]Mod:[orange] {0}
mod.enabled = [lightgray]Ativado
mod.disabled = [scarlet]Desativado
-mod.multiplayer.compatible = [gray]Multiplayer Compatible
+mod.multiplayer.compatible = [gray]Compatível com Multiplayer
mod.disable = Desativar
-mod.content = Content:
-mod.delete.error = Incapaz de apagar o mod. Ficheiro já em uso.
-mod.incompatiblegame = [red]Outdated Game
-mod.incompatiblemod = [red]Incompatible
-mod.blacklisted = [red]Unsupported
-mod.unmetdependencies = [red]Unmet Dependencies
-mod.erroredcontent = [scarlet]Erros de conteudo
-mod.circulardependencies = [red]Circular Dependencies
-mod.incompletedependencies = [red]Incomplete Dependencies
-mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
-mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
-mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
-mod.missingdependencies.details = This mod is missing dependencies: {0}
-mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
-mod.circulardependencies.details = This mod has dependencies that depends on each other.
-mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
-mod.requiresversion = Requires game version: [red]{0}
+mod.version = Versão:
+mod.content = Conteúdo:
+mod.delete.error = Incapaz de apagar o mod. O ficheiro pode estar em uso.
+mod.incompatiblegame = [red]Jogo Desatualizado
+mod.incompatiblemod = [red]Incompatível
+mod.blacklisted = [red]Não suportado
+mod.unmetdependencies = [red]Dependências não satisfeitas
+mod.erroredcontent = [scarlet]Erros no conteúdo
+mod.circulardependencies = [red]Dependências redundantes
+mod.incompletedependencies = [red]Dependências incompletas
+mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nO teu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
+mod.outdatedv7.details = Este mod é incompatível com a versão mais recente do jogo. O autor deve atualizá-lo e adicionar [accent]minGameVersion: 136[] ao seu arquivo [accent]mod.json[].
+mod.blacklisted.details = Este mod foi manualmente colocado na Lista Negra por causar falhas ou outros problemas com esta versão do jogo. Não o use.
+mod.missingdependencies.details = Este mod tem dependências em falta: {0}
+mod.erroredcontent.details = Este jogo causou erros ao carregar. Peça ao autor do mod para corrigi-los.
+mod.circulardependencies.details = Este mod tem dependências que dependem umas das outras.
+mod.incompletedependencies.details = Este mod não pôde ser carregado devido a dependências inválidas ou ausentes: {0}.
+mod.requiresversion = Requer a versão do jogo: [red]{0}
mod.errors = Ocorreram erros ao carregar o conteúdo.
-mod.noerrorplay = [scarlet]Tens mods com erros.[] Desative os mods afetados ou corrija os erros antes de jogar.
+mod.noerrorplay = [scarlet]Tens mods com erros.[] Desativa os mods afetados ou corrije os erros antes de jogar.
+mod.nowdisabled = [scarlet]Mod '{0}' tem dependências em falta:[accent] {1}\n[lightgray]Estes mods precisam de ser baixados primeiro. Este mod será automaticamente desativado
mod.enable = Ativar
-mod.requiresrestart = O jogo será fechado agora para aplicar as alterações no mod.
+mod.requiresrestart = O jogo irá fechar para aplicar as alterações do mod.
mod.reloadrequired = [scarlet]É necessario recarregar
mod.import = Importar Mod
-mod.import.file = Import File
+mod.import.file = Importar Ficheiro
mod.import.github = Importar Mod pelo GitHub
-mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source!
-mod.item.remove = Este item faz parte do [accent] '{0}'[] mod. Para lhe remover, desinstala o mod.
-mod.remove.confirm = Este mod irá ser apagado.
+mod.jarwarn = [scarlet]Mods JAR são por natureza inseguros.[]\nTem a certeza de que estás a importar este mod de uma fonte confiável!
+mod.item.remove = Este item faz parte do [accent] '{0}'[] mod. Para removê-lo, desinstala o mod.
+mod.remove.confirm = Este mod será apagado.
mod.author = [lightgray]Autor:[] {0}
-mod.missing = Este save contém mods que foram recentemente atualizados ou que não estão mais instalados. Ao guardar pode ocorreu corrupção. Tem certeza de que deseja carregá-lo?\n[lightgray]Mods:\n{0}
-mod.preview.missing = Antes de publicar este mod no workshop, você deve adicionar uma visualização da imagem.\nNome da imagem -> [accent] preview.png[] na pasta de mods e tenta outra vez.
-mod.folder.missing = Apenas mods na pasta podem ser publicados no Workshop.\nPara converter qualquer mod para uma pasta, simplesmentes descomprime os ficheiros para a pasta e apague o ficheiro zip antigo, e depois reinicia o jogo ou os teus mods.
-mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
+mod.missing = Este jogo salvo contém mods que foram recentemente atualizados ou que não estão mais instalados. Pode ocorrer corrupção ao guardar. Tens a certeza de que desejas carregá-lo?\n[lightgray]Mods:\n{0}
+mod.preview.missing = Antes de publicar este mod na Workshop, você deve adicionar uma visualização da imagem.\nNome da imagem -> [accent] preview.png[] na pasta de mods e tentar outra vez.
+mod.folder.missing = Apenas mods no formato de pasta podem ser publicados na Workshop.\nPara converter qualquer mod para uma pasta, simplesmente descomprime os ficheiros para a pasta e apague o ficheiro ZIP antigo, e depois reinicia o jogo ou recarrega os teus mods.
+mod.scripts.disable = O teu dispositivo não suporta mods com scripts. Deves desativar estes mods para conseguir jogar.
about.button = Sobre
name = Nome:
noname = Escolha[accent] um nome[] primeiro.
-search = Search:
-planetmap = Planet Map
-launchcore = Launch Core
-filename = Nome do ficheiro:
-unlocked = Novo bloco Desbloqueado!
-available = New research available!
-unlock.incampaign = < Unlock in campaign for details >
-campaign.select = Select Starting Campaign
-campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
-campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
-campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+
+search = Procurar:
+planetmap = Mapa do Planeta
+launchcore = Lançar Núcleo
+filename = Nome do Ficheiro:
+unlocked = Novo conteúdo desbloqueado!
+available = Nova pesquisa disponível!
+unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
+campaign.select = Selecione a campanha inicial
+campaign.none = [lightgray]Selecione um planeta para onde começar.\nIsto pode ser mudado a qualquer momento.
+campaign.erekir = Novo, conteúdo aperfeiçoado. Progresso de campanha quase linear.\n\nMapas e experiência geral de melhor qualidade.
+campaign.serpulo = Conteúdo antigo, a experiência clássica. Mais amplo.\n\nMapas e mecânicas da campanha potencialmente desbalanceados. Menos aperfeiçoado.
+campaign.difficulty = Dificuldade
+
completed = [accent]Completado
-techtree = Árvore de tecnologia
-techtree.select = Tech Tree Selection
+techtree = Árvore da Tecnologia
+techtree.select = Árvore da Tecnologia
techtree.serpulo = Serpulo
techtree.erekir = Erekir
-research.load = Load
-research.discard = Discard
+research.load = Carregar
+research.discard = Descartar
research.list = [lightgray]Pesquise:
research = Pesquisa
researched = [lightgray]{0} pesquisado.
-research.progress = {0}% complete
+research.progress = {0}% completo
players = {0} Jogadores Ativos
players.single = {0} Jogador Ativo
-players.search = search
-players.notfound = [gray]no players found
-server.closing = [accent]Fechando servidor...
-server.kicked.kick = Voce foi expulso do servidor!
-server.kicked.whitelist = Você não está na lista branca do servidor.
+players.search = Pesquisar
+players.notfound = [gray]nenhum jogador encontrado
+server.closing = [accent]A fechar servidor...
+server.kicked.kick = Foste expulso do servidor!
+server.kicked.whitelist = Não estás na lista branca do servidor.
server.kicked.serverClose = Servidor Fechado.
-server.kicked.vote = Você foi expulso desse servidor. Adeus.
-server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo!
+server.kicked.vote = Foste expulso desse servidor por votação. Adeus.
+server.kicked.clientOutdated = Cliente desatualizado! Atualiza o teu jogo!
server.kicked.serverOutdated = Servidor desatualiado! Peça ao dono para atualizar!
-server.kicked.banned = Você foi banido do servidor.
-server.kicked.typeMismatch = Este servidor não é compatível com a sua versão.
-server.kicked.playerLimit = Este servidor está cheio. Espere por uma vaga.
-server.kicked.recentKick = Voce foi expulso recentemente.\nEspere para conectar de novo.
-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.serverRestarting = The server is restarting.
-server.versions = Sua versão:[accent] {0}[]\nVersão do servidor:[accent] {1}[]
-host.info = O [accent]Hospedar[]Botão 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 voce quer poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é requerido.\n\n[lightgray]Note: Se alguem 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]Note: Não há uma lista de servidores automáticos; Se você quer conectar ao IP de alguém, você precisa pedir o IP ao anfitrião.
-hostserver = Hospedar servidor
+server.kicked.banned = Foste banido do servidor.
+server.kicked.typeMismatch = Este servidor não é compatível com o teu tipo de versão.
+server.kicked.playerLimit = Este servidor está cheio. Espera por uma vaga.
+server.kicked.recentKick = Foste expulso recentemente.\nEspera para conectar de novo.
+server.kicked.nameInUse = Este nome já está a ser usado\nneste servidor.
+server.kicked.nameEmpty = O nome escolhido é inválido.
+server.kicked.idInUse = Já estás conectado neste servidor! Conectar com duas contas não é permitido.
+server.kicked.customClient = Este servidor não suporta versões customizadas. Transfere uma versão original.
+server.kicked.gameover = Fim do jogo!
+server.kicked.serverRestarting = O seridor está a reiniciar.
+server.versions = A tua versão:[accent] {0}[]\nVersão do servidor:[accent] {1}[]
+host.info = O botão de [accent]Hospedar[] hospeda um servidor na porta [scarlet]6567[] e [scarlet]6568.[]\nQualquer jogador na mesma [lightgray]Wi-Fi ou rede local[] pode ver este servidor na lista de servidores.\n\nSe você quiser que os jogadores entrem de qualquer sítio através do seu IP, [accent]port forwarding[] é necessário.\n\n[lightgray]Nota: Se alguém está com problemas a conectar ao seu servidor LAN, tenha a certeza que o Mindustry tem acesso à sua internet local nas configurações do seu firewall. Nota que nem todas as redes públicas permitem a deteção do servidor na rede.
+join.info = Aqui podes inserir um [accent]IP de servidor[] para conectar, ou descobrir [accent]servidores[] da rede local or [accent]servidores[] no mundo.\nAmbos os servidores LAN e WAN são suportados.\n\n[lightgray]Se quiseres conectar ao servidor de alguém por IP, precisas de pedir ao anfitrião o IP, que pode ser descoberto ao pesquisar "meu IP" na Internet.
+hostserver = Host Multiplayer Game
invitefriends = Convidar amigos
hostserver.mobile = Hospedar\nJogo
host = Hospedar
-hosting = [accent]Abrindo servidor...
+hosting = [accent]A abrir servidor...
hosts.refresh = Atualizar
-hosts.discovering = Descobrindo jogos em lan
-hosts.discovering.any = Descobrindo jogos
+hosts.discovering = A descobrir jogos em LAN
+hosts.discovering.any = A descobrir jogos
server.refreshing = A atualizar servidor
-hosts.none = [lightgray]Nenhum jogo lan encontrado!
-host.invalid = [scarlet]Não foi possivel Hospedar.
+hosts.none = [lightgray]Nenhum jogo local encontrado!
+host.invalid = [scarlet]Não foi possivel conectar.
servers.local = Servidores Locais
-servers.local.steam = Open Games & Local Servers
+servers.local.steam = Jogos públicos e Servidores locais
servers.remote = Servidores Remotos
-servers.global = Servidores Globais
-servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
-servers.showhidden = Show Hidden Servers
-server.shown = Shown
-server.hidden = Hidden
-viewplayer = Viewing Player: [accent]{0}
+servers.global = Servidores da Comunidade
-trace = Traçar jogador
+servers.disclaimer = Servidores da comunidade [accent]não[] são controlados pelo desenvolvedor.\n\nOs servidores podem conter conteúdo não apropriado para todas as idades.
+servers.showhidden = Mostrar servidores escondidos
+server.shown = Mostrar
+server.hidden = Esconder
+
+viewplayer = A assistir Jogador: [accent]{0}
+trace = Rastrear jogador
trace.playername = Nome do jogador: [accent]{0}
trace.ip = IP: [accent]{0}
-trace.id = ID unico: [accent]{0}
-trace.language = Language: [accent]{0}
+trace.id = ID: [accent]{0}
+trace.language = Idioma: [accent]{0}
trace.mobile = Cliente móvel: [accent]{0}
-trace.modclient = Cliente Customizado: [accent]{0}
-trace.times.joined = Times Joined: [accent]{0}
-trace.times.kicked = Times Kicked: [accent]{0}
+trace.modclient = Cliente customizado: [accent]{0}
+trace.times.joined = Vezes que entrou: [accent]{0}
+trace.times.kicked = Vezes que foi expulso: [accent]{0}
trace.ips = IPs:
-trace.names = Names:
-invalidid = ID do cliente invalido! Reporte o bug.
-player.ban = Ban
-player.kick = Kick
-player.trace = Trace
-player.admin = Toggle Admin
-player.team = Change Team
-server.bans = Banidos
+trace.names = Nomes:
+invalidid = ID do cliente inválido! Reporte o bug.
+
+player.ban = Banir
+player.kick = Expulsar
+player.trace = Rastrear
+player.admin = Alterar Admin
+player.team = Trocar de Equipa
+server.bans = Banimentos
server.bans.none = Nenhum jogador banido encontrado!
server.admins = Administradores
server.admins.none = Nenhum administrador encontrado!
server.add = Adicionar servidor
-server.delete = Certeza que quer deletar o servidor?
+server.delete = Tens a certeza que queres apagar o servidor?
server.edit = Editar servidor
server.outdated = [crimson]Servidor desatualizado![]
server.outdated.client = [crimson]Cliente desatualizado![]
server.version = [lightgray]Versão: {0}
server.custombuild = [accent]Versão customizada
-confirmban = Certeza que quer banir este jogador?
-confirmkick = Certeza que quer expulsar o jogador?
-confirmunban = Certeza que quer desbanir este jogador?
-confirmadmin = Certeza que quer fazer este jogador um administrador?
+confirmban = Tens a certeza de que queres banir "{0}[white]"?
+confirmkick = Tens a certeza de que queres expulsar "{0}[white]"?
+confirmunban = Tens a certeza de que queres desbanir este jogador?
+confirmadmin = Tens a certeza de que queres fazer este jogador um administrador?
confirmunadmin = Certeza que quer remover o estatus de adminstrador deste jogador?
-votekick.reason = Vote-Kick Reason
-votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
+votekick.reason = Razão de expulsão por votação
+votekick.reason.message = Tens a certeza que queres expular "{0}[white]" por votação?\nSe sim, escreva o motivo:
joingame.title = Entrar no jogo
-joingame.ip = IP:
+joingame.ip = Endereço IP:
disconnect = Desconectado.
disconnect.error = Erro de conexão.
disconnect.closed = Conexão fechada.
disconnect.timeout = Tempo esgotado.
disconnect.data = Falha ao abrir os dados do mundo!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Impossível conectar ([accent]{0}[]).
-connecting = [accent]Conectando...
-reconnecting = [accent]Reconnecting...
-connecting.data = [accent]Carregando dados do mundo...
-server.port = Porte:
-server.addressinuse = Endereço em uso!
-server.invalidport = Numero de porta invalido!
+connecting = [accent]A conectar...
+reconnecting = [accent]A reconectar...
+connecting.data = [accent]A carregar o dados do mundo...
+server.port = Porta:
+server.invalidport = Número de porta inválido!
+server.error.addressinuse = [scarlet]Falhou ao iniciar o servidor na porta 6567.[]\n\nCertifica-te que não existem outros servidores do Mindustry em funcionamento no teu dispositivo ou rede local!
server.error = [crimson]Erro ao hospedar o servidor: [accent]{0}
-save.new = Novo gravamento
-save.overwrite = Você tem certeza que quer sobrescrever este gravamento?
-save.nocampaign = Individual save files from the campaign cannot be imported.
-overwrite = Gravar sobre
-save.none = Nenhum gravamento encontrado!
-savefail = Falha ao gravar jogo!
-save.delete.confirm = Certeza que quer deletar este gravamento?
-save.delete = Deletar
+save.new = Novo save
+save.overwrite = Tens a certeza que queres sobrescrever\neste save?
+save.nocampaign = Arquivos salvos individuais da campanha não podem ser importados.
+overwrite = Sobrescrever
+save.none = Nenhum save encontrado!
+savefail = Falha ao salvar jogo!
+save.delete.confirm = Tens a certeza que queres apagar este save?
+save.delete = Apagar
save.export = Exportar save
-save.import.invalid = [accent]Este gravamento é inválido!
-save.import.fail = [crimson]Falha ao importar gravamento: [accent]{0}
-save.export.fail = [crimson]Falha ao exportar gravamento: [accent]{0}
-save.import = Importar gravamento
-save.newslot = Nome do gravamento:
+save.import.invalid = [accent]Este save é inválido!
+save.import.fail = [crimson]Falha ao importar o save: [accent]{0}
+save.export.fail = [crimson]Falha ao exportar o save: [accent]{0}
+save.import = Importar save
+save.newslot = Nome do save:
save.rename = Renomear
save.rename.text = Novo jogo:
-selectslot = Selecione um lugar para gravar.
+selectslot = Selecione um lugar para salvar.
slot = [accent]Slot {0}
editmessage = Edit Message
save.corrupted = [accent]Ficheiro corrompido ou inválido!
empty =
on = Ligado
off = Desligado
-save.search = Search saved games...
-save.autosave = Autogravar: {0}
+save.search = Procurar jogos salvos...
+save.autosave = Gravar automaticamente: {0}
save.map = Mapa: {0}
save.wave = Horda {0}
-save.mode = Gamemode: {0}
-save.date = Último gravamento: {0}
-save.playtime = Tempo De Jogo: {0}
+save.mode = Modo de jogo: {0}
+save.date = Último save: {0}
+save.playtime = Tempo de Jogo: {0}
warning = Aviso.
confirm = Confirmar
-delete = Excluir
-view.workshop = Ver na oficina
-workshop.listing = Edit Workshop Listing
+delete = Apagar
+view.workshop = Ver na Workshop
+workshop.listing = Editar a lista da Workshop
ok = OK
open = Abrir
customize = Customizar
cancel = Cancelar
-command = Command
+command = Comando
command.queue = [lightgray][Queuing]
-command.mine = Mine
-command.repair = Repair
-command.rebuild = Rebuild
-command.assist = Assist Player
-command.move = Move
-command.boost = Boost
-command.enterPayload = Enter Payload Block
-command.loadUnits = Load Units
-command.loadBlocks = Load Blocks
-command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
+
+command.mine = Minerar
+command.repair = reparar
+command.rebuild = Reconstruir
+command.assist = Assistir jogador
+command.move = Mover
+command.boost = Impulsionar
+command.enterPayload = Inserir bloco de carga
+command.loadUnits = Carrgar Unidades
+command.loadBlocks = Carregar Blocos
+command.unloadPayload = Descarregar Carga
+command.loopPayload = Loop Unit Transfer
+stance.stop = Cancelar Pedidos
+stance.shoot = Stance: Atirar
+stance.holdfire = Stance: Não disparar
+stance.pursuetarget = Stance: Perseguir alvo
+stance.patrol = Stance: Caminho de Patrulha
+stance.ram = Stance: Ram\n[lightgray]Movimento em linha reta, sem trajetória
+
openlink = Abrir Ligação
copylink = Copiar ligação
back = Voltar
-max = Max
-objective = Map Objective
-crash.export = Export Crash Logs
-crash.none = No crash logs found.
-crash.exported = Crash logs exported.
+max = Máximo
+objective = Objetivo do Mapa
+crash.export = Exportar registos de erros
+crash.none = Não foram encontrados registos de erros.
+crash.exported = Registos de erros exportados.
data.export = Exportar dados
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.
-quit.confirm = Você tem certeza que quer sair?
-loading = [accent]Carregando...
-downloading = [accent]Downloading...
-saving = [accent]Gravando...
-respawn = [accent][[{0}][] to respawn in core
-cancelbuilding = [accent][[{0}][] para apagar o plano
-selectschematic = [accent][[{0}][] para selecionar+copy
-pausebuilding = [accent][[{0}][] para pausar construção
-resumebuilding = [scarlet][[{0}][] para resumir construção
-enablebuilding = [scarlet][[{0}][] to enable building
-showui = UI hidden.\nPress [accent][[{0}][] to show UI.
-commandmode.name = [accent]Command Mode
-commandmode.nounits = [no units]
+data.import.confirm = Importar dados externos irá sobescrever[scarlet] todos[] os seus dados atuais.\n[accent]Não pode ser revertido![]\n\nQuando os dados forem importados, seu jogo irá fechar imediatamente.
+quit.confirm = Tens a certeza que queres sair?
+loading = [accent]A carregar...
+downloading = [accent]A transferir...
+saving = [accent]A gravar...
+respawn = [accent][[{0}][] para renascer
+cancelbuilding = [accent][[{0}][] para cancelar a construção
+selectschematic = [accent][[{0}][] para selecionar+copiar
+pausebuilding = [accent][[{0}][] para pausar a construção
+resumebuilding = [scarlet][[{0}][] para retomar a construção
+enablebuilding = [scarlet][[{0}][] para ativar a construção
+showui = Interface ocultada.\nPressiona [accent][[{0}][] para mostrá-la.
+commandmode.name = [accent]Modo de comando
+commandmode.nounits = [sem unidades]
wave = [accent]Horda {0}
-wave.cap = [accent]Wave {0}/{1}
+wave.cap = [accent]Horda {0}/{1}
wave.waiting = Horda em {0}
-wave.waveInProgress = [lightgray]Horda Em Progresso
-waiting = Aguardando...
-waiting.players = Esperando por jogadores...
+wave.waveInProgress = [lightgray]Horda em progresso
+waiting = A aguardar...
+waiting.players = À espera de jogadores...
wave.enemies = [lightgray]{0} inimigos restantes
-wave.enemycores = [accent]{0}[lightgray] Enemy Cores
-wave.enemycore = [accent]{0}[lightgray] Enemy Core
-wave.enemy = [lightgray]{0} inimigo restante
-wave.guardianwarn = Guardian approaching in [accent]{0}[] waves.
-wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave.
+wave.enemycores = [accent]{0}[lightgray] Núcleos inimigos
+wave.enemycore = [accent]{0}[lightgray] Núcleo inimigo
+wave.enemy = [lightgray]{0} Inimigo restante
+wave.guardianwarn = Guardião aproximando-se em [accent]{0}[] hordas.
+wave.guardianwarn.one = Guardião aproximando-se em [accent]{0}[] horda.
loadimage = Carregar\nimagem
-saveimage = Gravarr\nimagem
+saveimage = Salvar\nimagem
unknown = Desconhecido
custom = Customizado
builtin = Embutido
-map.delete.confirm = Certeza que quer deletar este mapa? Isto não pode ser desfeito!
+map.delete.confirm = Tens a certeza que queres apagar este mapa? Esta ação não pode ser desfeita!
map.random = [accent]Mapa aleatório
-map.nospawn = Este mapa não possui nenhum núcleo para o jogador nascer! Adicione um núcleo {0} para este mapa no editor.
-map.nospawn.pvp = Esse mapa não tem núcleos inimigos para os jogadores nascerem! Adicione núcleos [scarlet]vermelhos[] no mapa no editor.
-map.nospawn.attack = Esse mapa não tem nenhum núcleo inimigo para o jogador atacar! Adicione núcleos {0} no mapa no editor.
-map.invalid = Erro ao carregar o mapa: Ficheiro de mapa invalido ou corrupto.
+map.nospawn = Este mapa não possui nenhum núcleo para o jogador nascer! Adicione um {0} núcleo ao mapa no editor.
+map.nospawn.pvp = Esse mapa não tem núcleos inimigos para os jogadores nascerem! Adicione núcleos [scarlet]vermelhos[] ao mapa no editor.
+map.nospawn.attack = Esse mapa não tem nenhum núcleo inimigo para o jogador atacar! Adicione {0} núcleos ao mapa no editor.
+map.invalid = Erro ao carregar o mapa: Ficheiro de mapa inválido ou corrompido.
workshop.update = Atualizar Item
-workshop.error = Error fetching workshop details: {0}
-map.publish.confirm = Você tem certeza de que quer publicar este mapa?\n\n[lightgray]Tenha certeza de que você concorda com o EULA da oficina primeiro, ou seus mapas não serão mostrados!
-workshop.menu = Seleciona o que tu gostarias de fazer com este item.
+workshop.error = Erro ao buscar os detalhes da Workshop: {0}
+map.publish.confirm = Tens a certeza que queres publicar este mapa?\n\n[lightgray]Certifica-te que concordas com o EULA da Workshop, ou os teus mapas não serão mostrados!
+workshop.menu = Seleciona o que gostarias de fazer com este item.
workshop.info = Item Info
changelog = Changelog (optional):
updatedesc = Overwrite Title & Description
@@ -416,10 +429,11 @@ publishing = [accent]A publicar...
publish.confirm = Tens a certeza que queres publicar isto?\n\n[lightgray]Certifique-se de concordar com o EULA do workshpop primeiro, ou seus itens não aparecerão!
publish.error = Erro ao publicao os items: {0}
steam.error = Falha ao iniciar os serviços da Steam.\nError: {0}
-editor.planet = Planet:
-editor.sector = Sector:
-editor.seed = Seed:
-editor.cliffs = Walls To Cliffs
+
+editor.planet = Planeta:
+editor.sector = Setor:
+editor.seed = Semente:
+editor.cliffs = Paredes para Penhascos
editor.brush = Pincel
editor.openin = Abrir no Editor
@@ -432,117 +446,119 @@ editor.nodescription = Um mapa deve ter uma descrição de no mínimo 4 caracter
editor.waves = Hordas:
editor.rules = Regras:
editor.generation = Geração:
-editor.objectives = Objectives
-editor.locales = Locale Bundles
-editor.worldprocessors = World Processors
-editor.worldprocessors.editname = Edit Name
-editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
-editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
-editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
+editor.objectives = Objectivos
+editor.locales = Pacotes Locais
+editor.worldprocessors = Processadores Globais
+editor.worldprocessors.editname = Mudar Nome
+editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
+editor.worldprocessors.nospace = Sem espaço disponível para colocar um processador global!\nPreencheste o mapa com estruturas? Porque farias isso?
+editor.worldprocessors.delete.confirm = Tens a certeza que queres apagar este processador global?\n\nSe esiver rodeado de paredes, vai ser substituído por uma parede natural.
editor.ingame = Editar em jogo
-editor.playtest = Playtest
-editor.publish.workshop = Publicar na oficina
+editor.playtest = Testar
+editor.publish.workshop = Publicar na Workshop
editor.newmap = Novo mapa
-editor.center = Center
-editor.search = Search maps...
-editor.filters = Filter Maps
-editor.filters.mode = Gamemodes:
-editor.filters.type = Map Type:
-editor.filters.search = Search In:
-editor.filters.author = Author
-editor.filters.description = Description
-editor.shiftx = Shift X
-editor.shifty = Shift Y
-workshop = Oficina
+editor.center = Centrar
+editor.search = Procurar mapas...
+editor.filters = Filtrar Mapas
+editor.filters.mode = Modos de jogo:
+editor.filters.type = Tipo de Mapa:
+editor.filters.search = Procurar em:
+editor.filters.author = Autor
+editor.filters.description = Descrição
+editor.shiftx = Mover no eixo X
+editor.shifty = Mover no eixo Y
+workshop = Workshop
waves.title = Hordas
waves.remove = Remover
waves.every = a cada
-waves.waves = Hordas(s)
-waves.health = health: {0}%
+waves.waves = hordas(s)
+waves.health = vida: {0}%
waves.perspawn = por spawn
-waves.shields = shields/wave
+waves.shields = escudos/horda
waves.to = para
waves.spawn = spawn:
waves.spawn.all =
-waves.spawn.select = Spawn Select
-waves.spawn.none = [scarlet]no spawns found in map
-waves.max = max units
-waves.guardian = Guardian
-waves.preview = Pré visualizar
+waves.spawn.select = Seletor de spawn
+waves.spawn.none = [scarlet]nenhum spawn encontrado no mapa
+waves.max = quantidade máxima de unidades
+waves.guardian = Guardião
+waves.preview = Pré-visualizar
waves.edit = Editar...
-waves.random = Random
+waves.random = Aleatório
waves.copy = Copiar para área de transferência
waves.load = Carregar da área de transferência
waves.invalid = Hordas inválidas na área de transferência.
waves.copied = Hordas copiadas.
-waves.none = Sem hordas definidas.\nNote que layouts vazios de hordas serão automaticamente substituídos pelo layout padrão.
-waves.sort = Sort By
-waves.sort.reverse = Reverse Sort
-waves.sort.begin = Begin
-waves.sort.health = Health
-waves.sort.type = Type
-waves.search = Search waves...
-waves.filter = Unit Filter
-waves.units.hide = Hide All
-waves.units.show = Show All
+waves.none = Sem hordas definidas.\nNote que esquemas de hordas vazios serão automaticamente substituídos pelo esquema padrão.
+waves.sort = Ordenar por
+waves.sort.reverse = Inverter ordem
+waves.sort.begin = Coneçar
+waves.sort.health = Vida
+waves.sort.type = Tipo
+waves.search = Procurar hordas...
+waves.filter = Filtro de Unidades
+waves.units.hide = Ocultar Tudo
+waves.units.show = Mostrar Tudo
-wavemode.counts = counts
-wavemode.totals = totals
-wavemode.health = health
+#these are intentionally in lower case
+wavemode.counts = quantidade
+wavemode.totals = total
+wavemode.health = vida
-editor.default = [lightgray]
+all = Tudo
+editor.default = [lightgray]
details = Detalhes...
edit = Editar...
-variables = Vars
-logic.clear.confirm = Are you sure you want to clear all code from this processor?
-logic.globals = Built-in Variables
+variables = Variáveis
+logic.clear.confirm = Tens a certeza que querea apagar todo o código deste procesador?
+logic.globals = Variáveis Embutidas
editor.name = Nome:
-editor.spawn = Criar unidade
-editor.removeunit = Remover unidade
-editor.teams = Times
+editor.spawn = Criar Unidade
+editor.removeunit = Remover Unidade
+editor.teams = Equipas
editor.errorload = Erro ao carregar o ficheiro:\n[accent]{0}
-editor.errorsave = Erro ao gravar o ficheiro:\n[accent]{0}
-editor.errorimage = Isso é uma imagem, não um mapa. Não vá por aí mudando extensões esperando que funcione.\n\nSe você quer importar um mapa legacy, Use o botão 'Importar mapa legacy'no editor.
-editor.errorlegacy = Esse mapa é velho demais, E usa um formato de mapa legacy que não é mais suportado.
-editor.errornot = Este não é um ficheiro de mapa.
-editor.errorheader = Este ficheiro de mapa não é mais válido ou está corrompido.
-editor.errorname = O mapa não tem nome definido.
-editor.errorlocales = Error reading invalid locale bundles.
+editor.errorsave = Erro ao salvar o ficheiro:\n[accent]{0}
+editor.errorimage = Isto é uma imagem, não um mapa.
+editor.errorlegacy = Este mapa é antigo demais, e usa um formato antigo que não é mais suportado.
+editor.errornot = Isto não é um ficheiro de mapa.
+editor.errorheader = Este ficheiro de mapa não está mais válido ou está corrompido.
+editor.errorname = O mapa não tem nome definido. Estás a tentar carregar um ficheiro de save?
+editor.errorlocales = Erro ao ler pacotes locais inválidos.
editor.update = Atualizar
editor.randomize = Aleatorizar
-editor.moveup = Move Up
-editor.movedown = Move Down
-editor.copy = Copy
+editor.moveup = Mover para Cima
+editor.movedown = Mover para Baixo
+editor.copy = Copiar
editor.apply = Aplicar
editor.generate = Gerar
-editor.sectorgenerate = Sector Generate
+editor.sectorgenerate = Geração de Setor
editor.resize = Redimen-\nsionar
editor.loadmap = Carregar\nmapa
editor.savemap = Gravar\nmapa
-editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
+editor.savechanges = [scarlet]Tens modificações não gravadas!\n\n[]Queres gravá-las?
editor.saved = Gravado!
-editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa"
-editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa"
-editor.import.exists = [scarlet]Não foi possivel importar:[] Um mapa construído chamado '{0}' Já existe!
+editor.save.noname = O teu mapa não tem um nome! Coloca um no menu de "Informação do mapa"
+editor.save.overwrite = O teu mapa substitui um mapa incorporado no jogo! Coloca um nome diferente no menu "Informação do mapa"
+editor.import.exists = [scarlet]Não foi possivel importar:[] Um mapa incorporado chamado '{0}' já existe!
editor.import = Importar...
editor.importmap = Importar Mapa
-editor.importmap.description = Importar um mapa existente
+editor.importmap.description = Importar um mapa já existente
editor.importfile = Importar ficheiro
editor.importfile.description = Importar um ficheiro externo
-editor.importimage = Importar imagem do terreno
-editor.importimage.description = Importar uma imagem de terreno externa
+editor.importimage = Importar Imagem de terreno
+editor.importimage.description = Importar um ficheiro de imagem externo
editor.export = Exportar...
-editor.exportfile = Exportar ficheiro
+editor.exportfile = Exportar Ficheiro
editor.exportfile.description = Exportar um ficheiro de mapa
-editor.exportimage = Exportar imagem de terreno
-editor.exportimage.description = Exportar um ficheiro de imagem de mapa
-editor.loadimage = Carregar\nImagem
-editor.saveimage = Gravar\nImagem
-editor.unsaved = [scarlet]Você tem alterações não gradavas![]\nTem certeza que quer sair?
+editor.exportimage = Exportar Imagem de terreno
+editor.exportimage.description = Exportar uma imagem com topografia básica apenas
+editor.loadimage = Importar Terreno
+editor.saveimage = Exportar Terreno
+editor.unsaved = [scarlet]Tens alterações não gravadas![]\nTens a certeza que queres sair?
editor.resizemap = Redimensionar Mapa
editor.mapname = Nome do Mapa:
-editor.overwrite = [accent]Aviso!\nIsso Substitui um mapa existente.
-editor.overwrite.confirm = [scarlet]Aviso![] Um mapa com esse nome já existe. Tem certeza que deseja substituir?
+editor.overwrite = [accent]Aviso!\nIsto sobesvreve um mapa já existente.
+editor.overwrite.confirm = [scarlet]Aviso![] Um mapa com este nome já existe. Tens a certeza que desejas substituí-lo?
editor.exists = Já existe um mapa com este nome.
editor.selectmap = Selecione uma mapa para carregar:
@@ -552,25 +568,28 @@ toolmode.replaceall = Substituir tudo
toolmode.replaceall.description = Substituir todos os blocos no mapa
toolmode.orthogonal = Linha reta
toolmode.orthogonal.description = Desenha apenas linhas retas.
-toolmode.square = Square
+toolmode.square = Quadrado
toolmode.square.description = Pincel quadrado.
-toolmode.eraseores = Apagar minérios
+toolmode.eraseores = Apagar Minérios
toolmode.eraseores.description = Apaga apenas minérios.
-toolmode.fillteams = Encher times
-toolmode.fillteams.description = Muda o time do qual todos os blocos pertencem.
-toolmode.fillerase = Fill Erase
-toolmode.fillerase.description = Erase blocks of the same type.
-toolmode.drawteams = Desenhar times
-toolmode.drawteams.description = Muda o time do qual o bloco pertence.
-toolmode.underliquid = Under Liquids
-toolmode.underliquid.description = Draw floors under liquid tiles.
+toolmode.fillteams = Preencher Equipas
+toolmode.fillteams.description = Muda a equipa da qual todos os blocos pertencem.
+toolmode.fillerase = Preencher Apagar
+toolmode.fillerase.description = Apaga blocos do mesmo tipo.
+toolmode.drawteams = Desenhar Euipas
+toolmode.drawteams.description = Muda a equipa da qual o bloco pertence.
-filters.empty = [lightgray]Sem filtro! Adicione um usando o botão abaixo.
-filter.distort = Distorcedor
+#unused
+toolmode.underliquid = Debaixo de Líquidos
+toolmode.underliquid.description = Desenha o fundo de poças de líquidos.
+
+filters.empty = [lightgray]Sem filtros! Adicione um com o botão abaixo.
+
+filter.distort = Distorcer
filter.noise = Geração aleatória
-filter.enemyspawn = Enemy Spawn Select
-filter.spawnpath = Path To Spawn
-filter.corespawn = Core Select
+filter.enemyspawn = Selecionar Spawn inimigo
+filter.spawnpath = Caminho para o Spawn
+filter.corespawn = Selecionar Núcleo
filter.median = Mediano
filter.oremedian = Minério Mediano
filter.blend = Misturar
@@ -578,11 +597,11 @@ filter.defaultores = Minérios padrão
filter.ore = Minério
filter.rivernoise = Geração aleatória de rios
filter.mirror = Espelhar
-filter.clear = Excluir
+filter.clear = Apagar
filter.option.ignore = Ignorar
filter.scatter = Dispersão
filter.terrain = Terreno
-filter.logic = Logic
+filter.logic = Lógica
filter.option.scale = Escala
filter.option.chance = Chance
filter.option.mag = Magnitude
@@ -591,45 +610,45 @@ filter.option.circle-scale = Escala de círculo
filter.option.octaves = Oitavas
filter.option.falloff = Caída
filter.option.angle = Ângulo
-filter.option.tilt = Tilt
-filter.option.rotate = Rotate
-filter.option.amount = Amount
+filter.option.tilt = Inclinação
+filter.option.rotate = Rodar
+filter.option.amount = Quantidade
filter.option.block = Bloco
filter.option.floor = Chão
filter.option.flooronto = Chão alvo
-filter.option.target = Target
-filter.option.replacement = Replacement
+filter.option.target = Alvo
+filter.option.replacement = Substituto
filter.option.wall = Parede
filter.option.ore = Minério
filter.option.floor2 = Chão secundário
filter.option.threshold2 = Margem secundária
filter.option.radius = Raio
filter.option.percentile = Percentual
-filter.option.code = Code
+filter.option.code = Código
filter.option.loop = Loop
-locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
-locales.deletelocale = Are you sure you want to delete this locale bundle?
-locales.applytoall = Apply Changes To All Locales
-locales.addtoother = Add To Other Locales
-locales.rollback = Rollback to last applied
-locales.filter = Property filter
-locales.searchname = Search name...
-locales.searchvalue = Search value...
-locales.searchlocale = Search locale...
-locales.byname = By name
-locales.byvalue = By value
-locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
-locales.showmissing = Show properties that are missing in some locales
-locales.showsame = Show properties that have same values in different locales
-locales.viewproperty = View in all locales
-locales.viewing = Viewing property "{0}"
-locales.addicon = Add Icon
+locales.info = Aqui podes adicionar pacotes locais para idiomas específicos no teu mapa. Nos pacotes locais, cada propriedade tem um nome e um valor. Estas propriedades podem ser usadas por processadroes globais ou objetivos que usem os seus nomes. Suportam formatação de texto (substituir espaços por valores atuais).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
+locales.deletelocale = Tens a certeza que queres apagar este pacote local?
+locales.applytoall = Aplicar Modificações a Todos os Locais
+locales.addtoother = Adicionar a Outros Locais
+locales.rollback = Reverter para último aplicado
+locales.filter = Filtro de propriedade
+locales.searchname = Procurar nome...
+locales.searchvalue = Provurar valor...
+locales.searchlocale = Procurar local...
+locales.byname = Por nome
+locales.byvalue = Por valor
+locales.showcorrect = Mostrar propriedades que estão presentes em todos os locais e têm valores únicos em todo o lado
+locales.showmissing = Mostrar propriedades que estão em falta em alguns locais
+locales.showsame = Mostrar propriedades que têm valores iguais em locais diferentes
+locales.viewproperty = Ver em todos os locais
+locales.viewing = A ver propriedade "{0}"
+locales.addicon = Adicionar Ícone
width = Largura:
height = Altura:
menu = Menu
play = Jogar
-campaign = Campannha
+campaign = Campanha
load = Carregar
save = Gravar
fps = FPS: {0}
@@ -637,7 +656,7 @@ ping = Ping: {0}ms
tps = TPS: {0}
memory = Mem: {0}mb
memory2 = Mem:\n {0}mb +\n {1}mb
-language.restart = Por favor, reinicie seu jogo para a tradução tomar efeito.
+language.restart = Por favor, reinicia o teu jogo para aplicar a atradução.
settings = Configurações
tutorial = Tutorial
tutorial.retake = Refazer Tutorial
@@ -645,141 +664,164 @@ editor = Editor
mapeditor = Editor de mapa
abandon = Abandonar
-abandon.text = Esta zona e todos os seus recursos serão perdidos para o inimigo.
-locked = Trancado
+abandon.text = Este setor e todos os seus recursos serão perdidos para o inimigo.
+locked = Bloqueado
complete = [lightgray]Completo:
-requirement.wave = Ronda alcançada {0} / {1}
+requirement.wave = Horda alcançada {0} / {1}
requirement.core = Destruir Núcleo Inimigo em {0}
-requirement.research = Research {0}
-requirement.produce = Produce {0}
+requirement.research = Investigue {0}
+requirement.produce = Produza {0}
requirement.capture = Capture {0}
-requirement.onplanet = Control Sector On {0}
-requirement.onsector = Land On Sector: {0}
-launch.text = Launch
-research.multiplayer = Only the host can research items.
-map.multiplayer = Only the host can view sectors.
+requirement.onplanet = Controlar setor em {0}
+requirement.onsector = Aterrar no setor: {0}
+launch.text = Lançar
+#research.multiplayer = Apenas o anfitrião pode pesquisar itens
+map.multiplayer = Apenas o anfitrião pode ver os setores
+
uncover = Descobrir
-configure = Configurar carregamento
-objective.research.name = Research
-objective.produce.name = Obtain
-objective.item.name = Obtain Item
-objective.coreitem.name = Core Item
-objective.buildcount.name = Build Count
-objective.unitcount.name = Unit Count
-objective.destroyunits.name = Destroy Units
-objective.timer.name = Timer
-objective.destroyblock.name = Destroy Block
-objective.destroyblocks.name = Destroy Blocks
-objective.destroycore.name = Destroy Core
-objective.commandmode.name = Command Mode
-objective.flag.name = Flag
-marker.shapetext.name = Shape Text
-marker.point.name = Point
-marker.shape.name = Shape
-marker.text.name = Text
-marker.line.name = Line
-marker.quad.name = Quad
-marker.texture.name = Texture
-marker.background = Background
-marker.outline = Outline
-objective.research = [accent]Research:\n[]{0}[lightgray]{1}
-objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
-objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
-objective.destroyblocks = [accent]Destroy: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
-objective.item = [accent]Obtain: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
-objective.coreitem = [accent]Move into Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
-objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
-objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
-objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
-objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
-objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
-objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
-objective.destroycore = [accent]Destroy Enemy Core
-objective.command = [accent]Command Units
-objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
-announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
-loadout = Loadout
-resources = Resources
-resources.max = Max
+configure = Configurar Carregamento
+
+objective.research.name = Pesquisa
+objective.produce.name = Obter
+objective.item.name = Obter o Item
+objective.coreitem.name = Item do Núcleo
+objective.buildcount.name = Quantidade de Construções
+objective.unitcount.name = Quantidade de Unidades
+objective.destroyunits.name = Destruir Unidades
+objective.timer.name = Temporizador
+objective.destroyblock.name = Destruir Bloco
+objective.destroyblocks.name = Destruir Blocos
+objective.destroycore.name = Destruir o Núcleo
+objective.commandmode.name = Modo de Comando
+objective.flag.name = Etiqueta
+
+marker.shapetext.name = Forma do Texto
+marker.point.name = Ponto
+marker.shape.name = Forma
+marker.text.name = Texto
+marker.line.name = Linha
+marker.quad.name = Quandrado
+marker.texture.name = Textura
+marker.background = Fundo
+marker.outline = Rebordo
+
+objective.research = [accent]Pesquisa:\n[]{0}[lightgray]{1}
+objective.produce = [accent]Obtém:\n[]{0}[lightgray]{1}
+objective.destroyblock = [accent]Destrói:\n[]{0}[lightgray]{1}
+objective.destroyblocks = [accent]Destrói: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
+objective.item = [accent]Obtém: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
+objective.coreitem = [accent]Move para o Núcleo:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
+objective.build = [accent]Constrói: [][lightgray]{0}[]x\n{1}[lightgray]{2}
+objective.buildunit = [accent]Constrói a Unidade: [][lightgray]{0}[]x\n{1}[lightgray]{2}
+objective.destroyunits = [accent]Destrói: [][lightgray]{0}[]x Unidades
+objective.enemiesapproaching = [accent]Inimigos aproximando em [lightgray]{0}[]
+objective.enemyescelating = [accent]Produção inimiga a aumentar em [lightgray]{0}[]
+objective.enemyairunits = [accent]Produção de unidades aéreas inimigas a partir de [lightgray]{0}[]
+objective.destroycore = [accent]Destrói o Núcleo Inimigo
+objective.command = [accent]Comandar Unidades
+objective.nuclearlaunch = [accent]⚠ Lançamento Nuclear detetado: [lightgray]{0}
+
+announce.nuclearstrike = [red]⚠ ATAQUE NUCLEAR APROXIMANDO-SE ⚠\n[lightgray]constrói núcleos de reserva imediatamente
+
+loadout = Carregamento
+resources = Recursos
+resources.max = Máximo
bannedblocks = Blocos banidos
-objectives = Objectives
-bannedunits = Banned Units
-bannedunits.whitelist = Banned Units As Whitelist
-bannedblocks.whitelist = Banned Blocks As Whitelist
-addall = Adiciona tudo
-launch.from = Launching From: [accent]{0}
-launch.capacity = Launching Item Capacity: [accent]{0}
-launch.destination = Destination: {0}
+unbannedblocks = Unbanned Blocks
+objectives = Objectivos
+bannedunits = Unidades banidas
+unbannedunits = Unbanned Units
+bannedunits.whitelist = Unidades banidas como Lista branca
+bannedblocks.whitelist = Blocos banidos como Lista branca
+addall = Adicionar tudo
+launch.from = A lançar de: [accent]{0}
+launch.capacity = Capacidade de Itens de Lançamento: [accent]{0}
+launch.destination = Destino: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = A quantidade deve ser um número entre 0 e {0}.
add = Adicionar...
-guardian = Guardian
+guardian = Guardião
connectfail = [crimson]Falha ao entrar no servidor: [accent]{0}
-error.unreachable = Servidor inalcançável.
+error.unreachable = Servidor inalcançável.\nO endereço está certo?
error.invalidaddress = Endereço inválido.
-error.timedout = Desconectado!\nTenha certeza que o anfitrião tenha feito redirecionamento de portas 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.timedout = Desconectado!\nTem a certeza que o anfitrião configurou o port forwarding e que o endereço está correto!
+error.mismatch = Erro de pacote:\nPossível incompatibilidade com a versão do cliente/servidor.\nTem a certeza que tu e o anfitrião têm a última versão!
error.alreadyconnected = Já conectado.
error.mapnotfound = Ficheiro de mapa não encontrado!
error.io = Erro I/O de internet.
error.any = Erro de rede desconhecido.
-error.bloom = Falha ao inicializar bloom.\nSeu aparelho talvez não o suporte.
+error.bloom = Falha ao inicializar bloom.\nTalvez o seu dispositivo não o suporte.
+error.moddex = O Mindustry não consegue carregar este mod.\nO seu dispositivo está a bloquear a importação de mods Java devido a implementações do Android.\nAinda não foi encontrada uma solução.
-weather.rain.name = Rain
-weather.snowing.name = Snow
-weather.sandstorm.name = Sandstorm
-weather.sporestorm.name = Sporestorm
-weather.fog.name = Fog
-campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
-campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
-sectorlist = Sectors
-sectorlist.attacked = {0} under attack
+weather.rain.name = Chuva
+weather.snowing.name = Neve
+weather.sandstorm.name = Tempestade de Areia
+weather.sporestorm.name = Tempestade de Esporos
+weather.fog.name = Nevoeiro
-sectors.unexplored = [lightgray]Unexplored
-sectors.resources = Resources:
-sectors.production = Production:
-sectors.export = Export:
-sectors.import = Import:
-sectors.time = Time:
-sectors.threat = Threat:
-sectors.wave = Wave:
-sectors.stored = Stored:
-sectors.resume = Resume
-sectors.launch = Launch
-sectors.select = Select
-sectors.nonelaunch = [lightgray]none (sun)
-sectors.rename = Rename Sector
-sectors.enemybase = [scarlet]Enemy Base
-sectors.vulnerable = [scarlet]Vulnerable
-sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
-sectors.underattack.nodamage = [scarlet]Uncaptured
-sectors.survives = [accent]Survives {0} waves
-sectors.go = Go
-sector.abandon = Abandon
-sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
-sector.curcapture = Sector Captured
-sector.curlost = Sector Lost
-sector.missingresources = [scarlet]Insufficient Core Resources
-sector.attacked = Sector [accent]{0}[white] under attack!
-sector.lost = Sector [accent]{0}[white] lost!
-sector.capture = Sector [accent]{0}[white]Captured!
-sector.capture.current = Sector Captured!
-sector.changeicon = Change Icon
-sector.noswitch.title = Unable to Switch Sectors
-sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
-sector.view = View Sector
-threat.low = Low
-threat.medium = Medium
-threat.high = High
-threat.extreme = Extreme
-threat.eradication = Eradication
-planets = Planets
+campaign.playtime = \uf129 [lightgray]Tempo de Jogo do setor: {0}
+campaign.complete = [accent]Parabéns.\n\nO Inimigo em {0} foi derrotado.\n[lightgray]O setor final foi conquistado.
+
+sectorlist = Setores
+sectorlist.attacked = {0} sob ataque
+
+sectors.unexplored = [lightgray]Não explorado
+sectors.resources = Recursos:
+sectors.production = Produção:
+sectors.export = Exportar:
+sectors.import = Importar:
+sectors.time = Tempo:
+sectors.threat = Ameaça:
+sectors.wave = Horda:
+sectors.stored = Armazenado:
+sectors.resume = Continuar
+sectors.launch = Lançar
+sectors.select = Selecionar
+sectors.launchselect = Select Launch Destination
+sectors.nonelaunch = [lightgray]nenhum (sun)
+sectors.redirect = Redirect Launch Pads
+sectors.rename = Renomear Setor
+sectors.enemybase = [scarlet]Base Inimiga
+sectors.vulnerable = [scarlet]Vulnerável
+sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
+sectors.underattack.nodamage = [scarlet]Não Capturado
+sectors.survives = [accent]Sobrevive {0} hordas
+sectors.go = ir
+sector.abandon = Abandonar
+sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
+sector.curcapture = Setor Capturado
+sector.curlost = Sector Perdido
+sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
+sector.attacked = Setor [accent]{0}[white] sob ataque!
+sector.lost = Setor [accent]{0}[white] perdido!
+sector.capture = Setor [accent]{0}[white]Capturado!
+sector.capture.current = Setor Capturado!
+sector.changeicon = Mudar ícone
+sector.noswitch.title = Não foi possivel mudar de Setores
+sector.noswitch = Não deves trocar de setores quando existe um sobre ataque.\n\nSetor: [accent]{0}[] em [accent]{1}[]
+sector.view = Ver Setor
+
+threat.low = Baixo
+threat.medium = Médio
+threat.high = Alto
+threat.extreme = Extremo
+threat.eradication = Erradicação
+
+difficulty.casual = Casual
+difficulty.easy = Fácil
+difficulty.normal = Normal
+difficulty.hard = Difícil
+difficulty.eradication = Erradicação
+
+planets = Planetas
planet.serpulo.name = Serpulo
planet.erekir.name = Erekir
-planet.sun.name = Sun
-sector.impact0078.name = Impact 0078
+planet.sun.name = Sol
+sector.impact0078.name = Impact 0078
sector.groundZero.name = Ground Zero
sector.craters.name = The Craters
sector.frozenForest.name = Frozen Forest
@@ -794,28 +836,52 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
-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.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.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
-sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.groundZero.description = Um bom lugar para recomeçar. Baixa ameaça inimiga. Poucos recursos.\nConsegue o máximo possível de chumbo e cobre.\nContinua.
+sector.frozenForest.description = Mesmo aqui, perto das montanhas, os esporos espalharam-se. As temperaturas baixas não os podem conter para sempre.\n\nComeça a aventura com energia. Constrói geradores a combustão. Aprende a usar reparadores.
+sector.saltFlats.description = Nos arredores do deserto ficam as planícies de sal. Poucos recursos podem ser encontrados neste local.\n\nO inimigo construiu um complexo de armazenamento de recursos aqui. Destrói o núcleo deles. Não deixes nada de sobra.
+sector.craters.description = A água se acumulou nesta cratera, relíquia das guerras antigas. Reconquista a área. Recolhe areia. Faz metavidro. Usa a água para arrefecer brocas e torres.
+sector.ruinousShores.description = Para além dos resíduos, está a linha costeira. 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.\nContinua a expandir os teus territórios, redescobre a tecnologia.
+sector.stainedMountains.description = Mais para o interior estão as montanhas, ainda não contaminadas pelos esporos.\nExtrai o titânio que é abundante nesta área. Aprende a usá-lo.\n\nA presença inimiga é maior aqui. Não lhes dês tempo de trazerem unidades mais fortes.
+sector.overgrowth.description = Esta área coberta por vegetação, próxima ao local de origem dos esporos.\nO inimigo estabeleceu um posto de controlo aqui. Produz unidades Mace. Destrói-o.
+sector.tarFields.description = A periferia de uma zona de produção de petróleo, entre as montanhas e o deserto. Uma das poucas áreas com reservas de alcatrão utilizáveis.\nMesmo abandonada, esta área tem forças inimigas perigosas por perto. Não os subestimes.\n\n[lightgray]Pesquisa a tecnologia de processamento de petróleo se possível.
+sector.desolateRift.description = Uma zona extremamente perigosa. Recursos abundantes, mas pouco espaço. Grande risco de destruição. Constrói defesas aéreas e terrestres o mais rápido possível. Não te deixes levar pelo tempo entre os ataques inimigos.
+sector.nuclearComplex.description = Uma antiga instalação de produção e processamento de tório, reduzida a ruínas.\n[lightgray]Investiga o tório e os seus vários usos.\n\nO inimigo está presente aqui em grande número, constantemente à procura 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-a. Usa as unidades Dagger e Crawler. Desfaz os dois núcleos.
+sector.biomassFacility.description = A origem dos esporos. Esta é a instalação onde eles foram pesquisados e produzidos inicialmente.\nPesquisa a tecnologia contida na instalação. Cultiva os esporos para a produção de combustíveis e plásticos.\n\n[lightgray]No falecimento da instalação, os esporos foram libertados. Nada no ecossistema local conseguia competir com um organismo tão invasivo.
+sector.windsweptIslands.description = Um pouco depois do literal está esta série remota de ilhas. Registos mostram que haviam estruturas de produção de [accent]Plastânio[].\n\nDefende-te das unidades navais inimigas. Estabelece uma base nas ilhas. Pesquisa estas fábricas.
+sector.extractionOutpost.description = Um posto avançado remoto, construído pelo inimigo com o objetivo de lançar recursos para outros setores.\n\nA tecnologia de transporte entre setores é essencial para conquistas de território posteriores. Destrói a base. Pesquisa as Plataformas de Lançamento deles.
+sector.impact0078.description = Aqui repousam restos de uma nave de transporte interestelar que entrou pela primeira vez neste sistema.\nRecupera o máximo possível dos destroços. Pesquisa qualquer tecnologia intacta.
+sector.planetaryTerminal.description = O último alvo.\n\nEssa base costeira contém a estrutura capaz de lançar Núcleos para planetas locais. Está extremamente bem protegida.\n\nProduz unidades navais. Elimina o inimigo o mais rápido possível. Pesquisa a estrutura de lançamento.
+sector.coastline.description = Restos de tecnologia de unidades navais foram detetados nesta localização. Repele os ataques inimigos, captura o setor, e adquire a tecnologia.
+sector.navalFortress.description = O inimigo estabeleceu uma base numa ilha remota e naturalmente fortificada. Destrói este posto. Adquire a tecnologia avançada de construção naval deles, e desenvolve-a.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -833,548 +899,584 @@ sector.siege.name = Siege
sector.crossroads.name = Crossroads
sector.karst.name = Karst
sector.origin.name = Origin
-sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
-sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
-sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
-sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
-sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
-sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
-sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
-sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
-sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
-sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
-sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
-sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
-sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
-sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
-sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
-sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
-sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
-status.burning.name = Burning
-status.freezing.name = Freezing
-status.wet.name = Wet
-status.muddy.name = Muddy
-status.melting.name = Melting
-status.sapped.name = Sapped
-status.electrified.name = Electrified
-status.spore-slowed.name = Spore Slowed
+sector.onset.description = Inicia a conquista de Erekir. Reúne recursos, produz unidades e começa a pesquisar tecnologia.
+sector.aegis.description = Este setor contém depósitos de tungsténio.\nDesenvolve a [accent]Broca de Impacto[] para minerar este recurso, e destrói a base inimiga nesta área.
+sector.lake.description = O lago de escória neste setor limita muito as unidades viáveis. Uma unidade flutuante é a única opção.\nPesquisa o [accent]Construtor de Naves[] e produza uma unidade [accent]Elude[] o mais rápido possível.
+sector.intersect.description = Scans sugerem que este setor será atacado de vários lados logo após a aterragem.\nPrepara defesas rapidamente e expande o mais rápido possível.\nSerão necessárias unidades [accent]Mech[] para o terreno acidentado da área.
+sector.atlas.description = Este setor contém terreno variado e exigirá uma variedade de unidades para atacar eficazmente.\nUnidades melhoradas também podem ser necessárias para passar por algumas das bases inimigas mais difíceis detectadas aqui.\nPesquisa o [accent]Eletrolisador[] e o [accent]Refrabicador de Tanques[].
+sector.split.description = A presença mínima de inimigos neste setor torna-o perfeito para testar novas tecnologias de transporte.
+sector.basin.description = Grande presença inimiga detetada neste setor.\nConstrói unidades rapidamente e captura os núcleos inimigos para ganhar terreno.
+sector.marsh.description = Este setor tem abundância de arquicita, mas tem respiradouros limitados.\nConstrói [accent]Câmaras de Combustão Química[] para gerar energia.
+sector.peaks.description = O terreno montanhoso neste setor torna a maioria das unidades inúteis. Unidades voadoras serão necessárias.\nEsteja atento das instalações anti-aéreas inimigas. Pode ser possível desativar algumas dessas instalações ao atacar as suas construções de suporte.
+sector.ravine.description = Nenhum núcleo inimigo detetado no setor, embora seja uma importante rota de transporte para o inimigo. Espera uma variedade de forças inimigas.\nProduz [accent]liga de surto[]. Constrói torres [accent]Afflict[].
+sector.caldera-erekir.description = Os recursos detetados neste setor estão espalhados por várias ilhas.\nPesquisa e implanta transporte baseado em drones.
+sector.stronghold.description = O grande acampamento inimigo neste setor guarda depósitos significativos de [accent]tório[].\nUse-o para desenvolver unidades e torres de nível superior.
+sector.crevice.description = O inimigo enviará forças de ataque ferozes para destruir a tua base neste setor.\nDesenvolver [accent]carbide[] e o [accent]Gerador de Pirólise[] pode ser indispensável para sobreviver.
+sector.siege.description = Este setor apresenta dois desfiladeiros paralelos que forçarão um ataque em duas frentes.\nPesquisa o [accent]cianogénio[] para obter a capacidade de criar unidades de tanques ainda mais fortes.\nCuidado: mísseis inimigos de longo alcance foram detectados. Os mísseis podem ser derrubados antes do impacto.
+sector.crossroads.description = As bases inimigas neste setor foram estabelecidas em terrenos variados. Pesquisa diferentes unidades para adaptar.\nAlém disso, algumas bases estão protegidas por escudos. Descobre como eles são alimentados.
+sector.karst.description = Este setor é rico em recursos, mas será atacado pelo inimigo assim que um novo núcleo chegar.\nAproveita os recursos e pesquisa o [accent]tecido de fase[].
+sector.origin.description = O setor final com uma presença inimiga significativa.\nNenhuma oportunidade de pesquisa provável permanece - foca-te apenas em destruir todos os núcleos inimigos.
+status.burning.name = Queimar
+status.freezing.name = Congelar
+status.wet.name = Molhado
+status.muddy.name = Lama
+status.melting.name = Derreter
+status.sapped.name = Enfraquecer
+status.electrified.name = Eletrificar
+status.spore-slowed.name = Lentidão de Esporos
status.tarred.name = Tarred
-status.overdrive.name = Overdrive
+status.overdrive.name = Sobrecarga
status.overclock.name = Overclock
-status.shocked.name = Shocked
-status.blasted.name = Blasted
-status.unmoving.name = Unmoving
-status.boss.name = Guardian
+status.shocked.name = Choque
+status.blasted.name = Explosão
+status.unmoving.name = Parado
+status.boss.name = Guardião
-settings.language = Linguagem
+settings.language = Idioma
settings.data = Dados do jogo
settings.reset = Restaurar Padrões
settings.rebind = Religar
-settings.resetKey = Reset
-settings.controls = Controles
+settings.resetKey = Repor
+settings.controls = Controlos
settings.game = Jogo
settings.sound = Som
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 toda a data, Incluindo saves, mapas, Keybinds e desbloqueados.\nQuando apertar 'ok' Vai apagar toda a data e 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?
-paused = Pausado
+settings.clear.confirm = Tens a certeza que queres limpar os dados?\nOque é feito não pode ser desfeito!
+settings.clearall.confirm = [scarlet]AVISO![]\nIsto vai limpar todos os dados, incluindo saves, mapas, keybinds e desbloqueios.\nQuando apertar 'ok' o jogo vai apagar todos os dados e fechar automaticamente.
+settings.clearsaves.confirm = Tens a certeza que queres apagar todos os teus saves?
+settings.clearsaves = Apagar Saves
+settings.clearresearch = Limpar Pesquisa
+settings.clearresearch.confirm = Tens a certeza que queres apagar toda a tua pesquisa na campanha?
+settings.clearcampaignsaves = Limpar Saves da Campanha
+settings.clearcampaignsaves.confirm = Tens a certeza que queres limpar todos os teus saves da campanha?
+paused = < Pausado >
clear = Limpar
banned = [scarlet]Banido
-unsupported.environment = [scarlet]Unsupported Environment
+unsupported.environment = [scarlet]Ambiente Não Suportado
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}
-lastcommanded = [lightgray]Last Commanded: {0}
+unit.nobuild = [scarlet]Unidade não pode construir
+lastaccessed = [lightgray]Último Acesso: {0}
+lastcommanded = [lightgray]Último comando: {0}
block.unknown = [lightgray]???
-stat.showinmap =
-stat.description = Purpose
+stat.showinmap =
+stat.description = Finalidade
stat.input = Entrada
stat.output = Saida
-stat.maxefficiency = Max Efficiency
+stat.maxefficiency = Eficiência Máxima
stat.booster = Booster
-stat.tiles = Telhas Requeridas
+stat.tiles = Blocos Necessários
stat.affinities = Afinidades
-stat.opposites = Opposites
+stat.opposites = Opostos
stat.powercapacity = Capacidade de Energia
stat.powershot = Energia/tiro
stat.damage = Dano
-stat.targetsair = Mirar no ar
-stat.targetsground = Mirar no chão
+stat.targetsair = Mirar no Ar
+stat.targetsground = Mirar no Chão
stat.itemsmoved = Velocidade de movimento
-stat.launchtime = Tempo entre tiros
-stat.shootrange = Alcance
+stat.launchtime = Tempo entre Tiros
+stat.shootrange = Alcance de Tiro
stat.size = Tamanho
-stat.displaysize = Display Size
+stat.displaysize = Mostrar Tamanho
stat.liquidcapacity = Capacidade de Líquido
stat.powerrange = Alcance da Energia
-stat.linkrange = Link Range
-stat.instructions = Instructions
-stat.powerconnections = Max Connections
-stat.poweruse = Uso de energia
+stat.linkrange = Alcance do Link
+stat.instructions = Instruções
+stat.powerconnections = Conexões Máximas
+stat.poweruse = Uso de Energia
stat.powerdamage = Dano/Poder
stat.itemcapacity = Capacidade de Itens
-stat.memorycapacity = Memory Capacity
-stat.basepowergeneration = Geração de poder base
-stat.productiontime = Tempo de produção
-stat.repairtime = Tempo de reparo total do bloco
-stat.repairspeed = Repair Speed
-stat.weapons = Weapons
-stat.bullet = Bullet
-stat.moduletier = Module Tier
-stat.unittype = Unit Type
-stat.speedincrease = Aumento de velocidade
-stat.range = Distância
-stat.drilltier = Furáveis
-stat.drillspeed = Velocidade da broca base
+stat.memorycapacity = Capacidade de Memória
+stat.basepowergeneration = Geração de Poder Base
+stat.productiontime = Tempo de Produção
+stat.repairtime = Tempo de Reparo Total do Bloco
+stat.repairspeed = Velocidade de Reparação
+stat.weapons = Armas
+stat.bullet = Bala
+stat.moduletier = Nível do Módulo
+stat.unittype = Tipo de Unidade
+stat.speedincrease = Aumento de Velocidade
+stat.range = Alcance
+stat.drilltier = Brocas
+stat.drillspeed = Velocidade base da Broca
stat.boosteffect = Efeito do Boost
-stat.maxunits = Máximo de unidades ativas
+stat.maxunits = Máximo de Unidades Ativas
stat.health = Saúde
stat.armor = Armor
-stat.buildtime = Tempo de construção
-stat.maxconsecutive = Max Consecutive
-stat.buildcost = Custo de construção
+stat.buildtime = Tempo de Construção
+stat.maxconsecutive = Máximo Consecutivo
+stat.buildcost = Custo de Construção
stat.inaccuracy = Imprecisão
stat.shots = Tiros
-stat.reload = Tiros por segundo
+stat.reload = Tiros por Segundo
stat.ammo = Munição
-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.charge = Charge
-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.abilities = Abilities
-stat.canboost = Can Boost
-stat.flying = Flying
-stat.ammouse = Ammo Use
-stat.ammocapacity = Ammo Capacity
-stat.damagemultiplier = Damage Multiplier
-stat.healthmultiplier = Health Multiplier
-stat.speedmultiplier = Speed Multiplier
-stat.reloadmultiplier = Reload Multiplier
-stat.buildspeedmultiplier = Build Speed Multiplier
-stat.reactive = Reacts
-stat.immunities = Immunities
-stat.healing = Healing
+stat.shieldhealth = Vida do Escudo
+stat.cooldowntime = Tempo de Espera
+stat.explosiveness = Explosividade
+stat.basedeflectchance = Probabilidade Base de Esquiva
+stat.lightningchance = Probabilidade de Raio
+stat.lightningdamage = Dano de Raio
+stat.flammability = Inflamabilidade
+stat.radioactivity = Radioatividade
+stat.charge = Carga de Eletricidade
+stat.heatcapacity = Capacidade de Calor
+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 da Carga
+stat.abilities = Habilidades
+stat.canboost = Pode Impulsionar
+stat.flying = Voar
+stat.ammouse = Consumo de Munição
+stat.ammocapacity = Capacidade de Munição
+stat.damagemultiplier = Multiplicador de Dano
+stat.healthmultiplier = Multiplicador de Vida
+stat.speedmultiplier = Multiplicador de Velocidade
+stat.reloadmultiplier = Multiplicador de Recarga
+stat.buildspeedmultiplier = Multiplicador de Velocidade de COnstrução
+stat.reactive = Reações
+stat.immunities = Imunidade
+stat.healing = Reparação
+stat.efficiency = [stat]{0}% Efficiency
-ability.forcefield = Force Field
-ability.forcefield.description = Projects a force shield that absorbs bullets
-ability.repairfield = Repair Field
-ability.repairfield.description = Repairs nearby units
-ability.statusfield = Status Field
-ability.statusfield.description = Applies a status effect to nearby units
-ability.unitspawn = Factory
-ability.unitspawn.description = Constructs units
-ability.shieldregenfield = Shield Regen Field
-ability.shieldregenfield.description = Regenerates shields of nearby units
-ability.movelightning = Movement Lightning
-ability.movelightning.description = Releases lightning while moving
-ability.armorplate = Armor Plate
-ability.armorplate.description = Reduces damage taken while shooting
-ability.shieldarc = Shield Arc
-ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
-ability.suppressionfield = Regen Suppression Field
-ability.suppressionfield.description = Stops nearby repair buildings
-ability.energyfield = Energy Field
-ability.energyfield.description = Zaps nearby enemies
-ability.energyfield.healdescription = Zaps nearby enemies and heals allies
-ability.regen = Regeneration
-ability.regen.description = Regenerates own health over time
-ability.liquidregen = Liquid Absorption
-ability.liquidregen.description = Absorbs liquid to heal itself
-ability.spawndeath = Death Spawns
-ability.spawndeath.description = Releases units on death
-ability.liquidexplode = Death Spillage
-ability.liquidexplode.description = Spills liquid on death
-ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
-ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
-ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
-ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
-ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
-ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.forcefield = Campo de Força
+ability.forcefield.description = Cria um campo de força que absorve as balas
+ability.repairfield = Campo de Reparação
+ability.repairfield.description = Repara unidades próximas
+ability.statusfield = Campo de Estado
+ability.statusfield.description = Aplica um estado a unidades próximas
+ability.unitspawn = Fábrica
+ability.unitspawn.description = Constrói unidades
+ability.shieldregenfield = Campo de regeneração do escudo
+ability.shieldregenfield.description = Regenera o escudo de unidades próximas
+ability.movelightning = Raio de Movimento
+ability.movelightning.description = Liberta raios enquanto se move
+ability.armorplate = Placa de Armadura
+ability.armorplate.description = Reduz o dano sofrido ao disparar
+ability.shieldarc = Arco de Escudo
+ability.shieldarc.description = Projeta um campo de escudo em forma de arco que absorve as balas
+ability.suppressionfield = Supressão de Reparo
+ability.suppressionfield.description = Pára reparações de estruturas próximas
+ability.energyfield = Campo de Energia
+ability.energyfield.description = Eletrocuta inimigos próximos
+ability.energyfield.healdescription = Eletrocuta inimigos próximos e cura aliados
+ability.regen = Regeneração
+ability.regen.description = Regenera a própria vida com o tempo
+ability.liquidregen = Absorção de Líquidos
+ability.liquidregen.description = Absorve líquidos para curar-se a si próprio
+ability.spawndeath = Spawns de Morte
+ability.spawndeath.description = Liberta unidades aquando a morte
+ability.liquidexplode = Derrame de morte
+ability.liquidexplode.description = Derrama líquidos aquando a morte
+ability.stat.firingrate = [stat]{0}/seg.[lightgray] taxa de disparo
+ability.stat.regen = [stat]{0}[lightgray] vida/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
+ability.stat.shield = [stat]{0}[lightgray] escudo
+ability.stat.repairspeed = [stat]{0}/seg.[lightgray] velocidade de reparação
+ability.stat.slurpheal = [stat]{0}[lightgray] unidade de vida/líquido
+ability.stat.cooldown = [stat]{0} seg.[lightgray] espera
+ability.stat.maxtargets = [stat]{0}[lightgray] alvos máximos
+ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] quantidade de reparação do mesmo tipo
+ability.stat.damagereduction = [stat]{0}%[lightgray] redução de dano
+ability.stat.minspeed = [stat]{0} blocos/seg.[lightgray] velocidade mínima
+ability.stat.duration = [stat]{0} seg.[lightgray] duração
+ability.stat.buildtime = [stat]{0} seg.[lightgray] tempo de construção
-bar.onlycoredeposit = Only Core Depositing Allowed
-
-bar.drilltierreq = Broca melhor necessária.
-bar.noresources = Missing Resources
-bar.corereq = Core Base Required
-bar.corefloor = Core Zone Tile Required
-bar.cargounitcap = Cargo Unit Cap Reached
-bar.drillspeed = Velocidade da broca: {0}/s
-bar.pumpspeed = Pump Speed: {0}/s
+bar.onlycoredeposit = Depósito no núcleo permitido apenas
+bar.drilltierreq = Melhor broca necessária
+bar.nobatterypower = Insufficient Battery Power
+bar.noresources = Recursos Insuficientes
+bar.corereq = Base de Núcleo Necessária
+bar.corefloor = Chão de colocação do Núcleo Necessária
+bar.cargounitcap = Limite de Carga Atingido
+bar.drillspeed = Velocidade da Broca: {0}/s
+bar.pumpspeed = Velocidade da Bomba: {0}/s
bar.efficiency = Eficiência: {0}%
-bar.boost = Boost: +{0}%
-bar.powerbalance = Energia: {0}
+bar.boost = Impulso: +{0}%
+bar.powerbuffer = Batteries: {0}/{1}
+bar.powerbalance = Energia: {0}/s
+
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}
-bar.liquid = Liquido
-bar.heat = Aquecimento
-bar.instability = Instability
-bar.heatamount = Heat: {0}
-bar.heatpercent = Heat: {0} ({1}%)
-bar.power = Poder
-bar.progress = Progresso da construção
-bar.loadprogress = Progress
-bar.launchcooldown = Launch Cooldown
-bar.input = Input
-bar.output = Output
-bar.strength = [stat]{0}[lightgray]x strength
+bar.liquid = Líquido
+bar.heat = Calor
+bar.cooldown = Cooldown
+bar.instability = Instabilidade
+bar.heatamount = Calor: {0}
+bar.heatpercent = Calor: {0} ({1}%)
-units.processorcontrol = [lightgray]Processor Controlled
+bar.power = Poder
+bar.progress = Progresso da Construção
+bar.loadprogress = Progreso
+bar.launchcooldown = Cooldown de Lançamento
+bar.input = Entrada
+bar.output = Saída
+bar.strength = [stat]{0}[lightgray]x força
+
+units.processorcontrol = [lightgray]Controlado por Processador
bullet.damage = [stat]{0}[lightgray] dano
-bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Blocos
-bullet.incendiary = [stat]Incendiário
-bullet.homing = [stat]Guiado
-bullet.armorpierce = [stat]armor piercing
-bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
-bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
-bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
-bullet.frags = [stat]{0}[lightgray]x frag bullets:
-bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
-bullet.buildingdamage = [stat]{0}%[lightgray] building damage
-bullet.knockback = [stat]{0}[lightgray]Impulso
-bullet.pierce = [stat]{0}[lightgray]x pierce
-bullet.infinitepierce = [stat]pierce
-bullet.healpercent = [stat]{0}[lightgray]% healing
-bullet.healamount = [stat]{0}[lightgray] direct repair
+bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s)
+bullet.incendiary = [stat]incendiário
+bullet.homing = [stat]guiado
+bullet.armorpierce = [stat]perfuração de armadura
+bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano
+bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos
+bullet.interval = [stat]{0}/seg.[lightgray] balas de intervalo:
+bullet.frags = [stat]{0}[lightgray]x fragmentos de balas:
+bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
+bullet.buildingdamage = [stat]{0}%[lightgray] dano em construções
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
+bullet.knockback = [stat]{0}[lightgray] impulso
+bullet.pierce = [stat]{0}[lightgray]x perfuração
+bullet.infinitepierce = [stat]perfuração
+bullet.healpercent = [stat]{0}[lightgray]% cura
+bullet.healamount = [stat]{0}[lightgray] reparo direto
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munição
bullet.reload = [stat]{0}[lightgray]x cadência de tiro
-bullet.range = [stat]{0}[lightgray] tiles range
+bullet.range = [stat]{0}[lightgray] alcance de blocos
+bullet.notargetsmissiles = [stat] ignora construções
+bullet.notargetsbuildings = [stat] ignora mísseis
unit.blocks = Blocos
-unit.blockssquared = blocks²
-unit.powersecond = Unidades de energia/segundo
-unit.tilessecond = tiles/second
-unit.liquidsecond = Unidades de líquido/segundo
-unit.itemssecond = itens/segundo
-unit.liquidunits = Unidades de liquido
+unit.blockssquared = Blocos²
+unit.powersecond = Unidades de energia/seg.
+unit.tilessecond = Blocos/seg.
+unit.liquidsecond = Unidades de líquido/seg.
+unit.itemssecond = Itens/seg.
+unit.liquidunits = Unidades de líquido
unit.powerunits = Unidades de energia
-unit.heatunits = heat units
+unit.heatunits = Unidades de calor
unit.degrees = Graus
unit.seconds = segundos
-unit.minutes = mins
-unit.persecond = por segundo
+unit.minutes = minutos
+unit.persecond = /seg.
unit.perminute = /min
-unit.timesspeed = x Velocidade
+unit.timesspeed = x velocidade
+unit.multiplier = x
+
unit.percent = %
-unit.shieldhealth = shield health
+unit.shieldhealth = saúde do escudo
unit.items = itens
-unit.thousands = k
-unit.millions = mil
-unit.billions = b
-unit.shots = shots
-unit.pershot = /shot
-category.purpose = Purpose
+unit.thousands = m
+unit.millions = M
+unit.billions = B
+unit.shots = disparos
+unit.pershot = /dispasro
+
+category.purpose = Propósito
category.general = Geral
category.power = Poder
category.liquids = Líquidos
category.items = Itens
-category.crafting = Construindo
-category.function = Function
-category.optional = Melhoras opcionais
-setting.alwaysmusic.name = Always Play Music
-setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
-setting.skipcoreanimation.name = Skip Core Launch/Land Animation
-setting.landscape.name = Travar panorama
+category.crafting = Entrada/Saída
+category.function = Função
+category.optional = Melhorias opcionais
+setting.alwaysmusic.name = Tocar Música Sempre
+setting.alwaysmusic.description = Quando ativado, a música vai ser tocada sempre em loop durante o jogo.\nQUando desativado, só toca em intervalos aleatórios.
+setting.skipcoreanimation.name = Passar Animação de Lançamento/Aterragem do Núcleo
+setting.landscape.name = Bloquear Orientação
setting.shadows.name = Sombras
-setting.blockreplace.name = Automatic Block Suggestions
+setting.blockreplace.name = Sugestões Automáticas de Blocos
setting.linear.name = Filtragem linear
-setting.hints.name = Hints
-setting.logichints.name = Logic Hints
-setting.backgroundpause.name = Pause In Background
-setting.buildautopause.name = Auto-Pause Building
-setting.doubletapmine.name = Double-Tap to Mine
-setting.commandmodehold.name = Hold For Command Mode
-setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
-setting.modcrashdisable.name = Disable Mods On Startup Crash
-setting.animatedwater.name = Água animada
-setting.animatedshields.name = Escudos animados
-setting.playerindicators.name = Player Indicators
-setting.indicators.name = Indicador de aliados
-setting.autotarget.name = Alvo automatico
-setting.keyboard.name = Controles de mouse e teclado
-setting.touchscreen.name = Controles de Touchscreen
-setting.fpscap.name = FPS Máximo
+setting.hints.name = Dicas
+setting.logichints.name = Dicas de Lógica
+setting.backgroundpause.name = Pausar Jogo em Segundo Plano
+setting.buildautopause.name = Auto-Pausar Construções
+setting.doubletapmine.name = Duplo Toque para Minerar
+setting.commandmodehold.name = Segurar para Modo de Comando
+setting.distinctcontrolgroups.name = Limitar um Grupo de Controlo por Unidade
+setting.modcrashdisable.name = Desativar Mods em Crash de Início do Jogo
+setting.animatedwater.name = Água Animada
+setting.animatedshields.name = Escudos Animados
+setting.playerindicators.name = Indicador de Jogadores
+setting.indicators.name = Indicador de inimigos
+setting.autotarget.name = Alvo Automático
+setting.keyboard.name = Controlos de Rato e Teclado
+setting.touchscreen.name = Controlos de Touchscreen
+setting.fpscap.name = Limite de FPS
setting.fpscap.none = Nenhum
setting.fpscap.text = {0} FPS
-setting.uiscale.name = Escala da IU[lightgray] (reinicialização requerida)[]
-setting.uiscale.description = Restart required to apply changes.
-setting.swapdiagonal.name = Sempre colocação diagnoal
-setting.difficulty.training = Treinamento
-setting.difficulty.easy = Fácil
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Difícil
-setting.difficulty.insane = Insano
-setting.difficulty.name = Dificuldade
-setting.screenshake.name = Balanço do Ecrã
-setting.bloomintensity.name = Bloom Intensity
+
+setting.uiscale.name = Escala da IU[lightgray] (reinicío requerida)[]
+setting.uiscale.description = Reinicío necessário para aplicar as alterações.
+setting.swapdiagonal.name = Colocação Diagonal Sempre
+setting.screenshake.name = Vibração do Ecrã
+setting.bloomintensity.name = Intensidade do Bloom
+
setting.bloomblur.name = Bloom Blur
setting.effects.name = Efeitos
-setting.destroyedblocks.name = Mostrar Blocos Destruidos
-setting.blockstatus.name = Display Block Status
-setting.conveyorpathfinding.name = Localização do caminho do transportador
-setting.sensitivity.name = Sensibilidade do Controle
-setting.saveinterval.name = Intervalo de autogravamento
-setting.seconds = {0} Segundos
+setting.destroyedblocks.name = Mostrar Blocos Destruídos
+setting.blockstatus.name = Mostrar Estado do Bloco
+setting.displayselection.name = Display Block Configs on Hover
+setting.conveyorpathfinding.name = Trajetória de Colocação de Tapetes Rolantes
+setting.sensitivity.name = Sensibilidade dos Controlos
+setting.saveinterval.name = Intervalo de auto-salvamento do jogo
+setting.seconds = {0} segundos
setting.milliseconds = {0} milissegundos
-setting.fullscreen.name = Ecrã inteiro
-setting.borderlesswindow.name = Janela sem borda[lightgray] (Pode precisar reiniciar)
-setting.borderlesswindow.name.windows = Borderless Fullscreen
-setting.borderlesswindow.description = Restart may be required to apply changes.
-setting.fps.name = Mostrar FPS
-setting.console.name = Enable Console
-setting.smoothcamera.name = Smooth Camera
-setting.vsync.name = VSync
-setting.pixelate.name = Pixelizado [lightgray](Pode diminuir a performace)
-setting.minimap.name = Mostrar minimapa
-setting.coreitems.name = Display Core Items
-setting.position.name = Show Player Position
-setting.mouseposition.name = Show Mouse Position
+setting.fullscreen.name = Ecrã Inteiro
+setting.borderlesswindow.name = Janela sem Bordas
+setting.borderlesswindow.name.windows = Ecrã sem Bordas
+setting.borderlesswindow.description = Pode ser necessário reiniciar para aplicar as alterações.
+setting.fps.name = Mostrar FPS e Ping
+setting.console.name = Ativar Consola
+setting.smoothcamera.name = Câmara Suave
+setting.vsync.name = Sincronização Vertical (VSync)
+setting.pixelate.name = Pixelização
+setting.minimap.name = Mostrar Minimapa
+setting.coreitems.name = Mostrar Itens do Núcleo
+setting.position.name = Mostrar Posição do Jogador
+setting.mouseposition.name = Mostrar Posição do Rato
setting.musicvol.name = Volume da Música
-setting.atmosphere.name = Show Planet Atmosphere
-setting.drawlight.name = Draw Darkness/Lighting
-setting.ambientvol.name = Volume do ambiente
+setting.atmosphere.name = Mostrar Atmosfera do Planeta
+setting.drawlight.name = Renderizar Iluminação/Escuro
+setting.ambientvol.name = Volume do Ambiente
setting.mutemusic.name = Desligar Música
-setting.sfxvol.name = Volume de Efeitos
+setting.sfxvol.name = Volume dos Efeitos
setting.mutesound.name = Desligar Som
-setting.crashreport.name = Enviar denuncias de crash anonimas
-setting.savecreate.name = Criar gravamentos automaticamente
+setting.crashreport.name = Enviar Relatórios de Crash Anónimos
+setting.communityservers.name = Fetch Community Server List
+setting.savecreate.name = Criar Gravações Automaticamente
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limite de Jogadores
-setting.chatopacity.name = Opacidade do chat
-setting.lasersopacity.name = Opacidade do Power Laser
-setting.bridgeopacity.name = Opacidade da Ponte
-setting.playerchat.name = Mostrar chat em jogo
-setting.showweather.name = Show Weather Graphics
-setting.hidedisplays.name = Hide Logic Displays
+setting.chatopacity.name = Opacidade do Chat
+setting.lasersopacity.name = Opacidade do Poder do Laser
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
+setting.bridgeopacity.name = Opacidade das Pontes
+setting.playerchat.name = Mostrar Chat em Jogo
+setting.showweather.name = Mostrar Gráficos do Clima
+setting.hidedisplays.name = Ocultar Ecrãs Lógicos
+
setting.macnotch.name = Adaptar a interface para exibir o entalhe
setting.macnotch.description = É necessário reiniciar para aplicar as alterações
-steam.friendsonly = Friends Only
-steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
-public.beta = Observe que as versões beta do jogo não podem criar lobbies públicos.
-uiscale.reset = A escala da IU foi mudada.\nPressione "OK" para confirmar esta escala.\n[scarlet]Revertendo e saindo em[accent] {0}[] settings...
+steam.friendsonly = Amigos Apenas
+steam.friendsonly.tooltip = Define se apenas amigos da Steam podem juntar-se ao teu jogo.\nDesativar esta opção fará o teu jogo público - qualquer um pode-se juntar ao teu mapa.
+public.beta = Observa que as versões beta do jogo não podem criar lobbies públicos.
+uiscale.reset = A escala da IU foi mudada.\nPressiona "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 aparelhos móveis. Apenas movimento básico é suportado.
+keybind.title = Revincular teclas
+keybinds.mobile = [scarlet]A maior parte das teclas aqui não funcionam em dispositivos móveis. Apenas é suportado movimento básico.
category.general.name = Geral
category.view.name = Ver
-category.command.name = Unit Command
+category.command.name = Comando de Unidades
category.multiplayer.name = Multijogador
-category.blocks.name = Block Select
-placement.blockselectkeys = \n[lightgray]Key: [{0},
-keybind.respawn.name = Respawn
-keybind.control.name = Control Unit
-keybind.clear_building.name = Limpar Edificio
-keybind.press = Pressione uma tecla...
-keybind.press.axis = Pressione uma Axis ou tecla...
-keybind.screenshot.name = Captura do mapa
-keybind.toggle_power_lines.name = Toggle Power Lasers
-keybind.toggle_block_status.name = Toggle Block Statuses
-keybind.move_x.name = mover_x
-keybind.move_y.name = mover_y
-keybind.mouse_move.name = Follow Mouse
-keybind.pan.name = Pan View
-keybind.boost.name = Boost
-keybind.command_mode.name = Command Mode
-keybind.command_queue.name = Unit Command Queue
-keybind.create_control_group.name = Create Control Group
-keybind.cancel_orders.name = Cancel Orders
-keybind.unit_stance_shoot.name = Unit Stance: Shoot
-keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
-keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
-keybind.unit_stance_patrol.name = Unit Stance: Patrol
-keybind.unit_stance_ram.name = Unit Stance: Ram
-keybind.unit_command_move.name = Unit Command: Move
-keybind.unit_command_repair.name = Unit Command: Repair
-keybind.unit_command_rebuild.name = Unit Command: Rebuild
-keybind.unit_command_assist.name = Unit Command: Assist
-keybind.unit_command_mine.name = Unit Command: Mine
-keybind.unit_command_boost.name = Unit Command: Boost
-keybind.unit_command_load_units.name = Unit Command: Load Units
-keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
-keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
-keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
-keybind.rebuild_select.name = Rebuild Region
-keybind.schematic_select.name = Selecionar região
-keybind.schematic_menu.name = Menu esquemático
-keybind.schematic_flip_x.name = Rodar esquema X
-keybind.schematic_flip_y.name = Rodar esquema 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 = Alterar ecrã inteiro
-keybind.select.name = Selecionar
-keybind.diagonal_placement.name = Colocação diagonal
-keybind.pick.name = Pegar bloco
-keybind.break_block.name = Quebrar bloco
-keybind.select_all_units.name = Select All Units
-keybind.select_all_unit_factories.name = Select All Unit Factories
-keybind.deselect.name = Deselecionar
-keybind.pickupCargo.name = Pickup Cargo
-keybind.dropCargo.name = Drop Cargo
+
+category.blocks.name = Selecionador de Blocos
+placement.blockselectkeys = \n[lightgray]Tecla: [{0},
+keybind.respawn.name = Renascer
+keybind.control.name = Controlar Unidade
+keybind.clear_building.name = Limpar Construção
+keybind.press = Prime uma tecla...
+keybind.press.axis = Prime um eixo ou uma tecla...
+keybind.screenshot.name = Captura de Ecrã do Mapa
+keybind.toggle_power_lines.name = Ativar Lasers de Energia
+keybind.toggle_block_status.name = Ativar Estado de Blocos
+keybind.move_x.name = Mover no Eixo X
+keybind.move_y.name = Mover no Eixo Y
+keybind.mouse_move.name = Seguir Rato
+keybind.pan.name = Vista Panorâmica
+keybind.boost.name = Impulso
+keybind.command_mode.name = Modo de Comando
+keybind.command_queue.name = Fila de Comando de Unidades
+keybind.create_control_group.name = Criar Grupo de Controlo
+keybind.cancel_orders.name = Cancelar Pedidos
+
+keybind.unit_stance_shoot.name = Postura de Unidade: Disparar
+keybind.unit_stance_hold_fire.name = Postura de Unidade: Não Disparar
+keybind.unit_stance_pursue_target.name = Postura de Unidade: Perseguir Alvo
+keybind.unit_stance_patrol.name = Postura de Unidade: Patrulha
+keybind.unit_stance_ram.name = Postura de Unidade: Forçar
+keybind.unit_command_move.name = Controlo de Unidade: Mover
+keybind.unit_command_repair.name = Controlo de Unidade: Reparar
+keybind.unit_command_rebuild.name = Controlo de Unidade: Reconstruir
+keybind.unit_command_assist.name = Controlo de Unidade: Assistir
+keybind.unit_command_mine.name = Controlo de Unidade: Minerar
+keybind.unit_command_boost.name = Controlo de Unidade: Impulsionar
+keybind.unit_command_load_units.name = Controlo de Unidade: Carregar Unidades
+keybind.unit_command_load_blocks.name = Controlo de Unidade: Carregar Blocos
+keybind.unit_command_unload_payload.name = Controlo de Unidade: Descarregar Carga
+keybind.unit_command_enter_payload.name = Controlo de Unidade: Inserir Carga
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
+
+keybind.rebuild_select.name = Reconstruir Região
+keybind.schematic_select.name = Selecionar Região
+keybind.schematic_menu.name = Menu de Esquemas
+keybind.schematic_flip_x.name = Rodar Esquema pelo eixo X
+keybind.schematic_flip_y.name = Rodar Esquema pelo eixo Y
+keybind.category_prev.name = Categoria Anterior
+keybind.category_next.name = Próxima Categoria
+keybind.block_select_left.name = Selecionar Bloco à Esquerda
+keybind.block_select_right.name = Selecionar Bloco à Direita
+keybind.block_select_up.name = Selecionar Bloco Acima
+keybind.block_select_down.name = Seleconar Bloco Abaixo
+keybind.block_select_01.name = Categoria/Seleção de Bloco 1
+keybind.block_select_02.name = Categoria/Seleção de Bloco 2
+keybind.block_select_03.name = Categoria/Seleção de Bloco 3
+keybind.block_select_04.name = Categoria/Seleção de Bloco 4
+keybind.block_select_05.name = Categoria/Seleção de Bloco 5
+keybind.block_select_06.name = Categoria/Seleção de Bloco 6
+keybind.block_select_07.name = Categoria/Seleção de Bloco 7
+keybind.block_select_08.name = Categoria/Seleção de Bloco 8
+keybind.block_select_09.name = Categoria/Seleção de Bloco 9
+keybind.block_select_10.name = Categoria/Seleção de Bloco 10
+keybind.fullscreen.name = Ativar/Desativar Ecrã Inteiro
+keybind.select.name = Selecionar/Atirar
+keybind.diagonal_placement.name = Colocação na Diagonal
+keybind.pick.name = Pegar Bloco
+keybind.break_block.name = Partir Bloco
+keybind.select_all_units.name = Selecionar Todas as Unidades
+keybind.select_all_unit_factories.name = Selecionar Todas as Fábricas
+keybind.deselect.name = Desselecionar
+keybind.pickupCargo.name = Pegar Carga
+keybind.dropCargo.name = Largar Carga
+
keybind.shoot.name = Atirar
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pausar
-keybind.pause_building.name = Pausar/Resumir construção
+keybind.pause_building.name = Pausar/Resumir Construção
keybind.minimap.name = Minimapa
-keybind.planet_map.name = Planet Map
-keybind.research.name = Research
-keybind.block_info.name = Block Info
-keybind.chat.name = Conversa
-keybind.player_list.name = Lista_de_jogadores
-keybind.console.name = console
-keybind.rotate.name = Girar
-keybind.rotateplaced.name = Rodar existente (Hold)
-keybind.toggle_menus.name = Ativar menus
-keybind.chat_history_prev.name = Histórico do chat anterior
-keybind.chat_history_next.name = Histórico do proximo chat
-keybind.chat_scroll.name = Rolar chat
-keybind.chat_mode.name = Change Chat Mode
-keybind.drop_unit.name = Soltar unidade
-keybind.zoom_minimap.name = Zoom do minimapa
+keybind.planet_map.name = Mapa do Planeta
+keybind.research.name = Pesquisa
+keybind.block_info.name = Informação do Bloco
+keybind.chat.name = Chat
+keybind.player_list.name = Lista de Jogadores
+keybind.console.name = Consola
+keybind.rotate.name = Rodar
+keybind.rotateplaced.name = Rodar Existente (Manter)
+keybind.toggle_menus.name = Ativar/Desativar Menus
+keybind.chat_history_prev.name = Histórico do Chat Anterior
+keybind.chat_history_next.name = Próximo Histórico do Chat
+keybind.chat_scroll.name = Percorrer Chat
+keybind.chat_mode.name = Mudar Modo de Chat
+keybind.drop_unit.name = Largar Unidade
+keybind.zoom_minimap.name = Zoom do Minimapa
mode.help.title = Descrição dos mods
-mode.survival.name = Sobrevivência
-mode.survival.description = O modo normal. Recursos limitados e hordas automáticas.
-mode.sandbox.name = Sandbox
-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.attack.name = Ataque
-mode.attack.description = Sem hordas, com o objetivo de destruir a base inimiga.
-mode.custom = Regras personalizadas
-rules.invaliddata = Invalid clipboard data.
-rules.hidebannedblocks = Hide Banned Blocks
-rules.infiniteresources = Recursos infinitos
-rules.onlydepositcore = Only Allow Core Depositing
-rules.derelictrepair = Allow Derelict Block Repair
-rules.reactorexplosions = Reactor Explosions
-rules.coreincinerates = Core Incinerates Overflow
-rules.disableworldprocessors = Disable World Processors
-rules.schematic = Schematics Allowed
-rules.wavetimer = Tempo de horda
-rules.wavesending = Wave Sending
-rules.allowedit = Allow Editing Rules
-rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+mode.survival.name = Sobrevivência
+mode.survival.description = O modo padrão. Recursos limitados e hordas automáticas.
+mode.sandbox.name = Sandbox
+mode.sandbox.description = Recursos infinitos e sem temporizador para ataques.
+mode.editor.name = Editor
+mode.pvp.name = PvP
+mode.pvp.description = Luta contra outros jogadores locais.\n[gray]Necessita de pelo menos 2 núcleos de cores diferentes para jogar.
+mode.attack.name = Ataque
+mode.attack.description = Destrói a base inimiga.\n[gray]Requer um núcleo de cor vermelha no mapa para jogar.
+mode.custom = Regras personalizadas
+
+rules.invaliddata = Dados na área de transferência Inválidos
+rules.hidebannedblocks = Ocultar Blocos Banidos
+
+rules.infiniteresources = Recursos Infinitos
+rules.onlydepositcore = Permitir Apenas Depósito no Núcleo
+rules.derelictrepair = Permitir Reparação de Blocos Derelict
+rules.reactorexplosions = Esploções de Reatores
+rules.coreincinerates = Núcleo destrói Itens em Excesso
+rules.disableworldprocessors = Desativar Processadores Globais
+rules.schematic = Esquemas Permitidos
+rules.wavetimer = Tempo de Horda
+rules.wavesending = Envio de Hordas
+rules.allowedit = Permitir Edição de Regras
+rules.allowedit.info = Quando ativado, o jogador pode editar as regras em jogo através do botão no canto sup. esq. nop menu de Pausa.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
+
rules.waves = Hordas
-rules.airUseSpawns = Air units use spawn points
-rules.attack = Modo de ataque
-rules.buildai = Base Builder AI
-rules.buildaitier = Builder AI Tier
-rules.rtsai = RTS AI
-rules.rtsminsquadsize = Min Squad Size
-rules.rtsmaxsquadsize = Max Squad Size
-rules.rtsminattackweight = Min Attack Weight
-rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
-rules.corecapture = Capture Core On Destruction
-rules.polygoncoreprotection = Polygonal Core Protection
-rules.placerangecheck = Placement Range Check
-rules.enemyCheat = Recursos de IA Infinitos
-rules.blockhealthmultiplier = Block Health Multiplier
-rules.blockdamagemultiplier = Block Damage Multiplier
-rules.unitbuildspeedmultiplier = Multiplicador de velocidade de criação de unidade
-rules.unitcostmultiplier = Unit Cost Multiplier
-rules.unithealthmultiplier = Multiplicador de vida de unidade
-rules.unitdamagemultiplier = Multiplicador de dano de Unidade
-rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
-rules.solarmultiplier = Solar Power Multiplier
-rules.unitcapvariable = Cores Contribute To Unit Cap
-rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
-rules.unitcap = Base Unit Cap
-rules.limitarea = Limit Map Area
-rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
-rules.wavespacing = Espaço entre hordas:[lightgray] (seg)
-rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
-rules.buildcostmultiplier = Multiplicador de custo de construção
-rules.buildspeedmultiplier = Multiplicador de velocidade de construção
-rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
-rules.waitForWaveToEnd = hordas esperam inimigos
-rules.wavelimit = Map Ends After Wave
-rules.dropzoneradius = Raio da zona de spawn:[lightgray] (blocos)
-rules.unitammo = Units Require Ammo
-rules.enemyteam = Enemy Team
-rules.playerteam = Player Team
+
+rules.airUseSpawns = Unidades Aéreas usam os Pontos de Spawn
+rules.attack = Modo de Ataque
+rules.buildai = Construtor de Base por IA
+rules.buildaitier = Nível de Construtor IA
+rules.rtsai = RTS AI [red](WIP)
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
+rules.rtsminsquadsize = Tamanho Mínimo de Esquadrão
+rules.rtsmaxsquadsize = Tamanho Máximo de Esquadrão
+rules.rtsminattackweight = Peso Mínimo de Ataque
+rules.cleanupdeadteams = Limpar Construções Inimigas quando derrotadas (PvP)
+rules.corecapture = Capturar Núcleo na Cestruição
+rules.polygoncoreprotection = Proteção do Núcleo Poligonal
+rules.placerangecheck = Verificação do intervalo de colocação
+rules.enemyCheat = Recursos Infinitos para a Equipa Inimiga
+rules.blockhealthmultiplier = Multiplicador de Vida do Bloco
+rules.blockdamagemultiplier = Multiplicador de Dano do Bloco
+rules.unitbuildspeedmultiplier = Multiplicador de Velocidade de Criação de Unidades
+rules.unitcostmultiplier = Multiplicador de Custo de Unidades
+rules.unithealthmultiplier = Multiplicador de Vida de Unidades
+rules.unitdamagemultiplier = Multiplicador de Dano de Unidades
+rules.unitcrashdamagemultiplier = Multiplicador de Dano de Unidades quando Destruídas.
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
+rules.solarmultiplier = Multiplicador de Energia Solar
+rules.unitcapvariable = Núcleos Contribuem para o Limite de Unidades
+rules.unitpayloadsexplode = Cargas carregadas explodem junto com a Unidade
+rules.unitcap = Limite básico de Unidades
+rules.limitarea = Limitar Área do Mapa
+rules.enemycorebuildradius = Raio de Proteção Contra Construções do Núcleo Inimigo :[lightgray] (blocos)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
+rules.wavespacing = Tempo entre Hordas:[lightgray] (seg.)
+rules.initialwavespacing = Intervalo da Primeira Horda:[lightgray] (seg.)
+rules.buildcostmultiplier = Multiplicador do Custo de Construção
+rules.buildspeedmultiplier = Multiplicador do Velocidade de Construção
+rules.deconstructrefundmultiplier = Multiplicador do Reemboso de Desconstrução
+rules.waitForWaveToEnd = Hordas Esperam a Anterior Acabar
+rules.wavelimit = Mapa Acaba após a Horda
+rules.dropzoneradius = Raio da Zona de Spawn:[lightgray] (blocos)
+rules.unitammo = UNidades Requerem Munição [red](pode ser removido)
+rules.enemyteam = Equipa Inimiga
+rules.playerteam = Equipa do jogador
+
rules.title.waves = Hordas
rules.title.resourcesbuilding = Recursos e Construções
rules.title.enemy = Inimigos
rules.title.unit = Unidades
rules.title.experimental = Experimental
-rules.title.environment = Environment
-rules.title.teams = Teams
-rules.title.planet = Planet
-rules.lighting = Lighting
-rules.fog = Fog of War
-rules.fire = Fire
-rules.anyenv =
-rules.explosions = Block/Unit Explosion Damage
-rules.ambientlight = Ambient Light
+rules.title.environment = Ambiente
+rules.title.teams = Equipas
+rules.title.planet = Planeta
+rules.lighting = Iluminação
+rules.fog = Névoa de guerra
+rules.invasions = Invasões de Setores Inimigos
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Mostrar Spawn de Inimigos
+rules.randomwaveai = IA de hordas imprevisível
+rules.fire = Fogo
+rules.anyenv =
+rules.explosions = Dano de Explosão a Bloco/Unidade
+rules.ambientlight = Luz Ambiente
+
rules.weather = Weather
-rules.weather.frequency = Frequency:
-rules.weather.always = Always
-rules.weather.duration = Duration:
-rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
-rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
+rules.weather.frequency = Frequência:
+rules.weather.always = Sempre
+rules.weather.duration = Duração:
+rules.randomwaveai.info = As unidades spawnadas por hordas atacam estruturas aleatórias em vez atacarem diretamente o núcleo ou geradores de energia.
+rules.placerangecheck.info = Previne os jogadores de colocarem qualquer coisa perto de construções inimigas. Ao tentar colocar uma torre, o raio é aumentado, por isso a torre não conseguirá alcançar o inimigo.
+rules.onlydepositcore.info = Previne as unidades de depositarem itens em qualquer construção excepto núcleos.
content.item.name = Itens
-content.liquid.name = Liquidos
+content.liquid.name = Líquidos
content.unit.name = Unidades
content.block.name = Blocos
-content.status.name = Status Effects
-content.sector.name = Sectors
-content.team.name = Factions
-wallore = (Wall)
+content.status.name = Efeitos de Estado
+content.sector.name = Setores
+content.team.name = Equipas
+wallore = (Muro)
item.copper.name = Cobre
item.lead.name = Chumbo
@@ -1384,35 +1486,36 @@ item.titanium.name = Titânio
item.thorium.name = Urânio
item.silicon.name = Sílicio
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.phase-fabric.name = Tecido de Fase
+item.surge-alloy.name = Liga de Surto
+item.spore-pod.name = Cápsula de Esporos
item.sand.name = Areia
-item.blast-compound.name = Composto de explosão
+item.blast-compound.name = Composto de Explosão
item.pyratite.name = Piratita
item.metaglass.name = Metavidro
item.scrap.name = Sucata
-item.fissile-matter.name = Fissile Matter
-item.beryllium.name = Beryllium
-item.tungsten.name = Tungsten
-item.oxide.name = Oxide
+item.fissile-matter.name = Matéria Físsil
+item.beryllium.name = Berílio
+item.tungsten.name = Tungsténio
+item.oxide.name = Óxido
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
+
liquid.water.name = Água
liquid.slag.name = Escória
liquid.oil.name = Petróleo
-liquid.cryofluid.name = Crio Fluido
-liquid.neoplasm.name = Neoplasm
-liquid.arkycite.name = Arkycite
-liquid.gallium.name = Gallium
-liquid.ozone.name = Ozone
-liquid.hydrogen.name = Hydrogen
-liquid.nitrogen.name = Nitrogen
-liquid.cyanogen.name = Cyanogen
+liquid.cryofluid.name = Criofluido
+liquid.neoplasm.name = Neoplasma
+liquid.arkycite.name = Arquicite
+liquid.gallium.name = Gálio
+liquid.ozone.name = Ozono
+liquid.hydrogen.name = Hidrogénio
+liquid.nitrogen.name = Nitrogénio
+liquid.cyanogen.name = Cianogénio
unit.dagger.name = Dagger
unit.mace.name = Mace
-unit.fortress.name = Fortaleza
+unit.fortress.name = Fortress
unit.nova.name = Nova
unit.pulsar.name = Pulsar
unit.quasar.name = Quasar
@@ -1467,103 +1570,105 @@ unit.evoke.name = Evoke
unit.incite.name = Incite
unit.emanate.name = Emanate
unit.manifold.name = Manifold
-unit.assembly-drone.name = Assembly Drone
+unit.assembly-drone.name = Drone de Montagem
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.cliff.name = Cliff
-block.sand-boulder.name = Pedregulho de areia
-block.basalt-boulder.name = Basalt Boulder
-block.grass.name = Grama
-block.molten-slag.name = Slag
-block.pooled-cryofluid.name = Cryofluid
-block.space.name = Space
+block.sand-boulder.name = Pedregulho de Areia
+block.basalt-boulder.name = Pedregulho de Basalto
+block.grass.name = Relva
+block.molten-slag.name = Escória
+block.pooled-cryofluid.name = Criofluido
+block.space.name = Espaço
block.salt.name = Sal
-block.salt-wall.name = Salt Wall
+block.salt-wall.name = Parede de Sal
block.pebbles.name = Pedrinhas
block.tendrils.name = Gavinhas
-block.sand-wall.name = Sand Wall
-block.spore-pine.name = Pinheiro de esporo
-block.spore-wall.name = Spore Wall
-block.boulder.name = Boulder
-block.snow-boulder.name = Snow Boulder
-block.snow-pine.name = Pinheiro com neve
+block.sand-wall.name = Parede de Areia
+block.spore-pine.name = Pinheiro de Esporos
+block.spore-wall.name = Parede de Esporos
+block.boulder.name = Pedregulho
+block.snow-boulder.name = Bola de Neve
+block.snow-pine.name = Pinheiro com Neve
block.shale.name = Xisto
-block.shale-boulder.name = Pedra de xisto
+block.shale-boulder.name = Pedra de Xisto
block.moss.name = Musgo
block.shrubs.name = Arbusto
-block.spore-moss.name = Musgo de esporos
-block.shale-wall.name = Shale Wall
-block.scrap-wall.name = Muro de sucata
-block.scrap-wall-large.name = Muro grande de sucata
-block.scrap-wall-huge.name = Muro enorme de sucata
-block.scrap-wall-gigantic.name = Muro gigante de sucata
+block.spore-moss.name = Musgo de Esporos
+block.shale-wall.name = Muro de Xisto
+block.scrap-wall.name = Muro de Sucata
+block.scrap-wall-large.name = Muro Grande de Sucata
+block.scrap-wall-huge.name = Muro Enorme de Ducata
+block.scrap-wall-gigantic.name = Muro Gigante de Sucata
block.thruster.name = Propulsor
-block.kiln.name = Forno para metavidro
-block.graphite-press.name = Prensa de grafite
+block.kiln.name = Forno para Metavidro
+block.graphite-press.name = Prensa de Grafite
block.multi-press.name = Multi-Prensa
-block.constructing = {0}\n[lightgray](Construindo)
-block.spawn.name = Spawn dos inimigos
-block.core-shard.name = Fragmento do núcleo
-block.core-foundation.name = Fundação do núcleo
-block.core-nucleus.name = Núcleo do núcleo
-block.deep-water.name = Água profunda
+block.constructing = {0}\n[lightgray](A construir)
+block.spawn.name = Spawn dos Inimigos
+block.remove-wall.name = Remover Parede
+block.remove-ore.name = Remover Minério
+block.core-shard.name = Pedaço do Núcleo
+block.core-foundation.name = Fundação do Núcleo
+block.core-nucleus.name = Núcleo do Núcleo
+block.deep-water.name = Águas Profundas
block.shallow-water.name = Água
-block.tainted-water.name = Água contaminada
-block.deep-tainted-water.name = Deep Tainted Water
-block.darksand-tainted-water.name = Água contaminada sobre areia escura
-block.tar.name = Piche
+block.tainted-water.name = Água Contaminada
+block.deep-tainted-water.name = Água Contaminada Profunda
+block.darksand-tainted-water.name = Água Contaminada sobre Areia Escura
+block.tar.name = Alcatrão
block.stone.name = Pedra
block.sand-floor.name = Areia
-block.darksand.name = Areia escura
+block.darksand.name = Areia Escura
block.ice.name = Gelo
block.snow.name = Neve
block.crater-stone.name = Crateras
-block.sand-water.name = Água sobre areia
-block.darksand-water.name = Água sobre areia escura
+block.sand-water.name = Água sobre Areia
+block.darksand-water.name = Água sobre Areia Escura
block.char.name = Char
block.dacite.name = Dacite
-block.rhyolite.name = Rhyolite
-block.dacite-wall.name = Dacite Wall
-block.dacite-boulder.name = Dacite Boulder
-block.ice-snow.name = Gelo de neve
-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.rhyolite.name = Riolite
+block.dacite-wall.name = Parede de Dacite
+block.dacite-boulder.name = Pedreculho de Dacite
+block.ice-snow.name = Gelo de Neve
+block.stone-wall.name = Parede de Pedra
+block.ice-wall.name = Parede de Gelo
+block.snow-wall.name = Parede de Neve
+block.dune-wall.name = Parede de Duna
block.pine.name = Pinheiro
-block.dirt.name = Dirt
-block.dirt-wall.name = Dirt Wall
-block.mud.name = Mud
-block.white-tree-dead.name = Árvore branca morta
-block.white-tree.name = Árvore branca
-block.spore-cluster.name = Aglomerado de esporos
-block.metal-floor.name = Chão de metal
-block.metal-floor-2.name = Chão de metal 2
-block.metal-floor-3.name = Chão de metal 3
-block.metal-floor-4.name = Metal Floor 4
-block.metal-floor-5.name = Chão de metal 5
-block.metal-floor-damaged.name = Chão de metal danificado
-block.dark-panel-1.name = Painel escuro 1
-block.dark-panel-2.name = Painel escuro 2
-block.dark-panel-3.name = Painel escuro 3
-block.dark-panel-4.name = Painel escuro 4
-block.dark-panel-5.name = Painel escuro 5
-block.dark-panel-6.name = Painel escuro 6
-block.dark-metal.name = Metal escuro
-block.basalt.name = Basalt
-block.hotrock.name = Rocha quente
-block.magmarock.name = Rocha de magma
+block.dirt.name = Terra
+block.dirt-wall.name = Parede de Terra
+block.mud.name = Lama
+block.white-tree-dead.name = Árvore Branca Morta
+block.white-tree.name = Árvore Branca
+block.spore-cluster.name = Aglomerado de Esporos
+block.metal-floor.name = Chão de Metal
+block.metal-floor-2.name = Chão de Metal 2
+block.metal-floor-3.name = Chão de Metal 3
+block.metal-floor-4.name = Chão de Metal 4
+block.metal-floor-5.name = Chão de Metal 5
+block.metal-floor-damaged.name = Chão de Metal Danificado
+block.dark-panel-1.name = Painel Escuro 1
+block.dark-panel-2.name = Painel Escuro 2
+block.dark-panel-3.name = Painel Escuro 3
+block.dark-panel-4.name = Painel Escuro 4
+block.dark-panel-5.name = Painel Escuro 5
+block.dark-panel-6.name = Painel Escuro 6
+block.dark-metal.name = Metal eEscuro
+block.basalt.name = Basalto
+block.hotrock.name = Rocha Quente
+block.magmarock.name = Rocha de Magma
block.copper-wall.name = Parede de Cobre
-block.copper-wall-large.name = Parede de Cobre Grande
-block.titanium-wall.name = Parede de titânio
-block.titanium-wall-large.name = Parede de titânio grande
-block.plastanium-wall.name = Plastanium Wall
-block.plastanium-wall-large.name = Large Plastanium Wall
-block.phase-wall.name = Parede de fase
-block.phase-wall-large.name = Parde de fase grande
-block.thorium-wall.name = Parede de tório
-block.thorium-wall-large.name = Parede de tório grande
+block.copper-wall-large.name = Parede Grande de Cobre
+block.titanium-wall.name = Parede de Titânio
+block.titanium-wall-large.name = Parede Grande de Titânio
+block.plastanium-wall.name = Parede de Plastânio
+block.plastanium-wall-large.name = Parede Grande de Plastânio
+block.phase-wall.name = Parede de Fase
+block.phase-wall-large.name = Parde Grande de Fase
+block.thorium-wall.name = Parede de Tório
+block.thorium-wall-large.name = Parede Grande de tório
block.door.name = Porta
block.door-large.name = Porta Grande
block.duo.name = Dupla
@@ -1571,40 +1676,40 @@ block.scorch.name = Queimada
block.scatter.name = Dispersão
block.hail.name = Granizo
block.lancer.name = Lançador
-block.conveyor.name = Esteira
-block.titanium-conveyor.name = Esteira de Titânio
-block.plastanium-conveyor.name = Plastanium Conveyor
-block.armored-conveyor.name = Esteira Armadurada
+block.conveyor.name = Tapete Rolante
+block.titanium-conveyor.name = Tapete de Titânio
+block.plastanium-conveyor.name = Tapete de Plastânio
+block.armored-conveyor.name = Tapete Blindado
block.junction.name = Junção
block.router.name = Roteador
block.distributor.name = Distribuidor
block.sorter.name = Ordenador
-block.inverted-sorter.name = Inverted Sorter
+block.inverted-sorter.name = Ordenador Invertido
block.message.name = Mensagem
-block.reinforced-message.name = Reinforced Message
-block.world-message.name = World Message
-block.world-switch.name = World Switch
-block.illuminator.name = Illuminator
+block.reinforced-message.name = Mensagem Reforçada
+block.world-message.name = Mensagem Global
+block.world-switch.name = Interruptor Global
+block.illuminator.name = Iluminador
block.overflow-gate.name = Portão Sobrecarregado
block.underflow-gate.name = Portão Desobrecarregado
-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
-block.melter.name = Aparelho de fusão
+block.cryofluid-mixer.name = Misturador de Criofluido
+block.melter.name = Fundidor
block.incinerator.name = Incinerador
-block.spore-press.name = Prensa de Esporo
+block.spore-press.name = Prensa de Esporos
block.separator.name = Separador
-block.coal-centrifuge.name = Centrifuga 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.diode.name = Battery Diode
+block.coal-centrifuge.name = Centrifugadora 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.diode.name = Díodo de bateria
block.battery.name = Bateria
block.battery-large.name = Bateria Grande
-block.combustion-generator.name = Gerador a combustão
+block.combustion-generator.name = Gerador a Combustão
block.steam-generator.name = Gerador de Turbina
-block.differential-generator.name = Gerador diferencial
+block.differential-generator.name = Gerador Diferencial
block.impact-reactor.name = Reator De Impacto
block.mechanical-drill.name = Broca Mecânica
block.pneumatic-drill.name = Broca Pneumática
@@ -1613,12 +1718,12 @@ block.water-extractor.name = Extrator de água
block.cultivator.name = Cultivador
block.conduit.name = Cano
block.mechanical-pump.name = Bomba Mecânica
-block.item-source.name = Criador de itens
-block.item-void.name = Destruidor de itens
-block.liquid-source.name = Criador de líquidos
-block.liquid-void.name = Liquid Void
-block.power-void.name = Anulador de energia
-block.power-source.name = Criador de energia
+block.item-source.name = Criador de Itens
+block.item-void.name = Destruidor de Itens
+block.liquid-source.name = Criador de Líquidos
+block.liquid-void.name = Destruidor de Líquidos
+block.power-void.name = Destruidor de Energia
+block.power-source.name = Criador de Energia
block.unloader.name = Descarregador
block.vault.name = Cofre
block.wave.name = Onda
@@ -1626,80 +1731,85 @@ block.tsunami.name = Tsunami
block.swarmer.name = Enxame
block.salvo.name = Salvo
block.ripple.name = Ondulação
-block.phase-conveyor.name = Esteira de Fases
-block.bridge-conveyor.name = Esteira-Ponte
+block.phase-conveyor.name = Tapete de Fase
+block.bridge-conveyor.name = Tapete-Ponte
block.plastanium-compressor.name = Compressor de Plastânio
block.pyratite-mixer.name = Misturador de Piratita
block.blast-mixer.name = Misturador de Explosão
block.solar-panel.name = Painel Solar
block.solar-panel-large.name = Painel Solar Grande
-block.oil-extractor.name = Extrator de petróleo
-block.repair-point.name = Ponto de Reparo
-block.repair-turret.name = Repair Turret
+block.oil-extractor.name = Extrator de Petróleo
+block.repair-point.name = Ponto de Reparação
+block.repair-turret.name = Torre de Reparação
block.pulse-conduit.name = Cano de Pulso
-block.plated-conduit.name = Plated Conduit
+block.plated-conduit.name = Cano Revestido
block.phase-conduit.name = Cano de Fase
block.liquid-router.name = Roteador de Líquido
block.liquid-tank.name = Tanque de Líquido
-block.liquid-container.name = Liquid Container
+block.liquid-container.name = Contentor de Líquido
block.liquid-junction.name = Junção de Líquido
-block.bridge-conduit.name = Cano Ponte
-block.rotary-pump.name = Bomba Rotatória
+block.bridge-conduit.name = Cano-Ponte
+block.rotary-pump.name = Bomba Rotativa
block.thorium-reactor.name = Reator a Tório
block.mass-driver.name = Drive de Massa
block.blast-drill.name = Broca de Explosão
-block.impulse-pump.name = Bomba térmica
+block.impulse-pump.name = Bomba Térmica
block.thermal-generator.name = Gerador Térmico
block.surge-smelter.name = Fundidora de Liga
block.mender.name = Reparador
-block.mend-projector.name = Projetor de reparo
-block.surge-wall.name = Parede de liga de surto
-block.surge-wall-large.name = Parede de liga de surto grande
+block.mend-projector.name = Projetor de Reparo
+block.surge-wall.name = Parede de Liga de Surto
+block.surge-wall-large.name = Parede Grande de Liga de Surto
block.cyclone.name = Ciclone
-block.fuse.name = Fundir
+block.fuse.name = Fusível
block.shock-mine.name = Mina de Choque
-block.overdrive-projector.name = Projetor de sobrecarga
-block.force-projector.name = Projetor de campo de força
+block.overdrive-projector.name = Projetor de Sobrecarga
+block.force-projector.name = Projetor de Campo de Força
block.arc.name = Arco Elétrico
block.rtg-generator.name = Gerador GTR
-block.spectre.name = Espectro
+block.spectre.name = Espetro
block.meltdown.name = Fusão
block.foreshadow.name = Foreshadow
-block.container.name = Contâiner
-block.launch-pad.name = Plataforma de lançamento
+block.container.name = Contentor
+block.launch-pad.name = Plataforma de Lançamento
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
+
block.segment.name = Segment
-block.ground-factory.name = Ground Factory
-block.air-factory.name = Air Factory
-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.duct.name = Duct
-block.duct-router.name = Duct Router
-block.duct-bridge.name = Duct Bridge
+block.ground-factory.name = Fábrica Terrestre
+block.air-factory.name = Fábrica Aérea
+block.naval-factory.name = Fábrica Naval
+block.additive-reconstructor.name = Reconstrutor Aditivo
+block.multiplicative-reconstructor.name = Reconstrutor Multiplicador
+block.exponential-reconstructor.name = Reconstrutor Exponencial
+block.tetrative-reconstructor.name = Reconstrutor Tetrativo
+block.payload-conveyor.name = Tapete de Carga
+block.payload-router.name = Roteador de Carga
+block.duct.name = Conduta
+block.duct-router.name = Roteador de Conduta
+block.duct-bridge.name = Ponte de Conduta
block.large-payload-mass-driver.name = Large Payload Mass Driver
-block.payload-void.name = Payload Void
-block.payload-source.name = Payload Source
-block.disassembler.name = Disassembler
+block.payload-void.name = Destruidor de Carga
+block.payload-source.name = Criador de Carga
+block.disassembler.name = Desmontador
block.silicon-crucible.name = Silicon Crucible
-block.overdrive-dome.name = Overdrive Dome
-block.interplanetary-accelerator.name = Interplanetary Accelerator
-block.constructor.name = Constructor
-block.constructor.description = Fabricates structures up to 2x2 tiles in size.
-block.large-constructor.name = Large Constructor
-block.large-constructor.description = Fabricates structures up to 4x4 tiles in size.
-block.deconstructor.name = Deconstructor
-block.deconstructor.description = Deconstructs structures and units. Returns 100% of build cost.
-block.payload-loader.name = Payload Loader
-block.payload-loader.description = Load liquids and items into blocks.
-block.payload-unloader.name = Payload Unloader
-block.payload-unloader.description = Unloads liquids and items from blocks.
-block.heat-source.name = Heat Source
-block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
-block.empty.name = Empty
+block.overdrive-dome.name = Domo de Sobrecarga
+block.interplanetary-accelerator.name = Acelerador Interplanetário
+block.constructor.name = Construtor
+block.constructor.description = Produz estruturas com tamanho até 2x2 blocos.
+block.large-constructor.name = Construtor Grande
+block.large-constructor.description = Produz estruturas com tamanho até 4x4 blocos.
+block.deconstructor.name = Desconstrutor
+block.deconstructor.description = Desconstrói estruturas e unidades. Recupera 100% do custo de produção.
+block.payload-loader.name = Carregador de Carga
+block.payload-loader.description = Carrega itens e líquidos em blocos.
+block.payload-unloader.name = Descarregador de Carga
+block.payload-unloader.description = Descarrega líquidos e itens de blocos.
+block.heat-source.name = Fonte de Calor
+block.heat-source.description = Um bloco de tamanho 1x1 que gera virtualmente calor infinito.
+block.empty.name = Vazio
+
+#Erekir
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -1724,7 +1834,7 @@ block.red-stone-vent.name = Red Stone Vent
block.crystalline-vent.name = Crystalline Vent
block.redmat.name = Redmat
block.bluemat.name = Bluemat
-block.core-zone.name = Core Zone
+block.core-zone.name = Zona de Núcleo
block.regolith-wall.name = Regolith Wall
block.yellow-stone-wall.name = Yellow Stone Wall
block.rhyolite-wall.name = Rhyolite Wall
@@ -1754,69 +1864,71 @@ block.rhyolite-boulder.name = Rhyolite Boulder
block.red-stone-boulder.name = Red Stone Boulder
block.graphitic-wall.name = Graphitic Wall
block.silicon-arc-furnace.name = Silicon Arc Furnace
-block.electrolyzer.name = Electrolyzer
-block.atmospheric-concentrator.name = Atmospheric Concentrator
-block.oxidation-chamber.name = Oxidation Chamber
-block.electric-heater.name = Electric Heater
-block.slag-heater.name = Slag Heater
-block.phase-heater.name = Phase Heater
-block.heat-redirector.name = Heat Redirector
-block.heat-router.name = Heat Router
-block.slag-incinerator.name = Slag Incinerator
+block.electrolyzer.name = Electrolizador
+block.atmospheric-concentrator.name = Concentrador Atmosférico
+block.oxidation-chamber.name = Câmara de Oxidação
+block.electric-heater.name = Aquecedor Elétrico
+block.slag-heater.name = Aquededor de Escória
+block.phase-heater.name = Aquecedor de Fase
+block.heat-redirector.name = Redirecionador de Calor
+block.small-heat-redirector.name = Redirecionador de Calor Pequeno
+block.heat-router.name = Roteador de Calor
+block.slag-incinerator.name = Incinerador de Escória
block.carbide-crucible.name = Carbide Crucible
-block.slag-centrifuge.name = Slag Centrifuge
+block.slag-centrifuge.name = Centrifugador de Escória
block.surge-crucible.name = Surge Crucible
-block.cyanogen-synthesizer.name = Cyanogen Synthesizer
-block.phase-synthesizer.name = Phase Synthesizer
-block.heat-reactor.name = Heat Reactor
-block.beryllium-wall.name = Beryllium Wall
-block.beryllium-wall-large.name = Large Beryllium Wall
-block.tungsten-wall.name = Tungsten Wall
-block.tungsten-wall-large.name = Large Tungsten Wall
+block.cyanogen-synthesizer.name = Sintetizador de Cianogénio
+block.phase-synthesizer.name = Sintetizador de Fase
+block.heat-reactor.name = Reator de Calor
+block.beryllium-wall.name = Parede de Berílio
+block.beryllium-wall-large.name = Parede Grande de Berílio
+block.tungsten-wall.name = Parede de Tungsténio
+block.tungsten-wall-large.name = Parede Grande de Tungsténio
block.blast-door.name = Blast Door
-block.carbide-wall.name = Carbide Wall
-block.carbide-wall-large.name = Large Carbide Wall
-block.reinforced-surge-wall.name = Reinforced Surge Wall
-block.reinforced-surge-wall-large.name = Large Reinforced Surge Wall
-block.shielded-wall.name = Shielded Wall
+block.carbide-wall.name = Parede de Carbide
+block.carbide-wall-large.name = Parede Grande de Carbide
+block.reinforced-surge-wall.name = Parede de Surto Reforçadd
+block.reinforced-surge-wall-large.name = Parede Grande de Surto Reforçado
+block.shielded-wall.name = Parede Blindada
block.radar.name = Radar
-block.build-tower.name = Build Tower
-block.regen-projector.name = Regen Projector
-block.shockwave-tower.name = Shockwave Tower
-block.shield-projector.name = Shield Projector
-block.large-shield-projector.name = Large Shield Projector
-block.armored-duct.name = Armored Duct
-block.overflow-duct.name = Overflow Duct
-block.underflow-duct.name = Underflow Duct
-block.duct-unloader.name = Duct Unloader
-block.surge-conveyor.name = Surge Conveyor
-block.surge-router.name = Surge Router
-block.unit-cargo-loader.name = Unit Cargo Loader
-block.unit-cargo-unload-point.name = Unit Cargo Unload Point
-block.reinforced-pump.name = Reinforced Pump
-block.reinforced-conduit.name = Reinforced Conduit
-block.reinforced-liquid-junction.name = Reinforced Liquid Junction
-block.reinforced-bridge-conduit.name = Reinforced Bridge Conduit
-block.reinforced-liquid-router.name = Reinforced Liquid Router
-block.reinforced-liquid-container.name = Reinforced Liquid Container
-block.reinforced-liquid-tank.name = Reinforced Liquid Tank
-block.beam-node.name = Beam Node
-block.beam-tower.name = Beam Tower
-block.beam-link.name = Beam Link
-block.turbine-condenser.name = Turbine Condenser
-block.chemical-combustion-chamber.name = Chemical Combustion Chamber
-block.pyrolysis-generator.name = Pyrolysis Generator
-block.vent-condenser.name = Vent Condenser
-block.cliff-crusher.name = Cliff Crusher
-block.plasma-bore.name = Plasma Bore
-block.large-plasma-bore.name = Large Plasma Bore
-block.impact-drill.name = Impact Drill
-block.eruption-drill.name = Eruption Drill
-block.core-bastion.name = Core Bastion
-block.core-citadel.name = Core Citadel
-block.core-acropolis.name = Core Acropolis
-block.reinforced-container.name = Reinforced Container
-block.reinforced-vault.name = Reinforced Vault
+block.build-tower.name = Torre de Construção
+block.regen-projector.name = Projetor de Regeneração
+block.shockwave-tower.name = Torre de Ondas de Choque
+block.shield-projector.name = Projetor de Escudo
+block.large-shield-projector.name = Projetor de Escudo Grande
+block.armored-duct.name = Conduta Blindada
+block.overflow-duct.name = Conduta de Sobrecarga
+block.underflow-duct.name = Conduta de Desobrecarga
+block.duct-unloader.name = Descarregador de Conduta
+block.surge-conveyor.name = Tapete de Surto
+block.surge-router.name = Roteador de Surto
+block.unit-cargo-loader.name = Carregador de Carga de Unidades
+block.unit-cargo-unload-point.name = Ponto de Descarregamento de Carga de Unidades
+block.reinforced-pump.name = Bomba Reforçada
+block.reinforced-conduit.name = Conduta Reforçada
+block.reinforced-liquid-junction.name = Junção de Líquido Reforçada
+block.reinforced-bridge-conduit.name = Ponte de Conduta Reforçada
+block.reinforced-liquid-router.name = Roteador de Líquido Reforçado
+block.reinforced-liquid-container.name = Contentor de Líquido Reforçado
+block.reinforced-liquid-tank.name = Tanque de Líquido Reforçado
+block.beam-node.name = Nó de Feixe
+block.beam-tower.name = Torre de Feixe
+block.beam-link.name = Conector de Feixe
+block.turbine-condenser.name = Condensador de Turbina
+block.chemical-combustion-chamber.name = Câmara de Combustão Química
+block.pyrolysis-generator.name = Gerador de Pirólise
+block.vent-condenser.name = Condensador de Ventilação
+block.cliff-crusher.name = Destruidor de Arribas
+block.large-cliff-crusher.name = Destruidor de Arribas Grande
+block.plasma-bore.name = Mineradora de Plasma
+block.large-plasma-bore.name = Mineradora Grande de Plasma
+block.impact-drill.name = Broca de Impacto
+block.eruption-drill.name = Broca de Erupção
+block.core-bastion.name = Bastião do Núcleo
+block.core-citadel.name = Citadela do Núcleo
+block.core-acropolis.name = Acrópole do Núcleo
+block.reinforced-container.name = Contentor Reforçado
+block.reinforced-vault.name = Cofre Reforçado
block.breach.name = Breach
block.sublimate.name = Sublimate
block.titan.name = Titan
@@ -1824,176 +1936,188 @@ block.disperse.name = Disperse
block.afflict.name = Afflict
block.lustre.name = Lustre
block.scathe.name = Scathe
-block.tank-refabricator.name = Tank Refabricator
-block.mech-refabricator.name = Mech Refabricator
-block.ship-refabricator.name = Ship Refabricator
-block.tank-assembler.name = Tank Assembler
-block.ship-assembler.name = Ship Assembler
-block.mech-assembler.name = Mech Assembler
-block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor
-block.reinforced-payload-router.name = Reinforced Payload Router
+block.tank-refabricator.name = Refabricador de Tanque
+block.mech-refabricator.name = Refabricador de Mech
+block.ship-refabricator.name = Refabricador de Nave
+block.tank-assembler.name = Montador de Tanque
+block.ship-assembler.name = Montador de Nave
+block.mech-assembler.name = Montador de Mech
+block.reinforced-payload-conveyor.name = Tapete de Carga Reforçado
+block.reinforced-payload-router.name = Roteador de Carga Reforçado
block.payload-mass-driver.name = Payload Mass Driver
-block.small-deconstructor.name = Small Deconstructor
-block.canvas.name = Canvas
-block.world-processor.name = World Processor
-block.world-cell.name = World Cell
-block.tank-fabricator.name = Tank Fabricator
-block.mech-fabricator.name = Mech Fabricator
-block.ship-fabricator.name = Ship Fabricator
-block.prime-refabricator.name = Prime Refabricator
-block.unit-repair-tower.name = Unit Repair Tower
-block.diffuse.name = Diffuse
-block.basic-assembler-module.name = Basic Assembler Module
+block.small-deconstructor.name = Desconstrutor Pequeno
+block.canvas.name = Tela
+block.world-processor.name = Processador Global
+block.world-cell.name = Célula Global
+block.tank-fabricator.name = Fabricador de Tanque
+block.mech-fabricator.name = Fabricador de Mech
+block.ship-fabricator.name = Fabricador de Nave
+block.prime-refabricator.name = Refabricador Princial
+block.unit-repair-tower.name = Torre de Reparação de Unidades
+block.diffuse.name = Difusor
+block.basic-assembler-module.name = Módulo Básico de Montagem
block.smite.name = Smite
block.malign.name = Malign
-block.flux-reactor.name = Flux Reactor
-block.neoplasia-reactor.name = Neoplasia Reactor
+block.flux-reactor.name = Reator de Fluxo
+block.neoplasia-reactor.name = Reator de Neoplasma
-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 = Interruptor
+block.micro-processor.name = Microprocessador
+block.logic-processor.name = Processador Lógico
+block.hyper-processor.name = Hiper-processador
+block.logic-display.name = Ecrã Lógico
+block.large-logic-display.name = Ecrã Lógico Grande
+block.memory-cell.name = Célula de Memória
+block.memory-bank.name = Banco de Memória
team.malis.name = Malis
-team.crux.name = Vermelho
-team.sharded.name = orange
-team.derelict.name = derelict
+team.crux.name = Vermelho (Crux)
+team.sharded.name = Laranja (Sharded)
+team.derelict.name = Derelict
team.green.name = Verde
-
team.blue.name = Azul
-hint.skip = Skip
-hint.desktopMove = Use [accent][[WASD][] to move.
-hint.zoom = [accent]Scroll[] to zoom in or out.
-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.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.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
-hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources.
+
+hint.skip = Saltar
+hint.desktopMove = Usa [accent][[WASD][] para mover.
+hint.zoom = [accent]Scroll[] para aumentar/diminuir zoom.
+hint.desktopShoot = [accent][[Botão esquerdo do rato][] para atirar.
+hint.depositItems = Para transferir itens, arrasta da tua nave para o núcleo.
+hint.respawn = Para renascer como nave, pressiona [accent][[V][].
+hint.respawn.mobile = Trocaste os controlos para uma unidade/estrutura. Para renascer como nave, [accent]toca no avatr no canto sup. esq.[]
+hint.desktopPause = Pressiona [accent][[Espaço][] para pausar/retomar o jogo.
+hint.breaking = Usa o [accent]botão direito do rato[] e arrasta.
+hint.breaking.mobile = Ativa o \ue817 [accent]martelo[] em baixo à direita e clica para partir blocos.\n\nMantém o teu dedo permido por um seg. e arrasta para partir uma seleção.
+hint.blockInfo = Vê as informações sobre um bloco ao selecioná-lo no [accent]menu de construção[], e depois selecionar o botão [accent][[?][] à direita.
+hint.derelict = Estruturas [accent]Derelict[] são restos quebrados de bases antigas que já não funcionam.\n\nEssas estruturas podem ser [accent]desconstruídas[] para ganhar recursos.
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.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
-hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
-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.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
-hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
-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.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 \uf868 [accent]Foundation[] core over the \uf869 [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.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
-hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
-hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
-hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
-gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
-gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
-gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
-gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
-gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
-gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
-gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
-gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
-gz.moveup = \ue804 Move up for further objectives.
-gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
-gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
-gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
-gz.defend = Enemy incoming, prepare to defend.
-gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
-gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
-gz.supplyturret = [accent]Supply Turret
-gz.zone1 = This is the enemy drop zone.
-gz.zone2 = Anything built in the radius is destroyed when a wave starts.
-gz.zone3 = A wave will begin now.\nGet ready.
-gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
-onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
-onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
-onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
-onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
-onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
-onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
-onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
-onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
-onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
-onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
-onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
-onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
-onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
-onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
-onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
-onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
-onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
-onset.enemies = Enemy incoming, prepare to defend.
+hint.research.mobile = Usa o botão de \ue875 [accent]Pesquisa[] para pesquisar novas tecnologias.
+hint.unitControl = Segura a tecla [accent][[ctrl esq.][] e [accent]click[] para controlar unidades ou torres aliadas.
+hint.unitControl.mobile = [accent][[Toca duas vezes][] para controlar unidades ou torres aliadas.
+hint.unitSelectControl = Para controlar unidades, entra no [accent]modo de comando[] segurando [accent]Shift esquerdo.[]\nEnquanto no modo de comando, clica e segura pra selecionar unidades. Clica com o [accent]Botão direito[] nalgum lugar ou alvo para mandar as unidades para lá.
+hint.unitSelectControl.mobile = Para controlar unidades, entra no [accent]modo de comando[] segurando o botão de [accent]comando[] no canto inf. esq.\nEnquanto no modo de comando, segura e arrasta pra selecionar unidades. Toque nalgum lugar ou alvo para mandar as unidades para lá.
+hint.launch = Quando forem recolhidos recursos suficientes, podes [accent]Lançar[] ao selecionar setores próximos a partir do \ue827 [accent]Mapa[] no canto inferior direito.
+hint.launch.mobile = Quando forem recolhidos recursos suficientes, podes [accent]Lançar[] ao selecionar setores próximos a partir do \ue827 [accent]Mapa[] no \ue88c [accent]Menu[].
+hint.schematicSelect = Segura a tecla [accent][[F][] e arrasta para selecionar blocos para copiar e colar.\n\n[accent][[Clique do meiro][] para copiar um bloco só.
+hint.rebuildSelect = Segura a tecla [accent][[B][] e arrasta para selecionar blocos destruídos.\nIsto irá reconstruí-los automaticamente.
+hint.rebuildSelect.mobile = Prime o \ue874 botão de copiar, e depois o botão de \ue80f reonstruir e arrasta para selecionar os planos de blocos destruídos.\nIsto irá reconstruí-los automaticamente.
+hint.conveyorPathfind = Segura a tecla [accent][[Ctrl Esq][] enquanto desenhas os tapetes para gerar automaticamente um caminho.
+hint.conveyorPathfind.mobile = Ativa o \ue844 [accent]modo diagonal[] e desenha os tapetes para gerar automaticamente um caminho.
+hint.boost = Segura a tecla [accent][Shift Esq][] para voar sobre obstáculos com a tua unidade.\n\nApenas algumas unidades terrestres têm propulsores.
+hint.payloadPickup = Prime [accent][[[] para pegar pequenos blocos e unidades.
+hint.payloadPickup.mobile = [accent]Toca e segura[] para pegar pequenos blocos ou unidades.
+#Translations beyond this point is pt_BR. When I'll have time I will rewrite them to pt_PT
+hint.payloadDrop = Pressione [accent]][] para soltar a carga.
+hint.payloadDrop.mobile = [accent]Toque e segure[] em um local vazio para soltar ali a carga.
+hint.waveFire = Torretas [accent]Onda[] com munição de água vão apagar automaticamente incêndios próximos.
+hint.generator = \uf879 [accent]Geradores a Combustão[] queimam carvão e transmitem energia aos blocos ao lado.\n\nO alcance da transmissão de energia pode ser aumentado com \uf87f [accent]Células de Energia[].
+hint.guardian = Unidades [accent]Guardião[] são blindadas. Munições fracas como [accent]Cobre[] e [accent]Chumbo[] são [scarlet]não efetivas[].\n\nUse torretas melhores ou \uf835 [accent]Grafite[] \uf861Duo/\uf859Salvo como munição para derrotar Guardiões.
+hint.coreUpgrade = Núcleos podem ser melhorados [accent]colocando núcelos melhores sobre eles[].\n\nColoque uma \uf868 [accent]Fundação do Núcleo[] sobre o \uf869 [accent]Fragmento do Núcleo[]. Tenha certeza de que está livre de obstruções próximas.
+hint.presetLaunch = [accent]Zona de setores[] cinzas, como a [accent]Floresta Congelada[], podem ser lançadas de qualquer lugar. Elas não precisam da captura de território próximo.\n\n[accent]Setores numerados[], como esse aqui, são [accent]opcionais[].
+hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimiga[].\nIr para esse setores [accent]não é recomendado[] sem ter tecnologia e preparação adequadas.
+hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
+hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
+hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
+
+gz.mine = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e clique para começar a minerar.
+gz.mine.mobile = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e toque nele para começar a minerar.
+gz.research = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
+gz.research.mobile = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para colocá-la.\n\nPressione a \ue800 [accent]confirmação[] no canto inferior direito para confirmar.
+gz.conveyors = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nClique e arraste para pôr multiplas esteiras.\n[accent]Scroll[] para rotacionar.
+gz.conveyors.mobile = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplas esteiras.
+gz.drills = Expanda a mineração.\nColoque mais Brocas Mecânicas.\nMinere 100 cobres.
+gz.lead = \uf837 [accent]Chumbo[] é outro recurso comumente usado.\nColoque brocas para minerar chumbo.
+gz.moveup = \ue804 Vá para cima para outros objetivos.
+gz.turrets = Pesquise e coloque 2 torretas \uf861 [accent]Duo[] para defender o núcleo.\ntorretas Duo requerem \uf838 [accent]munição[] de esteiras.
+gz.duoammo = Abasteça as torretas Duo com [accent]cobre[], usando esteiras.
+gz.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf8ae [accent]muros de cobre[] em volta das torretas.
+gz.defend = Inimigos vindo, prepare-se para defender.
+gz.aa = Unidades flutuantes não podem ser destruidas facilmente por torretas comuns.\nTorretas\uf860 [accent]Scatter[] Proveem ótima defesa aérea, mas requerem \uf837 [accent]chumbo[] como munição.
+gz.scatterammo = Abasteça a torreta Scatter com [accent]chumbo[], usando esteiras.
+gz.supplyturret = [accent]Abasteça a torreta
+gz.zone1 = Essa é a zona de spawn inimigo.
+gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
+gz.zone3 = Uma horda vai começar agora\nSe prepare.
+gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
+
+onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
+onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
+onset.research = Abra a \ue875 árvore tecnológica.\nPesquise, e então coloque um \uf73e [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
+onset.bore = Pesquise e coloque uma \uf741 [accent]Mineradora de Plasma[].\nEla minera recursos das paredes automaticamente.
+onset.power = Para[accent]alimentar[] a Mineradora de Plasma, pesquise e coloque uma \uf73d [accent]Célula de Feixe[].\nConecte o condensador de turbina ao minerador de plasma.
+onset.ducts = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\nClique e segure para colocar múltiplos dutos.\n[accent]Scroll[] para rotacionar.
+onset.ducts.mobile = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplos dutos.
+onset.moremine = Expanda a mineração.\nColoque mais Mineradoras de Plasma, use as Células de Feixe e dutos para isso.\nMinere 200 berílios.
+onset.graphite = Blocos mais complexos requerem \uf835 [accent]grafite[].\nColoque Mineradoras de Plasma para minerar grafite.
+onset.research2 = Comece a pesquisar [accent]fábricas[].\nPesquise o \uf74d [accent]Esmagador de Penhasco[] e o \uf779 [accent]silicon arc furnace[].
+onset.arcfurnace = O arc furnace precisa de \uf834 [accent]areia[] e \uf835 [accent]grafite[] para criar \uf82f [accent]silício[].\n[accent]Energia[] também é necessária.
+onset.crusher = Use o \uf74d [accent]Esmagador de Areia[] para minerar areia.
+onset.fabricator = Use [accent]unidades[] para explorar o mapa, defender construções e atacar o inimigo. Pesquise e coloque um \uf6a2 [accent]Fabricador de Tanques[].
+onset.makeunit = Produza uma unidade.\nUse o botão "?" para ver os requisitos da fábrica selecionada.
+onset.turrets = Unidades são efetivas, mas [accent]torretas[] proveem melhores capacidades defensivas se usadas efetivamente.\nColoque uma torreta \uf6eb [accent]Breach[].\nTorretas requerem \uf748 [accent]munição[].
+onset.turretammo = Abasteça a torreta com [accent]munição de berílio.[]
+onset.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf6ee [accent]muros de berílio[] em volta das torretas.
+onset.enemies = Inimigo vindo, se prepare.
onset.defenses = [accent]Set up defenses:[lightgray] {0}
-onset.attack = The enemy is vulnerable. Counter-attack.
-onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
-onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
+onset.attack = O inimigo está vulnerável. Contra ataque.
+onset.cores = Novos núcleos podem ser colocados em [accent]ladrilhos de núcleo[].\nNovos núcleos funcionam como bases avançadas e compartilham seus recursos com outros núcleos.\nColoque um \uf725 núcleo.
+onset.detect = O inimigo poderá te detectar em 2 minutos.\nConstrua defesas, mineração e produção.
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
+
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
split.acquire = You must acquire some tungsten to build units.
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
+#Serpulo
item.copper.description = O material mais básico. Usado em todos os tipos de blocos.
-item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
+item.copper.details = Cobre. Metal anormalmente abundante em Serpulo. Estruturalmente fraco a não ser que seja reforçado.
item.lead.description = Material de começo basico. usado extensivamente em blocos de transporte de líquidos e eletrônicos.
-item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
+item.lead.details = Denso. Inerte. Extensivamente usado em baterias.\nObservação: Provavelmente tóxico para formas de vida biológica. Não que tenha muito restando aqui.
item.metaglass.description = Composto de vidro super resistente. Extensivamente usado para distribuição e armazenagem de líquidos.
item.graphite.description = Carbono mineralizado, usado como munição e para isolação elétrica.
item.sand.description = Um material comum que é usado extensivamente em derretimento, tanto em ligas como em fluxo.
item.coal.description = Matéria vegetal fossilizada, formada muito depois de semeada. Usado extensivamente para produção de combustível e recursos.
-item.coal.details = Appears to be fossilized plant matter, formed long before the seeding event.
+item.coal.details = Parece ser matéria vegetal fossilizada, formada muito antes do evento da semeadura.
item.titanium.description = Um material raro super leve usado extensivamente no transporte de líquidos, em brocas e drones aéreos.
item.thorium.description = Um metal denso e radioativo, Usado como suporte material e combustivel nuclear.
item.scrap.description = Pedaços remanescentes de estruturas e unidades destruidas. Contem traços de diferentes metais.
-item.scrap.details = Leftover remnants of old structures and units.
+item.scrap.details = Pedaços restantes de estruturas e unidades destruidas. Contém traços de diferentes metais.
item.silicon.description = Condutor extremamente importante, com aplicação em paineis solares e aparelhos complexos.
item.plastanium.description = Material leve e maleável usado em drones aéreos avançados e como munição de fragmentação.
item.phase-fabric.description = Uma substância quase sem peso usada em eletrônica avançada e tecnologia de auto-reparo.
item.surge-alloy.description = Uma liga avançada com propriedades elétricas únicas.
item.spore-pod.description = Uma cápsula de esporos sintéticos, sintetizada de concentrações atmosféricas para propósitos industriais. Usada para conversão em petróleo, explosivos e combustíveis.
-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.spore-pod.details = Esporos. Provavelmente uma forma de vida sintética. Emite gases tóxicos para outras formas de vida biológica. Extremamente invasivo. Altamente inflamável em certas condições.
item.blast-compound.description = Um composto instável usado em bombas e em explosivos. Sintetizado de cápsulas de esporos e outras substâncias voláteis. Uso como combustível não é recomendado.
item.pyratite.description = Substância extremamente inflamável usada em armas incendiárias.
-item.beryllium.description = Used in many types of construction and ammunition on Erekir.
-item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
-item.oxide.description = Used as a heat conductor and insulator for power.
-item.carbide.description = Used in advanced structures, heavier units, and ammunition.
+
+#Erekir
+item.beryllium.description = Usado em muitos tipos de construção e munição em Erekir.
+item.tungsten.description = Utilizado em brocas, armaduras e munições. Necessário na construção de estruturas mais avançadas.
+item.oxide.description = Utilizado como condutor de calor e isolante para energia.
+item.carbide.description = Utilizado em estruturas avançadas, unidades mais pesadas e munições.
+
+#Serpulo
liquid.water.description = O líquido mais útil, comumente usado em resfriamento de máquinas e no processamento de lixo. Dá pra beber, também.
liquid.slag.description = Vários metais derretidos misturados juntos. Pode ser separado em seus minerais constituentes, ou jogado nas unidades inimigas como uma arma.
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.
-liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
-liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
-liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
-liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
-liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
-liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
-liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
+
+#Erekir
+liquid.arkycite.description = Utilizado em reações químicas para geração de energia e síntese de materiais.
+liquid.ozone.description = Utilizado como agente oxidante na produção de material e como combustível. Moderadamente explosivo.
+liquid.hydrogen.description = Utilizado na extração de recursos, produção de unidades e reparo de estruturas. Inflamável.
+liquid.cyanogen.description = Utilizado para munição, construção de unidades avançadas e várias reações em blocos avançados. Altamente inflamável.
+liquid.nitrogen.description = Utilizado na extração de recursos, criação de gás e produção de unidades. Inerte.
+liquid.neoplasm.description = Um subproduto biológico perigoso do reator de Neoplasia. Espalha-se rapidamente para qualquer bloco adjacente contendo água que ele toque, danificando-os no processo. Viscoso.
+liquid.neoplasm.details = Neoplasma. Uma massa incontrolável de células sintéticas de rápida divisão com uma consistência semelhante à de lama. Resistente ao calor. Extremamente perigoso para qualquer estrutura que envolva água.\n\nMuito complexo e instável para análise padrão. Potenciais aplicações desconhecidas. Recomenda-se a incineração em piscinas de escória.
+
+#Serpulo
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras.
-block.illuminator.description = A small, compact, configurable light source. Requires power to function.
-
+block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar.
block.message.description = Armazena uma mensagem. Usado para comunicação entre aliados.
block.reinforced-message.description = Stores a message for communication between allies.
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
@@ -2018,21 +2142,25 @@ block.power-source.description = Infinitivamente da energia. Apenas caixa de are
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 = Removes any liquids. Sandbox only.
-block.payload-source.description = Infinitely outputs payloads. Sandbox only.
-block.payload-void.description = Destroys any payloads. Sandbox only.
+block.liquid-void.description = Destrói qualquer líquido que entrar. Apenas no modo sandbox.
+block.payload-source.description = Produz cargas infinitamete. Apenas sandbox.
+block.payload-void.description = Destrói qualquer carga. Apenas.
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.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 = 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.plastanium-wall.description = Um tipo especial de muro que absorve arcos elétricos e bloqueia conexões automáticas de células de energia.
+block.plastanium-wall-large.description = Um tipo especial de muro que absorve arcos elétricos e bloqueia conexões automáticas de células de energia.\nOcupa múltiplos blocos.
block.thorium-wall.description = Um bloco defensivo forte.\nBoa proteção contra inimigos.
block.thorium-wall-large.description = Um bloco grande e defensivo.\nBoa proteção contra inimigos.\nOcupa multiplos 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.\nSOcupa 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.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
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.
@@ -2042,14 +2170,14 @@ block.force-projector.description = Cria um campo de forca hexagonal em volta de
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. Rotacionavel.
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.plastanium-conveyor.description = Transporta os itens para frente em lotes. Aceita itens na parte de trás, e os descarrega em três direções na frente. Requer múltiplos pontos de carga e descarga para o pico de produção.
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.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 = [interact]Aperte no bloco para configurar[]
-block.inverted-sorter.description = Processes items like a standard sorter, but outputs selected items to the sides instead.
+block.sorter.description = Se um item de entrada corresponde à seleção, ele passa para frente. Caso contrário, o item é enviado para a esquerda ou para a direita.
+block.inverted-sorter.description = Semelhante a um ordenador padrão, mas os itens selecionados vão para os lados.
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.router.details = A necessary evil. Using next to production inputs is not advised, as they will get clogged by output.
+block.router.details = Um mal necessário. Usar próximo de entradas de produção não é recomendado, pois ele vai entupir a saída de itens.
block.distributor.description = Um roteador avancada 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.underflow-gate.description = O oposto de um portão de transbordamento. Saídas para a frente se os caminhos esquerdo e direito estiverem bloqueados.
@@ -2059,9 +2187,9 @@ block.rotary-pump.description = Uma bomba avançada. Bombeia mais líquido, mas
block.impulse-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.
block.pulse-conduit.description = Bloco avancado de transporte de liquido. Transporta liquidos mais rápido e armazena mais que os canos padrões.
-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.plated-conduit.description = Move líquidos na mesma velocidade que canos de pulso, mas possui blindagem. Não aceita entradas dos lados. Não vaza.
block.liquid-router.description = Aceita liquidos de uma direcão e os joga em 3 direções igualmente. Pode armazenar uma certa quantidade de liquido. Util para espalhar liquidos de uma fonte para multiplos alvos.
-block.liquid-container.description = Stores a sizeable amount of liquid. Outputs to all sides, similarly to a liquid router.
+block.liquid-container.description = Armazena uma grande quantidade de líquido. Joga para todos os lados, de forma semelhante a um roteador de líquido.
block.liquid-tank.description = Armazena grandes quantidades de liquido. Use quando a demanda de materiais não for constante ou para guardar itens para resfriar blocos vitais.
block.liquid-junction.description = Age como uma ponte para dois canos que se cruzam. Útil em situações em que há dois cano carregando liquidos diferentes até localizações diferentes.
block.bridge-conduit.description = Bloco de transporte de liquidos avancados. Possibilita o transporte de liquido sobre 3 blocos acima de construções ou paredes
@@ -2069,37 +2197,40 @@ 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 = Battery power can flow through this block in only one direction, but only if the other side has less power stored.
+block.diode.description = Movimenta a energia da bateria em uma direção, mas somente se o outro lado tiver 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 beteria comum.
block.combustion-generator.description = Gera energia usando combustível ou petróleo.
block.thermal-generator.description = Gera uma quantidade grande de energia usando lava.
block.steam-generator.description = Mais eficiente que o gerador de Combustão, Mas requer agua adicional.
-block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
+block.differential-generator.description = Gera grandes quantidades de energia. Utiliza a diferença de temperatura entre o criofluido e a piratita.
block.rtg-generator.description = Um Gerador termoelétrico de radioisótopos Que não precisa de refriamento Mas da muito menos energia que o reator de torio.
block.solar-panel.description = Gera pequenas quantidades de energia do sol.
block.solar-panel-large.description = Da muito mais energia que o painel solar comum, Mas sua produção é mais cara.
block.thorium-reactor.description = Gera altas quantidades de energia do torio radioativo. Requer resfriamento constante. Vai explodir violentamente Se resfriamento insuficiente for fornecido.
-block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
+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 posto 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.blast-drill.description = A melhor mineradora. Requer muita energia.
block.water-extractor.description = Extrai água do chão. Use quando não tive nenhum lago proximo
block.cultivator.description = Cultiva o solo com agua para pegar bio materia.
-block.cultivator.details = Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the initial incubator of the spores now covering Serpulo.
+block.cultivator.details = Tecnologia recuperada. Costumava produzir quantidades massivas de biomassa o mais eficiente o possível. Provavelmente o primeiro incubador de esporos cobrindo Serpulo agora.
block.oil-extractor.description = Usa altas quantidades de energia Para extrair oleo da areia. Use quando não tiver fontes de oleo por perto
block.core-shard.description = Primeira iteração da cápsula do núcleo. Uma vez destruida, o controle da região inteira é perdido. Não deixe isso acontecer.
-block.core-shard.details = The first iteration. Compact. Self-replicating. Equipped with single-use launch thrusters. Not designed for interplanetary travel.
+block.core-shard.details = A primeira interação. Compacto. Auto-replicante. Equipado com propulsores de lançamento de uso único. Não projetado para viagens interplanetárias.
block.core-foundation.description = A segunda versão do núcleo. Melhor armadura. Guarda mais recursos.
-block.core-foundation.details = The second iteration.
+block.core-foundation.details = A segunda versão.
block.core-nucleus.description = A terceira e ultima iteração do núcleo. Extremamente bem armadurada. Guarda quantidades massivas de recursos.
-block.core-nucleus.details = The third and final iteration.
+block.core-nucleus.details = A terceira e última versão.
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.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.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
+
block.duo.description = Uma torre pequena e barata.
block.scatter.description = Uma torre anti aerea media. Joga montes de cobre ou sucata aos inimigos.
block.scorch.description = Queima qualquer inimigo terrestre próximo. Altamente efetivo a curta distncia.
@@ -2114,226 +2245,234 @@ block.ripple.description = Uma grande torre que atira simultaneamente.
block.cyclone.description = Uma grande torre de tiro rapido.
block.spectre.description = Uma grande torre que da dois tiros poderosos ao mesmo tempo.
block.meltdown.description = Uma grande torre que atira dois raios poderosos ao mesmo tempo.
-block.foreshadow.description = Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health.
+block.foreshadow.description = Dispara um feixe gigante de único alvo a grandes distâncias. Prioriza inimigos com maior vida máxima.
block.repair-point.description = Continuamente repara a unidade danificada mais proxima.
-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.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-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
-block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
-block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
-block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
-block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
-block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
-block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
-block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
-block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
-block.disperse.description = Fires bursts of flak at aerial targets.
-block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
-block.scathe.description = Launches a powerful missile at ground targets over vast distances.
-block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
-block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
-block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
-block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
-block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
-block.slag-heater.description = Heats facing blocks. Requires slag.
-block.phase-heater.description = Heats facing blocks. Requires phase fabric.
-block.heat-redirector.description = Redirects accumulated heat to other blocks.
-block.heat-router.description = Spreads accumulated heat in three output directions.
-block.electrolyzer.description = Converts water into hydrogen and ozone gas.
-block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
-block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
-block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
-block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
-block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
-block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
-block.vent-condenser.description = Condenses vent gases into water. Consumes power.
-block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
-block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
-block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
-block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
-block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
-block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
-block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
-block.reinforced-liquid-tank.description = Stores a large amount of fluids.
-block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
-block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
-block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
-block.beryllium-wall.description = Protects structures from enemy projectiles.
-block.beryllium-wall-large.description = Protects structures from enemy projectiles.
-block.tungsten-wall.description = Protects structures from enemy projectiles.
-block.tungsten-wall-large.description = Protects structures from enemy projectiles.
-block.carbide-wall.description = Protects structures from enemy projectiles.
-block.carbide-wall-large.description = Protects structures from enemy projectiles.
-block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
-block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
-block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
-block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
-block.duct.description = Moves items forward. Only capable of storing a single item.
-block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
-block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
-block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
-block.duct-bridge.description = Moves items over structures and terrain.
-block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
-block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
-block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
-block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
-block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
-block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
-block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
-block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
-block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
-block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
-block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
-block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
-block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
-block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
-block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
-block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
-block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
-block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
-block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
-block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
-block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
-block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
-block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
-block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
-block.prime-refabricator.description = Upgrades inputted units to the third tier.
-block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
-block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
-block.reinforced-payload-conveyor.description = Moves payloads forward.
-block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
-block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
+block.segment.description = Destrói projéteis inimigos que se aproximam. Projéteis a laser não serão detectados.
+block.parallax.description = Dispara um feixe de energia que puxa unidades aéreas, danificando-as no processo.
+block.tsunami.description = Lança poderosos jatos de líquido em inimigos. Automaticamente apaga incêndios se for abastecido com água ou criofluido.
+block.silicon-crucible.description = Refina silício com carvão e areia, usando piratita como uma fonte de calor adicional. Mais eficiente em locais quentes.
+block.disassembler.description = Separa escória em traços de minerais componentes exóticos. Pode produzir tório.
+block.overdrive-dome.description = Aumenta a velocidade de construções vizinhas. Requer tecido de fase e silício para operar.
+block.payload-conveyor.description = Movimenta grandes cargas ,como unidades saindo das fábricas.
+block.payload-router.description = Separa cargas recebidas em 3 direções de saída.
+block.ground-factory.description = Produz unidades terrestres. Unidades produzidas podem ser usadas diretamente, ou movido em reconstrutores para melhorar.
+block.air-factory.description = Produz unidades aéreas. Unidades produzidas podem ser usadas diretamente, ou movido em reconstrutores para melhorar.
+block.naval-factory.description = Produz unidades navais. Unidades produzidas podem ser usadas diretamente, ou movido em reconstrutores para melhorar.
+block.additive-reconstructor.description = Melhora unidades recebidas para o seu segundo nível.
+block.multiplicative-reconstructor.description = Melhora unidades recebidas para o seu terceiro nível.
+block.exponential-reconstructor.description = Melhora unidades recebidas para o seu quarto nível.
+block.tetrative-reconstructor.description = Melhora unidades recebidas para o seu quinto e último nível.
+block.switch.description = Uma alavanca alternável. O seu estado pode ser lido e controlado com processadores lógicos.
+block.micro-processor.description = Executa uma sequência de instruções lógicas em um loop. Pode ser usado para controlar unidades e construções.
+block.logic-processor.description = Executa uma sequência de instruções lógicas em um loop. Pode ser usado para controlar unidades e construções. Mais rápido que um micro processador.
+block.hyper-processor.description = Executa uma sequência de instruções lógicas em um loop. Pode ser usado para controlar unidades e construções. Mais rápido que um processador lógico.
+block.memory-cell.description = Guarda informações para um processador lógico.
+block.memory-bank.description = Guarda informações para um processador lógico. Capacidade alta.
+block.logic-display.description = Exibe gráficos arbitrários de um processador lógico.
+block.large-logic-display.description = Exibe gráficos arbitrários de um processador lógico.
+block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
+block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
+
+#Erekir
+block.core-bastion.description = O núcleo da base. Blindado. Uma vez destruído, o setor é perdido.
+block.core-citadel.description = O núcleo da base. Muito bem blindado. Armazena mais recursos do que um Bastião do Núcleo.
+block.core-acropolis.description = O núcleo da base. Excepcionalmente bem blindado. Armazena mais recursos do que a Cidadela do Núcleo.
+block.breach.description = Dispara munições perfurantes de berílio ou tungstênio em alvos inimigos.
+block.diffuse.description = Dispara balas em um cone largo. Empurra os alvos inimigos de volta.
+block.sublimate.description = Dispara um jato contínuo de chamas sobre alvos inimigos. Penetra armadura.
+block.titan.description = Dispara um enorme projétil de artilharia explosiva em alvos terrestres. Requer hidrogênio.
+block.afflict.description = Dispara uma esfera maciça e carregada de fragmentos. Requer aquecimento.
+block.disperse.description = Dispara projéteis em alvos aéreos.
+block.lustre.description = Dispara um laser de movimento lento de alvo único em alvos inimigos.
+block.scathe.description = Lança um poderoso míssil em alvos terrestres a grandes distâncias.
+block.smite.description = Dispara balas perfurantes e emissoras de raios.
+block.malign.description = Dispara uma barragem de cargas de laser teleguiadas em alvos inimigos. Exige aquecimento extensivo.
+block.silicon-arc-furnace.description = Refina Silício a partir de areia e grafite.
+block.oxidation-chamber.description = Converte Berílio e Ozono em Óxido. Emite calor como um subproduto.
+block.electric-heater.description = Aquece blocos a frente. Requer grandes quantidades de energia.
+block.slag-heater.description = Aquece blocos a frente. Requer Escória.
+block.phase-heater.description = Aquece blocos a frente. Requer Tecido de Fase
+block.heat-redirector.description = Redireciona o calor acumulado para outros blocos.
+block.small-heat-redirector.description = Redireciona o calor acumulado para outros blocos.
+block.heat-router.description = Espalha o calor acumulado em 3 direções.
+block.electrolyzer.description = Converte Água em Hidrogénio e gás de Ozono.
+block.atmospheric-concentrator.description = Concentra o Nitrogénio da atmosfera. Requer calor.
+block.surge-crucible.description = Forma Liga de Surto a partir de Escória e Silício. Requer calor.
+block.phase-synthesizer.description = Sintetiza Tecido de Fase a partir do Tório, Areia e Ozono. Requer calor.
+block.carbide-crucible.description = Funde Grafite e Tungsténio em Carboneto. Requer calor.
+block.cyanogen-synthesizer.description = Sintetiza Cianogénio a partir de Arkycite e Grafite. Requer calor.
+block.slag-incinerator.description = Incinera itens ou líquidos não voláteis. Requer escória.
+block.vent-condenser.description = Condensa os gases de ventilação em água. Consome energia.
+block.plasma-bore.description = Quando colocado de frente para uma parede de minério, produz itens por tempo indeterminado. Requer pequenas quantidades de energia.
+block.large-plasma-bore.description = Uma Broca de Plasma maior. Capaz de extrair tungsténio e tório. Requer hidrogénio e energia.
+block.cliff-crusher.description = Esmaga as paredes, produzindo areia indefinidamente. Requer energia. A eficiência varia de acordo com o tipo de parede.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
+block.impact-drill.description = Quando colocados sobre minério, os itens saem em rajadas indefinidamente. Requer energia e água.
+block.eruption-drill.description = Uma Broca de Impacto melhorada. Capaz de minerar Tório. Requer Hidrogénio.
+block.reinforced-conduit.description = Movimenta fluidos para frente. Não aceita entradas de outros blocos, a não ser canos, dos lados.
+block.reinforced-liquid-router.description = Distribui fluidos igualmente para todos os lados.
+block.reinforced-liquid-tank.description = Armazena uma grande quantidade de fluidos.
+block.reinforced-liquid-container.description = Armazena uma quantidade considerável de fluidos.
+block.reinforced-bridge-conduit.description = Transporta fluidos sobre estruturas e terrenos.
+block.reinforced-pump.description = Bombeia e produz líquidos. Requer hidrogênio.
+block.beryllium-wall.description = Protege estruturas contra projéteis inimigos.
+block.beryllium-wall-large.description = Protege estruturas contra projéteis inimigos.
+block.tungsten-wall.description = Protege estruturas contra projéteis inimigos.
+block.tungsten-wall-large.description = Protege estruturas contra projéteis inimigos.
+block.carbide-wall.description = Protege estruturas contra projéteis inimigos.
+block.carbide-wall-large.description = Protege estruturas contra projéteis inimigos.
+block.reinforced-surge-wall.description = Protege estruturas contra projéteis inimigos, lançando periodicamente arcos elétricos em contato com o projétil.
+block.reinforced-surge-wall-large.description = Protege estruturas contra projéteis inimigos, lançando periodicamente arcos elétricos em contato com o projétil.
+block.shielded-wall.description = Protege estruturas contra projéteis inimigos. Implanta um escudo que absorve a maioria dos projéteis quando energia é fornecida. Conduz energia.
+block.blast-door.description = Uma parede que se abre quando as unidades terrestres aliadas estão no alcance. Não pode ser controlada manualmente.
+block.duct.description = Move itens para frente. Só é capaz de armazenar um único item.
+block.armored-duct.description = Move itens para frente. Não aceita entradas de blocos não-dutos dos lados.
+block.duct-router.description = Distribui os itens igualmente em três direções. Aceita somente itens pela parte de trás. Pode ser configurado como um ordenador de itens.
+block.overflow-duct.description = Só libera itens para os lados se a frente estiver bloqueada.
+block.duct-bridge.description = Move itens sobre estruturas e terrenos.
+block.duct-unloader.description = Descarrega o item selecionado do bloco atrás dele. Não pode descarregar do núcleo.
+block.underflow-duct.description = O contrário de um duto de sobrecarga. Libera itens para a frente se os caminhos esquerdo e direito estiverem bloqueados.
+block.reinforced-liquid-junction.description = Atua como uma junção entre dois canos se cruzando.
+block.surge-conveyor.description = Move itens em lotes. Pode ser acelerado com energia. Conduz energia.
+block.surge-router.description = Distribui igualmente os itens em três direções a partir de Esteiras de Liga de Surto. Podem ser acelerados com energia. Conduz energia.
+block.unit-cargo-loader.description = Constrói drones de carga. Os drones distribuem automaticamente os itens aos pontos de descarga de carga com um filtro correspondente.
+block.unit-cargo-unload-point.description = Atua como um ponto de descarga de drones de carga. Aceita itens que combinam com o filtro selecionado.
+block.beam-node.description = Transmite energia para outros blocos ortogonalmente. Armazena uma pequena quantidade de energia.
+block.beam-tower.description = Transmite energia para outros blocos ortogonalmente. Armazena uma grande quantidade de energia. Longo alcance.
+block.turbine-condenser.description = Gera energia quando colocado em ventilações. Produz uma pequena quantidade de água.
+block.chemical-combustion-chamber.description = Gera energia a partir de arkycite e ozônio.
+block.pyrolysis-generator.description = Gera grandes quantidades de energia a partir de arkycite e escória. Produz água como subproduto.
+block.flux-reactor.description = Gera grandes quantidades de energia quando aquecido. Requer cianogênio como estabilizador. A saída de energia e os requisitos de cianogênio são proporcionais à entrada de calor.\nExplode se o cianogênio for insuficiente.
+block.neoplasia-reactor.description = Utiliza arkycite, água e tecido de fase para gerar grandes quantidades de energia. Produz calor e neoplasma perigoso como subproduto.\nExplode violentamente se o neoplasma não for removido do reator através de canos.
+block.build-tower.description = Reconstrói automaticamente estruturas em alcance e auxilia outras unidades na construção.
+block.regen-projector.description = Lentamente repara estruturas aliadas em um perímetro quadrado. Requer hidrogênio.
+block.reinforced-container.description = Armazena uma pequena quantidade de itens. O conteúdo pode ser recuperado através de descarregadores. Não aumenta a capacidade de armazenamento do núcleo.
+block.reinforced-vault.description = Armazena uma grande quantidade de itens. O conteúdo pode ser recuperado através de descarregadores. Não aumenta a capacidade de armazenamento do núcleo.
+block.tank-fabricator.description = Constrói unidades Stell. As unidades produzidas podem ser usadas diretamente, ou movidas para refabricadores para atualização.
+block.ship-fabricator.description = Constrói unidades Elude. As unidades produzidas podem ser usadas diretamente, ou movidas para refabricadores para atualização.
+block.mech-fabricator.description = Constrói unidades Merui. As unidades produzidas podem ser usadas diretamente, ou movidas para refabricadores para atualização.
+block.tank-assembler.description = Monta grandes tanques a partir dos blocos e unidades inseridos. O tier pode ser aumentado com a adição de módulos.
+block.ship-assembler.description = Monta grandes naves a partir de blocos e unidades inseridos. O tier pode ser aumentado com a adição de módulos.
+block.mech-assembler.description = Monta grandes mechs a partir de blocos e unidades inseridos. O tier pode ser aumentado com a adição de módulos.
+block.tank-refabricator.description = Atualiza as unidades tanques inseridas para o segundo tier.
+block.ship-refabricator.description = Atualiza as unidades naves inseridas para o segundo tier.
+block.mech-refabricator.description = Atualiza as unidades mech inseridas para o segundo tier.
+block.prime-refabricator.description = Atualiza as unidades inseridas para o terceiro tier.
+block.basic-assembler-module.description = Aumenta o tier do montador quando colocado próximo a um limite de construção. Requer energia. Pode ser usado como entrada de carga.
+block.small-deconstructor.description = Desconstrói as estruturas e unidades inseridos. Devolve 100% do custo de construção.
+block.reinforced-payload-conveyor.description = Movimenta cargas para frente.
+block.reinforced-payload-router.description = Distribui cargas em blocos adjacentes. Funciona como um ordenador quando um filtro é configurado.
+block.payload-mass-driver.description = = Estrutura de transporte de carga útil de longo alcance. Atira cargas recebidas para Catapultas de Carga Eletromagnéticas conectadas.
block.large-payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
-block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
-block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
-block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
+block.unit-repair-tower.description = Repara todas as unidades em sua proximidade. Requer ozônio.
+block.radar.description = Gradualmente descobre o terreno e as unidades inimigas em um grande raio. Requer energia.
+block.shockwave-tower.description = Danifica e destrói projéteis inimigos em um raio. Requer cianogênio.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
-unit.dagger.description = Fires standard bullets at all nearby enemies.
-unit.mace.description = Fires streams of flame at all nearby enemies.
-unit.fortress.description = Fires long-range artillery at ground targets.
-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.
-unit.retusa.description = Fires homing torpedoes at nearby enemies. Repairs allied units.
+
+unit.dagger.description = Dispara projéteis padrões em todos os inimigos em volta.
+unit.mace.description = Dispara corrents de chamas em todos os inimigos em volta.
+unit.fortress.description = Dispara artilharia de longo alcance em alvos terrestres.
+unit.scepter.description = Dispara uma barragem de projéteis carregados em todos os inimigos em volta.
+unit.reign.description = Dispara uma barragem de projéteis perfuradoes massivos em todos os inimigos em volta.
+unit.nova.description = Dispara raios-lasers que danificam inimigos e repara estruturas aliadas. Capaz de voar.
+unit.pulsar.description = Dispara arcos de eletricidade que danificam inimigos e repara estruturas aliadas. Capaz de voar.
+unit.quasar.description = Dispara feixes penetradores de lasers que danificam inimigos e repara estruturas aliadas. Capaz de voar. Possui um escudo.
+unit.vela.description = Dispara um massivo feixe de laser massivo que danificam inimigos, causa fogo e repara estruturas aliadas. Capaz de voar.
+unit.corvus.description = Dispara um massivo laser que danificam inimigos e repara estruturas aliadas. Pode pisar em cima da maioria do terreno.
+unit.crawler.description = Corre atrás de inimigos e se destrói, causando uma grande explosão.
+unit.atrax.description = Dispara orbes debilitantes de escória em alvos terrestres. Pode pisar em cima da maioria do terreno.
+unit.spiroct.description = Dispara lasers enfraquecedores em inimigos, se reparando no processo. Pode pisar em cima da maioria do terreno.
+unit.arkyid.description = Dispara grandes lasers enfraquecedores em inimigos, se reparando no processo. Pode pisar em cima da maioria do terreno.
+unit.toxopid.description = Dispara grande granadas agrupadas elétricas e lasers penetradoes em inimigos. Pode pisar em cima da maioria do terreno.
+unit.flare.description = Dispara projéteis padrões em alvos terrestres.
+unit.horizon.description = Larga aglomerados de bombas em alvos terrestres.
+unit.zenith.description = Dispara salvos de mísseis em todos os inimigos em volta.
+unit.antumbra.description = Dispara uma barragem de projéteis em todos os inimigos em volta.
+unit.eclipse.description = Dispara dois lasers penetradores e uma barragem de fogo antiaéreo em todos os inimigos em volta.
+unit.mono.description = Automaticamente minera cobre e chumbo, depositando-os no núcleo.
+unit.poly.description = Automaticamente reconstrói estruturas destruídas e ajuda outras unidades em construção.
+unit.mega.description = Automaticamente repara estruturas danificadas. Capaz de carregar blocos e unidades de chão pequenas.
+unit.quad.description = Larga grandes bombas em alvos terrestres, reparando estruturas aliadas e danificando inimigos. Capaz de carregar unidades terrestres de tamanho médio.
+unit.oct.description = Protege aliados em volta com o seu escudo regenerador. Capaz de carregar a maioria das unidades terrestres.
+unit.risso.description = Dispara uma barragem de mísseis e projéteis em todos os inimigos em volta.
+unit.minke.description = Dispara granadas e projéteis padrões em alvos terrestres.
+unit.bryde.description = Dispara granadas de artilharia de longo alcance e mísseis em todos os inimigos em volta.
+unit.sei.description = Dispara uma barragem de mísseis e projéteis penetradoras de armadura em inimigos.
+unit.omura.description = Dispara um raio de longo alcance atravessador em inimigos. Constrói unidades flare.
+unit.alpha.description = Defende o Fragmento do Núcleo de inimigos. Constrói estruturas.
+unit.beta.description = Defende a Fundação do Núcleo de inimigos. Constrói estruturas.
+unit.gamma.description = Defende o Centro do Núcleo de inimigos. Constrói estruturas.
+unit.retusa.description = Atira torpedos teleguiados em inimigos próximos. Repara unidades aliadas.
unit.oxynoe.description = Fires structure-repairing streams of flame at nearby enemies. Targets nearby enemy projectiles with a point defense turret.
-unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
-unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
-unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
-unit.stell.description = Fires standard bullets at enemy targets.
-unit.locus.description = Fires alternating bullets at enemy targets.
-unit.precept.description = Fires piercing cluster bullets at enemy targets.
-unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
-unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
-unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
-unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
-unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
-unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
-unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
-unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
-unit.avert.description = Fires twisting pairs of bullets at enemy targets.
-unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
-unit.quell.description = Fires long-range homing missiles at enemy targets. Suppresses enemy structure repair blocks.
-unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks.
-unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
-unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
-unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
-lst.read = Read a number from a linked memory cell.
-lst.write = Write a number to a linked memory cell.
-lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
+unit.cyerce.description = Dispara fragmentos de mísseis em inimigos. Repara unidades aliadas.
+unit.aegires.description = Causa choque a todas as unidades e estruturas inimigas que entram em seu campo de enrgia. Repara todos os aliados.
+unit.navanax.description = Dispara projéteis de PEM explosivos, causando danos significativos às redes de energia inimigas e reparando as estruturas aliadas. Derrete os inimigos próximos com 4 torres laser autônomas.
+unit.stell.description = Dispara balas padrão em alvos inimigos.
+unit.locus.description = Dispara balas alternadas em alvos inimigos.
+unit.precept.description = Atira balas de fragmentação perfurantes em alvos inimigos.
+unit.vanquish.description = Dispara grandes balas de fragmentação perfurantes em alvos inimigos.
+unit.conquer.description = Dispara grandes cascatas de balas perfurantes em alvos inimigos.
+unit.merui.description = Dispara artilharia de longo alcance em alvos terrestres inimigos. Pode pisar sobre a maioria dos terrenos.
+unit.cleroi.description = Dispara projéteis duplos em alvos inimigos. Ataca projéteis inimigos com torretas de defesa de ponto. Pode pisar sobre a maioria dos terrenos.
+unit.anthicus.description = Atira mísseis teleguiados de longo alcance em alvos inimigos. Pode pisar sobre a maioria dos terrenos.
+unit.tecta.description = Atira mísseis teleguiados de plasma em direção a alvos inimigos. Protege-se com um escudo direcional. Pode pisar sobre a maioria dos terrenos.
+unit.collaris.description = Dispara artilharia de fragmentação de longo alcance em alvos inimigos. Pode pisar sobre a maioria dos terrenos.
+unit.elude.description = Dispara pares de balas teleguiadas em alvos inimigos. Pode flutuar sobre regiões de líquido.
+unit.avert.description = Dispara pares de balas em alvos inimigos.
+unit.obviate.description = Dispara pares de orbes de relâmpagos em alvos inimigos.
+unit.quell.description = Atira mísseis de longo alcance em alvos inimigos. Suprime os blocos de reparo de estruturas inimigas.
+unit.disrupt.description = Dispara mísseis teleguiados de supressão de longo alcance em alvos inimigos. Suprime os blocos de reparo de estruturas inimigas.
+unit.evoke.description = Constrói estruturas para defender o Bastião do Núcleo. Conserta estruturas com um feixe.
+unit.incite.description = Constrói estruturas para defender a Cidadela do Núcleo. Repara estruturas com um feixe.
+unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópole. Repara estruturas com feixes.
+
+lst.read = Ler um número de uma célula de memória vinculada.
+lst.write = Escrever um número de uma célula de memória vinculada.
+lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
-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.wait = Wait a certain number of seconds.
-lst.stop = Halt execution of this processor.
-lst.lookup = Look up an item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
-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.
-lst.getblock = Get tile data at any location.
-lst.setblock = Set tile data at any location.
-lst.spawnunit = Spawn unit at a location.
-lst.applystatus = Apply or clear a status effect from a uniut.
+lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
+lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
+lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
+lst.getlink = Obtenha um link de processador por índice. Começa em 0.
+lst.control = Controle uma construção.
+lst.radar = Localize unidades ao redor de um prédio com alcance.
+lst.sensor = Obtenha dados de um edifício ou unidade.
+lst.set = Defina uma variável.
+lst.operation = Execute uma operação em 1-2 variáveis.
+lst.end = Pule para o topo da pilha de instruções.
+lst.wait = Aguarde um determinado número de segundos.
+lst.stop = Interrompa a execução deste processador.
+lst.lookup = Pesquise um tipo de item/líquido/unidade/bloco por ID.\nAs contagens totais de cada tipo podem ser acessadas com:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
+lst.jump = Salte condicionalmente para outra instrução.
+lst.unitbind = Vincule à próxima unidade de um tipo e armazene-a em [accent]@unit[].
+lst.unitcontrol = Controle a unidade atualmente vinculada.
+lst.unitradar = Localize as unidades ao redor da unidade atualmente vinculada.
+lst.unitlocate = Localize um tipo específico de posição/construção em qualquer lugar do mapa.\nRequer uma unidade vinculada.
+lst.getblock = Obtenha dados de blocos em qualquer local.
+lst.setblock = Defina os dados do bloco em qualquer local.
+lst.spawnunit = Gere uma unidade em um local.
+lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
lst.weathersense = Check if a type of weather is active.
lst.weatherset = Set the current state of a type of weather.
-lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
-lst.explosion = Create an explosion at a location.
-lst.setrate = Set processor execution speed in instructions/tick.
-lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
-lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
-lst.setrule = Set a game rule.
-lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
-lst.cutscene = Manipulate the player camera.
-lst.setflag = Set a global flag that can be read by all processors.
-lst.getflag = Check if a global flag is set.
-lst.setprop = Sets a property of a unit or building.
+lst.spawnwave = Gerar uma onda.
+lst.explosion = Crie uma explosão em um local.
+lst.setrate = Defina a velocidade de execução do processador em instruções/tick.
+lst.fetch = Pesquise unidades, núcleos, jogadores ou edifícios por índice.\nOs índices começam em 0 e terminam na contagem retornada.
+lst.packcolor = Empacote [0, 1] componentes RGBA em um único número para desenho ou configuração de regra.
+lst.setrule = Defina uma regra do jogo.
+lst.flushmessage = Exibe uma mensagem na tela do buffer de texto.\nAguardará até que a mensagem anterior termine.
+lst.cutscene = Manipule a câmera do jogador.
+lst.setflag = Defina um sinalizador global que possa ser lido por todos os processadores.
+lst.getflag = Verifique se um sinalizador global está definido.
+lst.setprop = Define uma propriedade de uma unidade ou edifício.
lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
+
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
@@ -2370,140 +2509,160 @@ lglobal.@clientUnit = Unit of client running the code
lglobal.@clientName = Player name of client running the code
lglobal.@clientTeam = Team ID of client running the code
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
-logic.nounitbuild = [red]Unit building logic is not allowed here.
-lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
-lenum.shoot = Shoot at a position.
-lenum.shootp = Shoot at a unit/building with velocity prediction.
-lenum.config = Building configuration, e.g. sorter item.
-lenum.enabled = Whether the block is enabled.
+
+logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.
+
+lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
+lenum.shoot = Atire em uma posição.
+lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
+lenum.config = Configuração do edifício, por ex. item classificador.
+lenum.enabled = Se o bloco está ativado.
+
laccess.currentammotype = Current ammo item/liquid of a turret.
-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.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
-laccess.speed = Top speed of a unit, in tiles/sec.
+laccess.color = Cor do iluminador.
+laccess.controller = Controlador de unidade. Se controlado pelo processador, retorna o processador.\nCaso contrário, retorna a própria unidade.
+laccess.dead = Se uma unidade/edifício está morta ou não é mais válida.
+laccess.controlled = Retorna:\n[accent]@ctrlProcessor[] se o controlador da unidade for o processador\n[accent]@ctrlPlayer[] se o controlador da unidade/edifício for o player\n[accent]@ctrlCommand[] se o controlador da unidade for um comando do player\nCaso contrário , 0.
+laccess.progress = Progresso da ação, 0 a 1.\nRetorna a produção, a recarga da torre ou o progresso da construção.
+laccess.speed = Velocidade máxima de uma unidade, em ladrilhos/seg.
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
-lcategory.unknown = Unknown
-lcategory.unknown.description = Uncategorized instructions.
-lcategory.io = Input & Output
-lcategory.io.description = Modify contents of memory blocks and processor buffers.
-lcategory.block = Block Control
-lcategory.block.description = Interact with blocks.
-lcategory.operation = Operations
-lcategory.operation.description = Logical operations.
-lcategory.control = Flow Control
-lcategory.control.description = Manage execution order.
-lcategory.unit = Unit Control
-lcategory.unit.description = Give units commands.
-lcategory.world = World
-lcategory.world.description = Control how the world behaves.
-graphicstype.clear = Fill the display with a color.
-graphicstype.color = Set color for next drawing operations.
-graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
-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[].
+
+lcategory.unknown = Desconhecido
+lcategory.unknown.description = Instruções não categorizadas.
+lcategory.io = Entrada e Saída
+lcategory.io.description = Modifica o conteúdo dos blocos de memória e buffers do processador.
+lcategory.block = Controle de bloco
+lcategory.block.description = Interaja com os blocos.
+lcategory.operation = Operações
+lcategory.operation.description = Operações lógicas.
+lcategory.control = Controle de fluxo
+lcategory.control.description = Gerencia ordem de execução.
+lcategory.unit = Unidade de controle
+lcategory.unit.description = Dá comandos às unidades.
+lcategory.world = Mundo
+lcategory.world.description = Controla como o mundo se comporta.
+
+graphicstype.clear = Preenche o visor com uma cor.
+graphicstype.color = Define a cor para as próximas operações de desenho.
+graphicstype.col = Equivalente à cor, mas agrupada.\nAs cores agrupadas são escritas como códigos hexadecimais com um prefixo [accent]%[].\nExemplo: [accent]%ff0000[] seria vermelho.
+graphicstype.stroke = Define a largura da linha.
+graphicstype.line = Desenha o segmento de linha.
+graphicstype.rect = Preenche um retângulo.
+graphicstype.linerect = Desenha um contorno retangular.
+graphicstype.poly = Preenche um polígono regular.
+graphicstype.linepoly = Desenha um contorno de polígono regular.
+graphicstype.triangle = Preenche um triângulo.
+graphicstype.image = Desenha uma imagem de algum conteúdo.\nex: [accent]@router[] ou [accent]@dagger[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
-lenum.always = Always true.
-lenum.idiv = Integer division.
-lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
+
+lenum.always = Sempre verdade.
+lenum.idiv = Divisão inteira.
+lenum.div = Divisão.\nRetorna [accent]null[] na divisão por 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.anglediff = Absolute distance between two angles in degrees.
-lenum.len = Length of vector.
-lenum.sin = Sine, in degrees.
-lenum.cos = Cosine, in degrees.
-lenum.tan = Tangent, in degrees.
-lenum.asin = Arc sine, in degrees.
-lenum.acos = Arc cosine, in degrees.
-lenum.atan = Arc tangent, in degrees.
-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.equal = Igual. Coage tipos.\nObjetos não nulos comparados com números tornam-se 1, caso contrário, 0.
+lenum.notequal = Não igual. Tipos de coerção.
+lenum.strictequal = Igualdade estrita. Não coage tipos.Pode ser usado para verificar [accent]null[].
+lenum.shl = Deslocamento de bit para a esquerda.
+lenum.shr = Deslocamento de bits para a direita.
+lenum.or = OU bit a bit.
+lenum.land = Lógico E.
+lenum.and = E bit a bit.
+lenum.not = Virar bit a bit.
+lenum.xor = XOR bit a bit.
+
+lenum.min = Mínimo de dois números.
+lenum.max = Máximo de dois números.
+lenum.angle = Ângulo do vetor em graus.
+lenum.anglediff = Distância absoluta entre dois ângulos em graus.
+lenum.len = Comprimento do vetor.
+
+lenum.sin = Seno, em graus.
+lenum.cos = Cosseno, em graus.
+lenum.tan = Tangente, em graus.
+
+lenum.asin = Arco seno, em graus.
+lenum.acos = Arco cosseno, em graus.
+lenum.atan = Arco tangente, em graus.
+
+#not a typo, look up 'range notation'
+lenum.rand = Decimal aleatório no intervalo [0, valor).
+lenum.log = Logaritmo natural (ln).
+lenum.log10 = Logaritmo de base 10.
+lenum.noise = Ruído simplex 2D.
+lenum.abs = Valor absoluto.
+lenum.sqrt = Raiz quadrada.
+
+lenum.any = Qualquer unidade.
+lenum.ally = Unidade aliada.
+lenum.attacker = Unidade com uma arma.
+lenum.enemy = Unidade inimiga.
+lenum.boss = Unidade Guardiã.
+lenum.flying = Unidade voadora.
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.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.player = Unidade controlada por um jogador.
+
+lenum.ore = Depósito de minério.
+lenum.damaged = Edifício aliado danificado.
+lenum.spawn = Ponto de geração do inimigo.\nPode ser um núcleo ou uma posição.
+lenum.building = Construção em um grupo específico.
+
+lenum.core = Qualquer núcleo.
+lenum.storage = Edifício de armazenamento, por ex. Cofre.
+lenum.generator = Edifícios que geram energia.
+lenum.factory = Edifícios que transformam recursos.
+lenum.repair = Pontos de reparo.
+lenum.battery = Qualquer bateria.
+lenum.resupply = Pontos de reabastecimento.\nRelevante apenas quando [accent]"Unit Ammo"[] está habilitado.
+lenum.reactor = Reator de impacto/tório.
+lenum.turret = Qualquer torre.
+
+sensor.in = O edifício/unidade para sentir.
+
+radar.from = Construir para detectar.\nO alcance do sensor é limitado pelo alcance do edifício.
+radar.target = Filtre as unidades a serem detectadas.
+radar.and = Filtros adicionais.
+radar.order = Ordem de classificação. 0 para inverter.
+radar.sort = Métrica pela qual classificar os resultados.
+radar.output = Variável para gravar a unidade de saída.
+
+unitradar.target = Filtre as unidades a serem detectadas.
+unitradar.and = Filtros adicionais.
+unitradar.order = Ordem de classificação. 0 para inverter.
+unitradar.sort = Métrica pela qual classificar os resultados.
+unitradar.output = Variável para gravar a unidade de saída.
+
+control.of = Construir para controlar.
+control.unit = Unidade/edifício a visar.
+control.shoot = Se atirar.
+
+unitlocate.enemy = Se deve localizar edifícios inimigos.
+unitlocate.found = Se o objeto foi encontrado.
+unitlocate.building = Variável de saída para edifício localizado.
+unitlocate.outx = Coordenada X de saída.
+unitlocate.outy = Coordenada Y de saída.
+unitlocate.group = Grupo de construção para procurar.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
-lenum.idle = Don't move, but keep building/mining.\nThe default state.
-lenum.stop = Stop moving/mining/building.
-lenum.unbind = Completely disable logic control.\nResume standard AI.
-lenum.move = Move to exact position.
-lenum.approach = Approach a position with a radius.
-lenum.pathfind = Pathfind to the enemy spawn.
+
+lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
+lenum.stop = Pare de mover/mineração/construção.
+lenum.unbind = Desabilite completamente o controle lógico.\nRetome AI padrão.
+lenum.move = Mover para a posição exata.
+lenum.approach = Aproxime-se de uma posição com um raio.
+lenum.pathfind = Pathfind para o spawn inimigo.
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
-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.payenter = Enter/land on the payload block the unit is on.
-lenum.flag = Numeric unit flag.
-lenum.mine = Mine at a position.
-lenum.build = Build a structure.
+lenum.target = Atire em uma posição.
+lenum.targetp = Atire em um alvo com previsão de velocidade.
+lenum.itemdrop = Solte um item.
+lenum.itemtake = Pegue um item de um edifício.
+lenum.paydrop = Solte a carga útil atual.
+lenum.paytake = Pegue a carga no local atual.
+lenum.payenter = Entre/pouse no bloco de carga em que a unidade está.
+lenum.flag = Sinalizador de unidade numérica.
+lenum.mine = Mina em uma posição.
+lenum.build = Construa uma estrutura.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
-lenum.within = Check if unit is near a position.
-lenum.boost = Start/stop boosting.
+lenum.within = Verifique se a unidade está perto de uma posição.
+lenum.boost = Iniciar/parar o reforço.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
@@ -2511,3 +2670,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_ro.properties b/core/assets/bundles/bundle_ro.properties
index 9fa9bf8878..482da0a2d0 100644
--- a/core/assets/bundles/bundle_ro.properties
+++ b/core/assets/bundles/bundle_ro.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Activat
mod.disabled = [scarlet]Dezactivat
mod.multiplayer.compatible = [gray]Compatibil cu Multiplayer
mod.disable = Dezactivează
+mod.version = Version:
mod.content = Conținut:
mod.delete.error = Nu s-a putut șterge modul. Fișierul ar putea fi în uz.
mod.incompatiblegame = [red]Outdated Game
@@ -192,6 +193,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Finalizat
techtree = Cercetează
techtree.select = Tech Tree Selection
@@ -292,13 +294,14 @@ disconnect.error = Eroare de conexiune.
disconnect.closed = Conexiune închisă.
disconnect.timeout = Întârzie să răspundă.
disconnect.data = Nu s-au putut încărca datele lumii!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Nu te-ai putut alătura jocului ([accent]{0}[]).
connecting = [accent]Conectare...
reconnecting = [accent]Reconectare...
connecting.data = [accent]Se încarcă datele hărții...
server.port = Port:
-server.addressinuse = Adresa este deja în uz!
server.invalidport = Număr de port invalid!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Eroare la găzduirea serverului.
save.new = Nouă Salvare
save.overwrite = Sigur vrei să scrii peste \nacest slot de salvare?
@@ -351,6 +354,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -494,6 +498,7 @@ waves.units.show = Vezi Tot
wavemode.counts = numere
wavemode.totals = totaluri
wavemode.health = viață
+all = All
editor.default = [lightgray]
details = Detalii...
@@ -663,7 +668,6 @@ requirement.capture = Capturează {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Lansează
-research.multiplayer = Doar gazda poate cerceta noi tehnologii.
map.multiplayer = Doar gazda poate vedea harta sectoarelor.
uncover = Descoperă
configure = Configurează Încărcarea
@@ -710,14 +714,18 @@ loadout = Încărcare
resources = Resurse
resources.max = Max
bannedblocks = Blocuri Interzise
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Unități Interzise
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Adaugă-le pe toate
launch.from = Lansează Din: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destinație: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Cantitatea trebuie să fie un număr între 0 și {0}.
add = Adaugă...
guardian = Gardian
@@ -732,6 +740,7 @@ error.mapnotfound = Fișierul hărții nu a fost găsit!
error.io = Eroare de rețea I/O.
error.any = Eroare de rețea necunoscută.
error.bloom = Inițializarea strălucirii a eșuat.\nS-ar putea ca dispozitivul tău să nu suporte funcția.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Ploaie
weather.snowing.name = Ninsoare
@@ -755,7 +764,9 @@ sectors.stored = Stocat:
sectors.resume = Revino
sectors.launch = Lansare
sectors.select = Selectează
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]nimic (soarele)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Redenumește Sectorul
sectors.enemybase = [scarlet]Bază Inamică
sectors.vulnerable = [scarlet]Vulnerabil
@@ -782,6 +793,11 @@ threat.medium = Medie
threat.high = Mare
threat.extreme = Extremă
threat.eradication = Eradicare
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planete
@@ -804,9 +820,19 @@ sector.fungalPass.name = Pasul Fungic
sector.biomassFacility.name = Facilitatea de Sinteză a Biomasei
sector.windsweptIslands.name = Insulele Măturate de Vânt
sector.extractionOutpost.name = Avanpostul de Extracție
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Terminalul de Lansare Planetară
sector.coastline.name = Zona de Coastă
sector.navalFortress.name = Fortăreața Navală
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Locația optimă pt a începe încă odată. Risc de inamici scăzut. Puține resurse.\nAdună cât de mult plumb și cupru se poate.\nMergi mai departe.
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.
@@ -826,6 +852,18 @@ sector.impact0078.description = Aici se află rămășițele primei nave de tran
sector.planetaryTerminal.description = Ținta finală.\n\nAceastă bază de coastă conține o structură capabilă să lanseze nuclee către alte planete locale. Este extrem de bine păzită.\n\nProdu unități navale. Elimină inamicul cât de rapid se poate. Cercetează structura de lansare.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -991,6 +1029,7 @@ stat.buildspeedmultiplier = Multiplicator Viteză Construcție
stat.reactive = Reacționează la
stat.immunities = Immunities
stat.healing = Reparare
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Câmp de Forță
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1023,6 +1062,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1037,6 +1077,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Burghiu Mai Bun Necesar
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Resurse lipsă
bar.corereq = Plasare pe Nucleu Necesară
bar.corefloor = Core Zone Tile Required
@@ -1045,6 +1086,7 @@ bar.drillspeed = Viteză Minare: {0}/s
bar.pumpspeed = Viteză Pompare: {0}/s
bar.efficiency = Eficiență: {0}%
bar.boost = Efect Grăbire: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Electricitate: {0}/s
bar.powerstored = Stocată: {0}/{1}
bar.poweramount = Electricitate: {0}
@@ -1055,6 +1097,7 @@ bar.capacity = Capacitate: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Lichid
bar.heat = Căldură
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1079,6 +1122,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x fragmente:
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] împingere
bullet.pierce = [stat]{0}[lightgray]x penetrează
bullet.infinitepierce = [stat]penetrează
@@ -1087,6 +1131,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x multiplicator muniție
bullet.reload = [stat]{0}[lightgray]x lovituri
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocuri
unit.blockssquared = blocuri²
@@ -1103,6 +1149,7 @@ unit.minutes = min
unit.persecond = /sec
unit.perminute = /min
unit.timesspeed = x viteză
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = viață scut
unit.items = materiale
@@ -1147,18 +1194,13 @@ setting.fpscap.text = FPS {0}
setting.uiscale.name = Scară Interfață
setting.uiscale.description = Repornire necesară pt a aplica schimbările.
setting.swapdiagonal.name = Plasează Mereu Diagonal
-setting.difficulty.training = Antrenament
-setting.difficulty.easy = Ușor
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Greu
-setting.difficulty.insane = Nebunesc
-setting.difficulty.name = Dificultate:
setting.screenshake.name = Agitare Ecran
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Vezi Efectele
setting.destroyedblocks.name = Vezi Blocurile Distruse
setting.blockstatus.name = Vezi Starea Blocului
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Găsirea Drumului la Plasarea Benzii
setting.sensitivity.name = Sensibilitatea Controlului
setting.saveinterval.name = Interval de Salvare
@@ -1185,11 +1227,13 @@ setting.mutemusic.name = Muzica pe Mut
setting.sfxvol.name = Volum Efecte Sonore
setting.mutesound.name = Sunetul pe Mut
setting.crashreport.name = Trimite Rapoarte de Crash anonime
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Auto-Creează Salvări
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limita Jucătorilor
setting.chatopacity.name = Opacitate Chat
setting.lasersopacity.name = Opacitate Laser Electric
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Opacitate Poduri
setting.playerchat.name = Vezi Chat Temporar
setting.showweather.name = Vezi Vremea
@@ -1242,6 +1286,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Selectează Regiunea
keybind.schematic_menu.name = Meniu Scheme
@@ -1319,12 +1364,16 @@ rules.wavetimer = Valuri pe Timp
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Valuri
rules.airUseSpawns = Air units use spawn points
rules.attack = Modul Atac
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1340,12 +1389,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Multiplicatorul Vieții Unităților
rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Limita de Bază a Unităților
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Spațiul Dintre Valuri:[lightgray] (sec)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Multiplicatorul Costului Construcției
@@ -1367,6 +1418,12 @@ rules.title.teams = Echipe
rules.title.planet = Planet
rules.lighting = Luminozitate Ambientală
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Foc
rules.anyenv =
rules.explosions = Explozia Deteriorează Blocul/Unitatea
@@ -1375,6 +1432,7 @@ rules.weather = Vreme
rules.weather.frequency = Frevență:
rules.weather.always = Încontinuu
rules.weather.duration = Durată:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1517,6 +1575,8 @@ block.graphite-press.name = Presă de Grafit
block.multi-press.name = Multi-Presă
block.constructing = {0} [lightgray](În Construcție)
block.spawn.name = Punct Inamic de Lansare
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Nucleu: Shard
block.core-foundation.name = Nucleu: Foundation
block.core-nucleus.name = Nucleu: Core
@@ -1680,6 +1740,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Container
block.launch-pad.name = Platformă de Lansare
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Fabrică Unități Artilerie
block.air-factory.name = Fabrică Unități Aeriene
@@ -1774,6 +1836,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1821,6 +1884,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2048,6 +2112,10 @@ block.phase-wall.description = Protejează clădirile de proiectilele inamice, r
block.phase-wall-large.description = Protejează clădirile de proiectilele inamice, reflectând majoritatea gloanțelor la impact.
block.surge-wall.description = Protejează clădirile de proiectilele inamice, lansând periodic lasere electrice la contactul cu gloanțele.
block.surge-wall-large.description = Protejează clădirile de proiectilele inamice, lansând periodic lasere electrice la contactul cu gloanțele.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Un perete care poate fi deschis sau închis.
block.door-large.description = Un perete care poate fi deschis sau închis.
block.mender.description = Repară periodic blocurile din vecinătate. \nPoate folosi silicon pt a îmbunătăți raza de acțiune și eficiența.
@@ -2114,7 +2182,9 @@ block.vault.description = Stochează o mare cantitate de materiale de orice tip.
block.container.description = Stochează o mică cantitate de materiale de orice tip. Conținutul poate fi recuperat folosind un descărcător.
block.unloader.description = Descarcă materialele din orice bloc din apropiere, mai puțin cele de transport.
block.launch-pad.description = Lansează grămezi de materiale către sectoarele selectate.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Trage cu gloanțe alternante către inamici.
block.scatter.description = Trage cu bucățele de plumb, fier vechi sau metasticlă către aeronavele inamice.
block.scorch.description = Arde orice artilerie inamică din apropiere. Foarte eficient la distanță mică.
@@ -2175,6 +2245,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2187,6 +2258,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2309,6 +2381,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2547,3 +2620,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_ru.properties b/core/assets/bundles/bundle_ru.properties
index 0e8c1e4503..bae7fe2d76 100644
--- a/core/assets/bundles/bundle_ru.properties
+++ b/core/assets/bundles/bundle_ru.properties
@@ -36,7 +36,7 @@ load.scripts = Скрипты
be.update = Доступна новая сборка Bleeding Edge:
be.update.confirm = Загрузить её и перезапустить игру сейчас?
-be.updating = Обновляется…
+be.updating = Обновляется...
be.ignore = Игнорировать
be.noupdates = Обновления не найдены.
be.check = Проверить обновления
@@ -55,12 +55,12 @@ mods.browser.sortdate = Сортировка по дате изменения
mods.browser.sortstars = Сортировка по количеству звёзд
schematic = Схема
-schematic.add = Сохранить схему…
+schematic.add = Сохранить схему...
schematics = Схемы
-schematic.search = Поиск схем…
+schematic.search = Поиск схем...
schematic.replace = Схема с таким названием уже существует. Заменить её?
schematic.exists = Схема с таким названием уже существует.
-schematic.import = Импортировать схему…
+schematic.import = Импортировать схему...
schematic.exportfile = Экспортировать файл
schematic.importfile = Импортировать файл
schematic.browseworkshop = Просмотр Мастерской
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Включено
mod.disabled = [scarlet]Выключено
mod.multiplayer.compatible = [gray]Доступна в игре по сети
mod.disable = Выкл.
+mod.version = Version:
mod.content = Содержимое:
mod.delete.error = Невозможно удалить модификацию. Возможно, файл используется.
mod.incompatiblegame = [red]Устаревшая игра
@@ -193,6 +194,7 @@ campaign.select = Выберите стартовую кампанию
campaign.none = [lightgray]Выберите планету, с которой хотите начать.\nПереключить планету можно в любое время.
campaign.erekir = Новый, более отточенный контент. В-основном линейное продвижение по кампании.\n\nКарты и игровой процесс более высокого качества.
campaign.serpulo = Старый контент; классический опыт. Более вариативное прохождение.\n\nПотенциально несбалансированные карты и механики кампании. Менее отточено.
+campaign.difficulty = Difficulty
completed = [accent]Завершено
techtree = Дерево\n технологий
techtree.select = Выбор дерева технологий
@@ -208,7 +210,7 @@ players = Игроков: {0}
players.single = {0} игрок
players.search = поиск
players.notfound = [gray]игроки не найдены
-server.closing = [accent]Закрытие сервера…
+server.closing = [accent]Закрытие сервера...
server.kicked.kick = Вас выгнали с сервера!
server.kicked.whitelist = Вы не в белом списке сервера.
server.kicked.serverClose = Сервер закрыт.
@@ -226,13 +228,13 @@ server.kicked.customClient = Этот сервер не поддерживает
server.kicked.gameover = Игра окончена!
server.kicked.serverRestarting = Сервер перезапускается.
server.versions = Ваша версия:[accent] {0}[]\nВерсия сервера:[accent] {1}[]
-host.info = Кнопка [accent]Открыть сервер[] запускает сервер на порте [scarlet]6567[].\nЛюбой пользователь в той же [lightgray]локальной сети или WiFi[] должен увидеть ваш сервер в своём списке серверов.\n\nЕсли вы хотите, чтобы люди могли подключаться откуда угодно по IP, то требуется [accent]переадресация (проброс) портов[] и наличие [red]ВНЕШНЕГО[] WAN адреса (WAN адрес [red]НЕ должен[] начинаться с [red]10[][lightgray].x.x.x[], [red]100.64[][lightgray].x.x[], [red]172.16[][lightgray].x.x[], [red]192.168[][lightgray].x.x[], [red]127[][lightgray].x.x.x[])!\nКлиентам мобильных операторов нужно уточнять информацию в личном кабинете на сайте вашего оператора!\n\n[lightgray]Примечание: Если у кого-то возникают проблемы с подключением к вашей игре по локальной сети, убедитесь, что вы разрешили доступ Mindustry к вашей локальной сети в настройках брандмауэра. Обратите внимание, что публичные сети иногда не позволяют обнаружение сервера.
+host.info = Кнопка [accent]Открыть сервер[] запускает сервер на указанном порте.\nЛюбой пользователь в той же [lightgray]локальной сети или WiFi[] должен увидеть ваш сервер в своём списке серверов.\n\nЕсли вы хотите, чтобы люди могли подключаться откуда угодно по IP, то требуется [accent]переадресация (проброс) портов[] и наличие [red]ВНЕШНЕГО[] WAN адреса (WAN адрес [red]НЕ должен[] начинаться с [red]10[][lightgray].x.x.x[], [red]100.64[][lightgray].x.x[], [red]172.16[][lightgray].x.x[], [red]192.168[][lightgray].x.x[], [red]127[][lightgray].x.x.x[])!\nКлиентам мобильных операторов нужно уточнять информацию в личном кабинете на сайте вашего оператора!\n\n[lightgray]Примечание: Если у кого-то возникают проблемы с подключением к вашей игре по локальной сети, убедитесь, что вы разрешили доступ Mindustry к вашей локальной сети в настройках брандмауэра. Обратите внимание, что публичные сети иногда не позволяют обнаружение сервера.
join.info = Здесь вы можете ввести [accent]IP-адрес сервера[], найти доступные [accent]локальные[] и [accent]глобальные[] серверы для подключения.\nПоддерживаются оба многопользовательских режима: LAN и WAN.\n\n[lightgray]Если вы хотите подключиться к кому-то по IP-адресу, Вам нужно будет попросить IP-адрес у самого хоста. Хост может узнать IP-адрес своего устройства через Google запрос [accent]"my ip"[].
hostserver = Запустить многопользовательский сервер
invitefriends = Пригласить друзей
hostserver.mobile = Запустить сервер
host = Открыть сервер
-hosting = [accent]Открытие сервера…
+hosting = [accent]Открытие сервера...
hosts.refresh = Обновить
hosts.discovering = Поиск локальных игр
hosts.discovering.any = Поиск игр
@@ -254,17 +256,17 @@ trace = Отслеживать игрока
trace.playername = Имя игрока: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = ID: [accent]{0}
-trace.language = Language: [accent]{0}
+trace.language = Язык: [accent]{0}
trace.mobile = Мобильный клиент: [accent]{0}
trace.modclient = Пользовательский клиент: [accent]{0}
trace.times.joined = Присоединялся раз: [accent]{0}
trace.times.kicked = Был выгнан раз: [accent]{0}
-trace.ips = Все адреса:
-trace.names = Имена:
+trace.ips = Все IP:
+trace.names = Все имена:
invalidid = Недопустимый ID клиента! Отправьте отчёт об ошибке.
player.ban = Заблокировать
player.kick = Выгнать
-player.trace = Статистика
+player.trace = Отслеживать
player.admin = Переключить администратора
player.team = Сменить команду
server.bans = Блокировки
@@ -283,7 +285,7 @@ confirmkick = Вы действительно хотите выгнать игр
confirmunban = Вы действительно хотите разблокировать этого игрока?
confirmadmin = Вы действительно хотите сделать игрока «{0}[white]» администратором?
confirmunadmin = Вы действительно хотите убрать игрока «{0}[white]» из администраторов?
-votekick.reason = Причина
+votekick.reason = Причина голосования
votekick.reason.message = Вы уверены, что хотите голосованием выгнать "{0}[white]"?\nЕсли да, введите причину:
joingame.title = Присоединиться к игре
joingame.ip = IP:
@@ -292,13 +294,14 @@ disconnect.error = Ошибка соединения.
disconnect.closed = Соединение закрыто.
disconnect.timeout = Время ожидания истекло.
disconnect.data = Ошибка при загрузке данных мира!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Не удаётся присоединиться к игре ([accent]{0}[]).
-connecting = [accent]Подключение…
-reconnecting = [accent]Переподключение…
-connecting.data = [accent]Загрузка данных мира…
+connecting = [accent]Подключение...
+reconnecting = [accent]Переподключение...
+connecting.data = [accent]Загрузка данных мира...
server.port = Порт:
-server.addressinuse = Данный адрес уже используется!
server.invalidport = Неверный номер порта!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Ошибка создания сервера.
save.new = Новое сохранение
save.overwrite = Вы уверены, что хотите перезаписать\nэтот слот для сохранения?
@@ -347,16 +350,18 @@ command.rebuild = Восстанавливать
command.assist = Помогать игроку
command.move = Двигаться
command.boost = Лететь
-command.enterPayload = Enter Payload Block
-command.loadUnits = Load Units
-command.loadBlocks = Load Blocks
-command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
+command.enterPayload = Войти в грузовой блок
+command.loadUnits = Загрузить единицы
+command.loadBlocks = Загрузить постройки
+command.unloadPayload = Выгрузить груз
+command.loopPayload = Loop Unit Transfer
+stance.stop = Отменить команду
+stance.shoot = Положение: Стрелять
+stance.holdfire = Положение: Удерживать огонь
+stance.pursuetarget = Положение: Преследовать цель
+stance.patrol = Положение: Патрулировать путь
+stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
+
openlink = Открыть ссылку
copylink = Скопировать ссылку
back = Назад
@@ -372,9 +377,9 @@ data.exported = Данные экспортированы.
data.invalid = Эти игровые данные являются недействительными.
data.import.confirm = Импорт внешних данных сотрёт[scarlet] все[] ваши игровые данные.\n[accent]Это не может быть отменено![]\n\nКак только данные будут импортированы, ваша игра немедленно закроется.
quit.confirm = Вы уверены, что хотите выйти?
-loading = [accent]Загрузка…
+loading = [accent]Загрузка...
downloading = [accent]Скачивание...
-saving = [accent]Сохранение…
+saving = [accent]Сохранение...
respawn = [accent][[{0}][] для возрождения из ядра
cancelbuilding = [accent][[{0}][] для очистки плана
selectschematic = [accent][[{0}][] выделить и скопировать
@@ -388,8 +393,8 @@ wave = [accent]Волна {0}
wave.cap = [accent]Волна {0}/{1}
wave.waiting = [lightgray]Волна через {0}
wave.waveInProgress = [lightgray]Волна продолжается
-waiting = [lightgray]Ожидание…
-waiting.players = Ожидание игроков…
+waiting = [lightgray]Ожидание...
+waiting.players = Ожидание игроков...
wave.enemies = [lightgray]Враги: {0}
wave.enemycores = [lightgray]Вражеских ядер: [accent]{0}
wave.enemycore = [accent]{0}[lightgray] вражеское ядро
@@ -416,7 +421,7 @@ changelog = Список изменений (необязательно):
updatedesc = Перезаписать заголовок и описание
eula = Лицензионное соглашение Steam с конечным пользователем
missing = Этот предмет был удалён или перемещён.\n[lightgray]Публикация в Мастерской была автоматически удалена.
-publishing = [accent]Отправка…
+publishing = [accent]Отправка...
publish.confirm = Вы уверены, что хотите опубликовать этот предмет?\n\n[lightgray]Убедитесь, что вы согласны с EULA Мастерской, иначе ваши предметы не будут отображаться!
publish.error = Ошибка отправки предмета: {0}
steam.error = Не удалось инициализировать сервисы Steam.\nОшибка: {0}
@@ -437,12 +442,12 @@ editor.waves = Волны:
editor.rules = Правила:
editor.generation = Генерация:
editor.objectives = Цели
-editor.locales = Locale Bundles
-editor.worldprocessors = World Processors
-editor.worldprocessors.editname = Edit Name
-editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
-editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
-editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
+editor.locales = Наборы локалей
+editor.worldprocessors = Мировые процессоры
+editor.worldprocessors.editname = Изменить название
+editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
+editor.worldprocessors.nospace = Нет свободного места для размещения мирового процессора!\n Возможно на карте всё занято структурами
+editor.worldprocessors.delete.confirm = Вы уверены, что хотите удалить этот мировой процессор?\n\nЕсли он окружен стенами, он будет заменен стеной окружения.
editor.ingame = Редактировать в игре
editor.playtest = Опробовать карту
editor.publish.workshop = Опубликовать в Мастерской
@@ -473,7 +478,7 @@ waves.spawn.none = [scarlet]не обнаружено точек появлен
waves.max = максимум единиц
waves.guardian = Страж
waves.preview = Предварительный просмотр
-waves.edit = Редактировать…
+waves.edit = Редактировать...
waves.random = Случайно
waves.copy = Копировать в буфер обмена
waves.load = Загрузить из буфера обмена
@@ -494,13 +499,15 @@ waves.units.show = Показать все
wavemode.counts = количество единиц
wavemode.totals = всего единиц
wavemode.health = всего прочности
+all = всего
editor.default = [lightgray]<По умолчанию>
-details = Подробности…
-edit = Редактировать…
+details = Подробности...
+edit = Редактировать...
variables = Переменные
-logic.clear.confirm = Are you sure you want to clear all code from this processor?
-logic.globals = Built-in Variables
+logic.clear.confirm = Вы уверены, что хотите удалить весь код из этого процессора?
+
+logic.globals = Встроенные переменные
editor.name = Название:
editor.spawn = Создать боевую единицу
editor.removeunit = Удалить боевую единицу
@@ -512,7 +519,7 @@ editor.errorlegacy = Эта карта слишком старая и испол
editor.errornot = Это не файл карты.
editor.errorheader = Этот файл карты недействителен или повреждён.
editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение?
-editor.errorlocales = Error reading invalid locale bundles.
+editor.errorlocales = Ошибка при чтении недопустимых наборов локалей.
editor.update = Обновить
editor.randomize = Случайно
editor.moveup = Выше
@@ -524,19 +531,19 @@ editor.sectorgenerate = Генерация сектора
editor.resize = Изменить\nразмер
editor.loadmap = Загрузить\nкарту
editor.savemap = Сохранить\nкарту
-editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
+editor.savechanges = [scarlet]У вас есть несохраненные изменения!\n\n[]Вы хотите сохранить их?
editor.saved = Сохранено!
editor.save.noname = У вашей карты нет имени! Назовите её в меню «Информация о карте».
editor.save.overwrite = Ваша карта не может быть записана поверх встроенной карты! Введите другое название в меню «Информация о карте»
editor.import.exists = [scarlet]Не удалось импортировать:[] карта с именем «{0}» уже существует!
-editor.import = Импорт…
+editor.import = Импорт...
editor.importmap = Импортировать карту
editor.importmap.description = Импортировать уже существующую карту
editor.importfile = Импортировать файл
editor.importfile.description = Импортировать файл карты извне
editor.importimage = Импортировать файл изображения
editor.importimage.description = Импортировать изображение карты извне
-editor.export = Экспорт…
+editor.export = Экспорт...
editor.exportfile = Экспортировать файл
editor.exportfile.description = Экспорт файла карты
editor.exportimage = Экспортировать ландшафт
@@ -560,11 +567,11 @@ toolmode.orthogonal.description = Рисует только\nпрямоугол
toolmode.square = Квадрат
toolmode.square.description = Квадратная кисть.
toolmode.eraseores = Стереть руды
-toolmode.eraseores.description = Стереть только руды.
+toolmode.eraseores.description = Стирает только руды.
toolmode.fillteams = Изменить команду блоков
toolmode.fillteams.description = Изменяет принадлежность\nблоков к команде.
-toolmode.fillerase = Стереть тип
-toolmode.fillerase.description = Стирает все блоки этого типа.
+toolmode.fillerase = Стереть заливкой
+toolmode.fillerase.description = Стирает все блоки\nодного типа.
toolmode.drawteams = Изменить команду блока
toolmode.drawteams.description = Изменяет принадлежность\nблока к команде.
toolmode.underliquid = Под жидкостями
@@ -588,7 +595,7 @@ filter.clear = Очистить
filter.option.ignore = Игнорировать
filter.scatter = Сеятель
filter.terrain = Ландшафт
-filter.logic = Logic
+filter.logic = Логика
filter.option.scale = Масштаб фильтра
filter.option.chance = Шанс
@@ -612,25 +619,25 @@ filter.option.floor2 = Вторая поверхность
filter.option.threshold2 = Вторичный предельный порог
filter.option.radius = Радиус
filter.option.percentile = Процентиль
-filter.option.code = Code
-filter.option.loop = Loop
-locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
-locales.deletelocale = Are you sure you want to delete this locale bundle?
-locales.applytoall = Apply Changes To All Locales
-locales.addtoother = Add To Other Locales
-locales.rollback = Rollback to last applied
-locales.filter = Property filter
-locales.searchname = Search name...
-locales.searchvalue = Search value...
-locales.searchlocale = Search locale...
-locales.byname = By name
-locales.byvalue = By value
-locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
-locales.showmissing = Show properties that are missing in some locales
-locales.showsame = Show properties that have same values in different locales
-locales.viewproperty = View in all locales
-locales.viewing = Viewing property "{0}"
-locales.addicon = Add Icon
+filter.option.code = Код
+filter.option.loop = Цикл
+locales.info = Здесь вы можете добавить на карту наборы локалей для определенных языков. В наборах локалей каждое свойство имеет имя и значение. Эти свойства могут использоваться мировыми процессорами и целями по их именам. Они поддерживают форматирование текста (заменяя пропуски реальными значениями).\n\n[cyan]Пример свойства:\n[]name: [accent]timer[]\nvalue: [accent]Пример таймера, оставшееся время: {0}[]\n\n[cyan]Использование:\n[]Установите его как текст цели: [accent]@timer\n\n[]Введите его в мировом процессоре:\n[accent]localeprint «timer»\nformat time\n[gray] (где time - отдельно вычисляемая переменная)
+locales.deletelocale = Вы уверены, что хотите удалить этот набор локалей?
+locales.applytoall = Применить изменения ко всем локалям
+locales.addtoother = Добавить в другие локали
+locales.rollback = Откат к последнему примененному значению
+locales.filter = Фильтр свойств
+locales.searchname = Поиск по имени...
+locales.searchvalue = Поиск значения...
+locales.searchlocale = Поиск локали...
+locales.byname = По имени
+locales.byvalue = По значению
+locales.showcorrect = Показать свойства, которые присутствуют во всех локалях и имеют везде уникальные значения
+locales.showmissing = Показать свойства, отсутствующие в некоторых локалях
+locales.showsame = Показать свойства, которые имеют одинаковые значения в разных локалях
+locales.viewproperty = Смотреть во всех локалях
+locales.viewing = Просмотр свойства "{0}"
+locales.addicon = Добавить иконку
width = Ширина:
height = Высота:
@@ -663,7 +670,6 @@ requirement.capture = Захватите {0}
requirement.onplanet = Возьмите сектор под контроль на {0}
requirement.onsector = Высадитесь на сектор: {0}
launch.text = Высадка
-research.multiplayer = Только хост может исследовать предметы.
map.multiplayer = Только хост может просматривать секторы.
uncover = Раскрыть
configure = Конфигурация выгрузки
@@ -681,12 +687,12 @@ objective.destroycore.name = Уничтожить ядро
objective.commandmode.name = Командовать единицей
objective.flag.name = Флаг
marker.shapetext.name = Фигура с текстом
-marker.point.name = Point
+marker.point.name = Точка
marker.shape.name = Фигура
marker.text.name = Текст
-marker.line.name = Line
-marker.quad.name = Quad
-marker.texture.name = Texture
+marker.line.name = Линия
+marker.quad.name = Четырёхугольник
+marker.texture.name = Текстура
marker.background = Фон
marker.outline = Контур
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
@@ -710,14 +716,18 @@ loadout = Груз
resources = Ресурсы
resources.max = Максимум
bannedblocks = Запрещённые блоки
+unbannedblocks = Unbanned Blocks
objectives = Цели
bannedunits = Запрещённые единицы
+unbannedunits = Unbanned Units
bannedunits.whitelist = Запрещенные единицы как белый список
bannedblocks.whitelist = Запрещенные блоки как белый список
addall = Добавить всё
launch.from = Запуск из: [accent]{0}
launch.capacity = Вместимость запускаемого предмета: [accent]{0}
launch.destination = Место назначения: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Количество должно быть числом между 0 и {0}.
add = Добавить...
guardian = Страж
@@ -732,6 +742,7 @@ error.mapnotfound = Файл карты не найден!
error.io = Сетевая ошибка ввода-вывода.
error.any = Неизвестная сетевая ошибка.
error.bloom = Не удалось инициализировать свечение (Bloom).\nВозможно, ваше устройство не поддерживает его.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Дождь
weather.snowing.name = Снегопад
@@ -756,7 +767,9 @@ sectors.stored = Накоплено:
sectors.resume = Продолжить
sectors.launch = Высадка
sectors.select = Выбор
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]нет (солнце)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Переименовать сектор
sectors.enemybase = [scarlet]Вражеская база
sectors.vulnerable = [scarlet]Уязвим
@@ -771,8 +784,8 @@ sector.curlost = Сектор потерян
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
sector.attacked = Сектор [accent]{0}[white] атакован!
sector.lost = Сектор [accent]{0}[white] потерян!
-sector.capture = Sector [accent]{0}[white]Captured!
-sector.capture.current = Sector Captured!
+sector.capture = Сектор [accent]{0}[white] захвачен!
+sector.capture.current = Сектор захвачен!
sector.changeicon = Изменить иконку
sector.noswitch.title = Перемещение между секторами
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
@@ -783,6 +796,11 @@ threat.medium = Средняя
threat.high = Высокая
threat.extreme = Экстремальная
threat.eradication = Истребляющая
+difficulty.casual = Casual
+difficulty.easy = Лёгкая
+difficulty.normal = Нормальная
+difficulty.hard = Сложная
+difficulty.eradication = Истребляющая
planets = Планеты
@@ -805,11 +823,21 @@ sector.fungalPass.name = Грибной перевал
sector.biomassFacility.name = Центр исследования биомассы
sector.windsweptIslands.name = Штормовой архипелаг
sector.extractionOutpost.name = Добывающая база
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Планетарный пусковой терминал
sector.coastline.name = Береговая линия
sector.navalFortress.name = Прибрежная крепость
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
-sector.groundZero.description = Оптимальная локация для повторных игр. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
+sector.groundZero.description = Оптимальная локация чтобы начать сначала. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
sector.frozenForest.description = Даже здесь, ближе к горам, споры распространились. Холодные температуры не могут сдерживать их вечно.\n\nНачните вкладываться в энергию. Постройте генераторы внутреннего сгорания. Научитесь пользоваться регенератором.
sector.saltFlats.description = На окраине пустыни лежат соляные равнины. В этой местности можно найти немного ресурсов.\n\nВраги возвели здесь комплекс хранения ресурсов. Искорените их ядро. Не оставьте камня на камне.
sector.craters.description = Вода скопилась в этом кратере, реликвии времён старых войн. Восстановите область. Соберите песок. Выплавьте метастекло. Качайте воду для охлаждения турелей и буров.
@@ -827,6 +855,18 @@ sector.impact0078.description = Здесь лежат остатки межзв
sector.planetaryTerminal.description = Конечная цель.\n\nЭта береговая база содержит сооружение, способное запускать ядра к окрестным планетам. Оно крайне хорошо охраняется.\n\nПроизведите морские единицы. Уничтожьте врага как можно скорее. Изучите пусковую конструкцию.
sector.coastline.description = В этом месте были обнаружены остатки древней военно-морской технологии. Отбейте атаки противника, захватите этот сектор и изучите эту технологию.
sector.navalFortress.description = Враг возвел базу на удаленном острове с естественными укреплениями. Уничтожьте её. Овладейте их технологией по производству кораблей и изучите ее.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Начало
sector.aegis.name = Защита
@@ -888,7 +928,7 @@ settings.controls = Управление
settings.game = Игра
settings.sound = Звук
settings.graphics = Графика
-settings.cleardata = Очистить игровые данные…
+settings.cleardata = Очистить игровые данные...
settings.clear.confirm = Вы действительно хотите очистить свои данные?\nЭто нельзя отменить!
settings.clearall.confirm = [scarlet]ОСТОРОЖНО![]\nЭто сотрёт все данные, включая сохранения, карты, прогресс кампании и настройки управления.\nПосле того как вы нажмёте [accent][ОК][], игра уничтожит все данные и автоматически закроется.
settings.clearsaves.confirm = Вы уверены, что хотите удалить все сохранения?
@@ -983,7 +1023,7 @@ stat.abilities = Способности
stat.canboost = Может взлететь
stat.flying = Летающий
stat.ammouse = Использование боеприпасов
-stat.ammocapacity = Ammo Capacity
+stat.ammocapacity = Вместимость боеприпасов
stat.damagemultiplier = Множитель урона
stat.healthmultiplier = Множитель прочности
stat.speedmultiplier = Множитель скорости
@@ -992,51 +1032,55 @@ stat.buildspeedmultiplier = Множитель скорости строител
stat.reactive = Реактивен
stat.immunities = Невосприимчив
stat.healing = Ремонт
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Силовое поле
-ability.forcefield.description = Projects a force shield that absorbs bullets
+ability.forcefield.description = Создает силовой щит, поглощающий пули
ability.repairfield = Ремонтирующее поле
-ability.repairfield.description = Repairs nearby units
+ability.repairfield.description = Ремонтирует близлежащие единицы
ability.statusfield = Усиливающее поле
-ability.statusfield.description = Applies a status effect to nearby units
+ability.statusfield.description = Накладывает эффект на ближайшие единицы
ability.unitspawn = Завод единиц �
-ability.unitspawn.description = Constructs units
+ability.unitspawn.description = Конструирует единицы
ability.shieldregenfield = Поле восстановления щита
-ability.shieldregenfield.description = Regenerates shields of nearby units
+ability.shieldregenfield.description = Восстанавливает щиты ближайших юнитов
ability.movelightning = Молнии при движении
-ability.movelightning.description = Releases lightning while moving
-ability.armorplate = Armor Plate
-ability.armorplate.description = Reduces damage taken while shooting
+ability.movelightning.description = Выпускает молнии при движении
+ability.armorplate = Бронепластина
+ability.armorplate.description = Снижает урон, получаемый при стрельбе
ability.shieldarc = Дуговой щит
-ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
+ability.shieldarc.description = Выпускает силовой щит по дуге, поглощающий пули
ability.suppressionfield = Поле подавления регенерации
-ability.suppressionfield.description = Stops nearby repair buildings
+ability.suppressionfield.description = Останавливает ремонтные здания
ability.energyfield = Энергетическое поле
-ability.energyfield.description = Zaps nearby enemies
-ability.energyfield.healdescription = Zaps nearby enemies and heals allies
-ability.regen = Regeneration
-ability.regen.description = Regenerates own health over time
-ability.liquidregen = Liquid Absorption
-ability.liquidregen.description = Absorbs liquid to heal itself
-ability.spawndeath = Death Spawns
-ability.spawndeath.description = Releases units on death
-ability.liquidexplode = Death Spillage
-ability.liquidexplode.description = Spills liquid on death
-ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
-ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
-ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
-ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
-ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
-ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.energyfield.description = Электризует ближайших врагов
+ability.energyfield.healdescription = Электризует ближайших врагов и лечит союзников
+ability.regen = Регенерация
+ability.regen.description = Восстанавливает собственное здоровье с течением времени
+ability.liquidregen = Поглощение жидкости
+ability.liquidregen.description = Поглощает жидкость для самовосстановления
+ability.spawndeath = Смертельное порождение
+ability.spawndeath.description = Создает единицы после смерти
+ability.liquidexplode = Смертельное разлитие
+ability.liquidexplode.description = Разливает жидкость при смерти
+ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
+ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
+ability.stat.shield = [stat]{0}[lightgray] щит
+ability.stat.repairspeed = [stat]{0}/sec[lightgray] скорость регенерации
+ability.stat.slurpheal = [stat]{0}[lightgray] здоровья/единица жидкости
+ability.stat.cooldown = [stat]{0} сек[lightgray] перезарядка
+ability.stat.maxtargets = [stat]{0}[lightgray] максимум целей
+ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] тот же тип ремонта
+ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
+ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
+ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
+ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
+
bar.onlycoredeposit = Доступен перенос только в ядро
bar.drilltierreq = Требуется бур получше
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Недостаточно ресурсов
bar.corereq = Требуется основа ядра
bar.corefloor = Требуется зона ядра
@@ -1045,6 +1089,7 @@ bar.drillspeed = Скорость бурения: {0}/с
bar.pumpspeed = Скорость выкачивания: {0}/с
bar.efficiency = Эффективность: {0}%
bar.boost = Ускорение: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Энергия: {0}/с
bar.powerstored = Накоплено: {0}/{1}
bar.poweramount = Энергия: {0}
@@ -1055,6 +1100,7 @@ bar.capacity = Вместимость: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Жидкости
bar.heat = Нагрев
+bar.cooldown = Cooldown
bar.instability = Нестабильность
bar.heatamount = Нагрев: {0}
bar.heatpercent = Нагрев: {0} ({1}%)
@@ -1079,6 +1125,7 @@ bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) с
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] отбрасывания
bullet.pierce = [stat]{0}[lightgray]x пробития
bullet.infinitepierce = [stat]бесконечное пробитие
@@ -1087,6 +1134,8 @@ bullet.healamount = [stat]{0}[lightgray] прямой ремонт
bullet.multiplier = [stat]{0}[lightgray]x множитель боеприпасов
bullet.reload = [stat]{0}%[lightgray] скорость стрельбы
bullet.range = [stat]{0}[lightgray] диапазон
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = блоков
unit.blockssquared = блоков²
@@ -1103,13 +1152,14 @@ unit.minutes = мин
unit.persecond = /сек
unit.perminute = /мин
unit.timesspeed = x скорость
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = прочность щита
unit.items = предметов
unit.thousands = к
unit.millions = М
unit.billions = кM
-unit.shots = shots
+unit.shots = выстрелы
unit.pershot = /выстрел
category.purpose = Назначение
category.general = Основные
@@ -1119,8 +1169,9 @@ category.items = Предметы
category.crafting = Ввод/вывод
category.function = Действие
category.optional = Дополнительные улучшения
-setting.alwaysmusic.name = Always Play Music
-setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
+setting.alwaysmusic.name = Всегда играть музыку
+setting.alwaysmusic.description = Если включить эту функцию, музыка всегда будет воспроизводиться в игре по кругу.\nЕсли выключить, она будет воспроизводиться только через случайные промежутки времени.
+
setting.skipcoreanimation.name = Пропускать анимацию запуска/приземления ядра
setting.landscape.name = Только альбомный (горизонтальный) режим
setting.shadows.name = Тени
@@ -1132,7 +1183,7 @@ setting.backgroundpause.name = Фоновая пауза
setting.buildautopause.name = Автоматическая приостановка строительства
setting.doubletapmine.name = Добыча руды двойным нажатием
setting.commandmodehold.name = Удерживать для командования боевыми единицами
-setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
+setting.distinctcontrolgroups.name = Ограничение на одну контрольную группу на единицу
setting.modcrashdisable.name = Отключение модификаций после вылета при запуске
setting.animatedwater.name = Анимированные поверхности
setting.animatedshields.name = Анимированные щиты
@@ -1147,18 +1198,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Масштаб пользовательского интерфейса
setting.uiscale.description = Для вступления изменений в силу может потребоваться перезагрузка игры.
setting.swapdiagonal.name = Всегда диагональное размещение
-setting.difficulty.training = Обучение
-setting.difficulty.easy = Лёгкая
-setting.difficulty.normal = Нормальная
-setting.difficulty.hard = Сложная
-setting.difficulty.insane = Безумная
-setting.difficulty.name = Сложность:
setting.screenshake.name = Тряска экрана
setting.bloomintensity.name = Интенсивность свечения
setting.bloomblur.name = Размытие свечения
setting.effects.name = Эффекты
setting.destroyedblocks.name = Отображать уничтоженные блоки
setting.blockstatus.name = Показывать статус блока
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Поиск пути для установки конвейеров
setting.sensitivity.name = Чувствительность контроллера
setting.saveinterval.name = Интервал сохранения
@@ -1185,11 +1231,13 @@ setting.mutemusic.name = Заглушить музыку
setting.sfxvol.name = Громкость эффектов
setting.mutesound.name = Заглушить звук
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Автоматическое создание сохранений
-setting.steampublichost.name = Public Game Visibility
+setting.steampublichost.name = Видимость публичной игры
setting.playerlimit.name = Ограничение игроков
setting.chatopacity.name = Непрозрачность чата
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Непрозрачность мостов
setting.playerchat.name = Отображать облака чата над игроками
setting.showweather.name = Отображать погоду
@@ -1199,22 +1247,22 @@ setting.macnotch.description = Для вступления изменений в
steam.friendsonly = Только друзья
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
-uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд…
+uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд...
uiscale.cancel = Отменить & Выйти
setting.bloom.name = Свечение
keybind.title = Настройка управления
keybinds.mobile = [scarlet]Большинство комбинаций клавиш здесь не работает на мобильных устройствах. Поддерживается только базовое движение.
category.general.name = Основное
category.view.name = Просмотр
-category.command.name = Unit Command
+category.command.name = Командование единицой
category.multiplayer.name = Сетевая игра
category.blocks.name = Выбор блока
placement.blockselectkeys = \n[lightgray]Клавиша: [{0},
keybind.respawn.name = Возрождение в ядре
keybind.control.name = Перехватить контроль над единицей
keybind.clear_building.name = Очистить план строительства
-keybind.press = Нажмите клавишу…
-keybind.press.axis = Нажмите ось или клавишу…
+keybind.press = Нажмите клавишу...
+keybind.press.axis = Нажмите ось или клавишу...
keybind.screenshot.name = Скриншот карты
keybind.toggle_power_lines.name = Отображение лазеров энергоснабжения
keybind.toggle_block_status.name = Отображение статусов блоков
@@ -1242,6 +1290,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Перестроить в области
keybind.schematic_select.name = Выбрать область
keybind.schematic_menu.name = Меню схем
@@ -1318,12 +1367,16 @@ rules.wavetimer = Интервал волн
rules.wavesending = Отправка волн
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Волны
rules.airUseSpawns = Air units use spawn points
rules.attack = Режим атаки
rules.buildai = ИИ строит базы
rules.buildaitier = Уровень баз ИИ
rules.rtsai = ИИ в реальном времени
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Минимальный размер отряда
rules.rtsmaxsquadsize = Максимальный размер отряда
rules.rtsminattackweight = Минимальный вес для атаки
@@ -1340,12 +1393,14 @@ rules.unitcostmultiplier = Множитель стоимости боев. ед.
rules.unithealthmultiplier = Множитель прочности боев. ед.
rules.unitdamagemultiplier = Множитель урона боев. ед.
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Множитель солнечной энергии
rules.unitcapvariable = Ядра увеличивают лимит единиц
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Начальный лимит единиц
rules.limitarea = Ограничить область карты
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Интервал волн:[lightgray] (сек)
rules.initialwavespacing = Время до первой волны:[lightgray] (сек)
rules.buildcostmultiplier = Множитель затрат на строительство
@@ -1367,6 +1422,13 @@ rules.title.teams = Команды
rules.title.planet = Планета
rules.lighting = Освещение
rules.fog = Туман войны
+rules.invasions = Вторжения врагов на сектора
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Показывать появление врагов
+rules.randomwaveai = Непредсказуемый ИИ волн
+
rules.fire = Огонь
rules.anyenv = <Любая>
rules.explosions = Урон от взрывов блоков/единиц
@@ -1375,6 +1437,7 @@ rules.weather = Погода
rules.weather.frequency = Периодичность:
rules.weather.always = Всегда
rules.weather.duration = Длительность:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1517,6 +1580,8 @@ block.graphite-press.name = Графитный пресс
block.multi-press.name = Мульти-пресс
block.constructing = {0} [lightgray](Строится)
block.spawn.name = Точка появления врагов
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Ядро: «Осколок»
block.core-foundation.name = Ядро: «Штаб»
block.core-nucleus.name = Ядро: «Атом»
@@ -1680,6 +1745,8 @@ block.meltdown.name = Испепелитель
block.foreshadow.name = Знамение
block.container.name = Контейнер
block.launch-pad.name = Пусковая площадка
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Сегмент
block.ground-factory.name = Наземная фабрика
block.air-factory.name = Воздушная фабрика
@@ -1774,6 +1841,7 @@ block.electric-heater.name = Электрический нагреватель
block.slag-heater.name = Шлаковый нагреватель
block.phase-heater.name = Фазовый нагреватель
block.heat-redirector.name = Тепловой перенаправитель
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Тепловой маршрутизатор
block.slag-incinerator.name = Мусоросжигательная печь
block.carbide-crucible.name = Карбидовый тигель
@@ -1821,6 +1889,7 @@ block.chemical-combustion-chamber.name = Химическая камера сг
block.pyrolysis-generator.name = Пиролизный генератор
block.vent-condenser.name = Жерловой конденсатор
block.cliff-crusher.name = Дробитель скал
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Плазменный бур
block.large-plasma-bore.name = Большой плазменный бур
block.impact-drill.name = Ударная дрель
@@ -2050,6 +2119,10 @@ block.phase-wall.description = Защищает постройки от враж
block.phase-wall-large.description = Защищает постройки от вражеских снарядов, отражая большинство пуль при ударе.
block.surge-wall.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
block.surge-wall-large.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Стена, которую можно открыть или закрыть нажатием.
block.door-large.description = Стена, которую можно открыть или закрыть нажатием.
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
@@ -2116,7 +2189,9 @@ block.vault.description = Хранит большое количество пр
block.container.description = Хранит небольшое количество предметов каждого типа. Предметы можно извлечь при помощи разгрузчика.
block.unloader.description = Выгружает выбранный предмет из соседних блоков.
block.launch-pad.description = Запускает партии предметов в выбранные секторы.
-block.launch-pad.details = Суборбитальная система транспортировки ресурсов методом «point-to-point». Разгрузочные капсулы хрупки и не способны выжить при повторном входе.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Стреляет по врагам чередующимися пулями.
block.scatter.description = Стреляет кусками свинца, металлолома или метастекла по вражеским воздушным единицам.
block.scorch.description = Сжигает любых наземных врагов рядом с ним. Высокоэффективен на близком расстоянии.
@@ -2177,6 +2252,7 @@ block.electric-heater.description = Нагревает блоки напроти
block.slag-heater.description = Нагревает блоки напротив себя. Требует шлак для работы.
block.phase-heater.description = Нагревает блоки напротив себя. Требует фазовую ткань для работы.
block.heat-redirector.description = Перенаправляет накопленное тепло на другие блоки.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Распределяет накопленное тепло в трех направлениях.
block.electrolyzer.description = Преобразует воду в водород и озон.
block.atmospheric-concentrator.description = Концентрирует азот из атмосферы. Требует тепло для работы.
@@ -2189,6 +2265,7 @@ block.vent-condenser.description = Конденсирует воду из газ
block.plasma-bore.description = При размещении напротив стены с рудой, постоянно выводит предметы. Требует небольшое количество энергии для работы.
block.large-plasma-bore.description = Большой плазменный бур. Способен добывать вольфрам и торий. Требует водород и энергию для работы.
block.cliff-crusher.description = Дробит стены, постоянно выводя песок. Требует энергию для работы. Эффективность зависит от типа стены.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = При размещении на соответствующей руде, постоянно выводит предметы очередями. Требует энергию и воду для работы.
block.eruption-drill.description = Усовершенствованная ударная дрель. Способна добывать торий. Требует водород для работы.
block.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
@@ -2311,6 +2388,7 @@ unit.emanate.description = Защищает ядро «Акрополь» от
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2397,15 +2475,15 @@ lenum.shoot = Стрельба в определённую позицию.
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
lenum.config = Конфигурация постройки, например, предмет сортировки.
lenum.enabled = Включён ли блок.
-laccess.currentammotype = Current ammo item/liquid of a turret.
+laccess.currentammotype = Текущий боеприпас турели.
laccess.color = Цвет осветителя.
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\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.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
-laccess.speed = Максимальная скорость единицы, в тайлах/сек.
-laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
+laccess.speed = Максимальная скорость единицы, в плитках/сек.
+laccess.id = Идентификатор единицы/блока/предмета/жидкости.\nЭто обратная операция поиска.
lcategory.unknown = Неизвестно
lcategory.unknown.description = Нет категории.
lcategory.io = Ввод и вывод
@@ -2520,7 +2598,7 @@ unitlocate.building = Переменная для записи обнаруже
unitlocate.outx = Вывод X координаты.
unitlocate.outy = Вывод Y координаты.
unitlocate.group = Группа построек для поиска.
-playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
+playsound.limit = Если значение равно true, предотвращает воспроизведение этого звука,\n если он уже воспроизводился в том же кадре.
lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
lenum.stop = Остановка движения/копания/строительства.
@@ -2528,7 +2606,7 @@ lenum.unbind = Полностью отключает управление лог
lenum.move = Перемещение в определённую позицию.
lenum.approach = Приближение к позиции с указанным радиусом.
lenum.pathfind = Перемещение к точке появления врагов.
-lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
+lenum.autopathfind = Автоматический поиск пути к ближайшему вражескому ядру или точке высадки.\nЭто то же самое, что и стандартный поиск пути к врагу во время волны.
lenum.target = Стрельба в определённую позицию.
lenum.targetp = Стрельба в единицу/постройку с расчётом скорости.
lenum.itemdrop = Сбрасывание предметов.
@@ -2539,13 +2617,39 @@ lenum.payenter = Войти/приземлиться на грузовой бл
lenum.flag = Числовой флаг единицы.
lenum.mine = Копание в заданной позиции.
lenum.build = Строительство блоков.
-lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
+lenum.getblock = Получает тип постройки, пола и блока по заданным координатам.\nЕдиница должна быть в диапазоне позиции, иначе возвращается null.
lenum.within = Проверка на нахождение единицы рядом с позицией.
lenum.boost = Включение/выключение полёта.
-lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
-lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
-lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
-lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
-lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
-lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
-lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.flushtext = Сбрасывает содержимое текстового буфера, если применимо. \nЕсли значение fetch равно true, пытаеся получить свойства из набора локали карты или набора локали игры.
+lenum.texture = Имя текстуры прямо из атласа текстур игры (используя стиль написания с дефисами, например: build-tower) .\nЕсли printFlush имеет значение true, то в качестве текстового аргумента используется содержимое текстового буфера.
+lenum.texturesize = Размер текстуры в плитках. Нулевое значение масштабирует ширину маркера до размера исходной текстуры.
+lenum.autoscale = Масштабировать ли маркер в соответствии с уровнем масштабирования игрока.
+lenum.posi = Индексированная позиция, используемая для линейных и квадратных маркеров с нулевым индексом в качестве первой позиции.
+lenum.uvi = Положение текстуры в диапазоне от нуля до единицы, используется для квадратных маркеров.
+lenum.colori = Индексируемая позиция, используемая для линейных и квадратных маркеров с нулевым индексом, являющимся первым цветом.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_sr.properties b/core/assets/bundles/bundle_sr.properties
index a236e112db..276fa77a31 100644
--- a/core/assets/bundles/bundle_sr.properties
+++ b/core/assets/bundles/bundle_sr.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Omogućeno
mod.disabled = [scarlet]Onemogućeno
mod.multiplayer.compatible = [gray]Podesan sa multiplejerom
mod.disable = Onemogući
+mod.version = Version:
mod.content = Sadržaj:
mod.delete.error = Nemoguće izbrisati mod, datoteka je možda u upotrebi.
mod.incompatiblegame = [red]Zastarela Igra
@@ -192,6 +193,7 @@ campaign.select = Izaberite Početnu Kampanju
campaign.none = [lightgray]Izaberite planetu gde bi ste počeli.\nOvo se može promeniti u svakom trenutku.
campaign.erekir = [accent]Preporučeno za novije igrače.[]\n\nNovije, poboljšane funkcije. Uglavnom linearni tok kampanje.\n\nKvalitetniji doživljaji i mape. Veća težina.
campaign.serpulo = [scarlet]Nije preporučeno za novije igrače.[]\n\nStarije funkcije; renesansno iskustvo. Otvoreniji pristup.\n\nMoguće je da mape i tok kampanje nisu glatki i balansirani.
+campaign.difficulty = Difficulty
completed = [accent]Završeno.
techtree = Drvo Tehnologija
techtree.select = Izbor Drveća Tehnologija
@@ -292,13 +294,14 @@ disconnect.error = Greška u povezivanju.
disconnect.closed = Connection closed.
disconnect.timeout = Timed out.
disconnect.data = Neuspešno učitavanje podataka!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Ne može se pridružiti igri ([accent]{0}[]).
connecting = [accent]Povezivanje...
reconnecting = [accent]Ponovno povezivanje...
connecting.data = [accent]Učitavanje podataka...
server.port = Port:
-server.addressinuse = Adresa je već u upotrebi!
server.invalidport = Invalid port number!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [scarlet]Error hosting server.
save.new = Novi Snimak
save.overwrite = Da li ste sigurni da želite da prerežete\novaj snimak?
@@ -351,6 +354,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -494,6 +498,7 @@ waves.units.show = Pokaži Sve
wavemode.counts = količina
wavemode.totals = ukupno
wavemode.health = snaga
+all = All
editor.default = [lightgray]
details = Detalji...
@@ -663,7 +668,6 @@ requirement.capture = Zauzmi {0}
requirement.onplanet = Kontroliši Sektor Na {0}
requirement.onsector = Sleti Na Sektor: {0}
launch.text = Lansiraj
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Razotkrij
configure = Konfiguriši Zalihe
@@ -711,14 +715,18 @@ loadout = Loadout
resources = Resursi
resources.max = Maksimum
bannedblocks = Nedozvoljeni Blokovi
+unbannedblocks = Unbanned Blocks
objectives = Zadaci
bannedunits = Nedozvoljene Jedinice
+unbannedunits = Unbanned Units
bannedunits.whitelist = Nedozvoljene Jedinice Kao Bela Lista
bannedblocks.whitelist = Nedozvoljeni Blokovi Kao Bela Lista
addall = Dodaj Sve
launch.from = Lansirati Od: [accent]{0}
launch.capacity = Lansirni Kapacitet Materijala: [accent]{0}
launch.destination = Destinacija: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Količina mora biti između 0 i {0}.
add = Dodaj...
guardian = Čuvar
@@ -733,6 +741,7 @@ error.mapnotfound = Datoteka mape nije pronađena!
error.io = I/O mrežna greška.
error.any = Nepoznata greška u mreži.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Kiša
weather.snowing.name = Sneg
@@ -756,7 +765,9 @@ sectors.stored = Skladišćeno:
sectors.resume = Nastavi
sectors.launch = Lansiraj
sectors.select = Izaberi
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]nema (sunce)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Preimenuj Sektor
sectors.enemybase = [scarlet]Neprijateljska Baza
sectors.vulnerable = [scarlet]Vulnerable
@@ -783,6 +794,11 @@ threat.medium = Srednje
threat.high = Visoko
threat.extreme = Ekstremno
threat.eradication = Istrebljenje
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planete
@@ -805,9 +821,19 @@ sector.fungalPass.name = Gljivični Prolaz
sector.biomassFacility.name = Biosintetičko Postrojenje
sector.windsweptIslands.name = Vetrovita Ostrva
sector.extractionOutpost.name = Lansirna Utvrda
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetarno Lansirni Terminal
sector.coastline.name = Obala
sector.navalFortress.name = Pomorska Tvrđava
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Savršena lokacija za ponovni početak. Niska neprijateljska pretnja, ali i mala količina resursa.\nSakupite sav bakar i svo olovo koje možete. Nastavite dalje.
sector.frozenForest.description = Čak i ovde, u blizini planina, spore su se proširile… ledene temperature ih neće večno zadržati.\n\nZapočnite upotrebu elektriciteta. Graditei sagorevne generatore. Naučite primenu popravljača.
@@ -827,6 +853,18 @@ sector.impact0078.description = Ovde padoše ostaci međuzvezdane transportne le
sector.planetaryTerminal.description = Krajnji cilj.\n\nOva obalska struktura ima objekat sposoban za lansiranje Jezgara na druge planete. Maksimalno je čuvan.\n\nProizvodite brodove. Elimiši neprijatelja što brže moguće. Sagradi Interplanetarni Akcelerator po osvanjanju sektora.
sector.coastline.description = Ostaci tehnologije pomorskih jedinica su detektovani u ovom sektoru. Odbijte neprijateljske napade, zauzmite ovaj sektor, i preuzmite tehnologiju.
sector.navalFortress.description = Neprijatelj je sagradio bazu na dalekom, prirodno-formiranom ostrvu. Uništite ovu bazu. Preuzmite njihovu naprednu pomorsku tehnologiju, i izuči te je.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Žačetak
sector.aegis.name = Okrilje
@@ -993,6 +1031,7 @@ stat.buildspeedmultiplier = Umnožavač brzine gradnje
stat.reactive = Reaguje sa
stat.immunities = Imuniteti
stat.healing = Popravlja
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Polje Sile
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1025,6 +1064,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1039,6 +1079,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
bar.drilltierreq = Bolja Bušilica Potrebna
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Nedostaju Resursi
bar.corereq = Potrebno Jezgro kao Osnova
bar.corefloor = Zahteva Zonu Jezgra
@@ -1047,6 +1088,7 @@ bar.drillspeed = Brzina Bušenja: {0}/s
bar.pumpspeed = Brzina Pumpanja: {0}/s
bar.efficiency = Efikasnost: {0}%
bar.boost = Pojačanje: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Energija: {0}/s
bar.powerstored = Skladišćeno: {0}/{1}
bar.poweramount = Količina: {0}
@@ -1057,6 +1099,7 @@ bar.capacity = Kapacitet: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Tečnost
bar.heat = Toplota
+bar.cooldown = Cooldown
bar.instability = Nestabilnost
bar.heatamount = Količina Toplote: {0}
bar.heatpercent = Količina Toplote: {0} ({1}%)
@@ -1081,6 +1124,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x šrapnela:
bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete
bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] odbacivanje
bullet.pierce = [stat]{0}[lightgray]x probijanje
bullet.infinitepierce = [stat]proboj
@@ -1089,6 +1133,8 @@ bullet.healamount = [stat]{0}[lightgray] direktna popravka
bullet.multiplier = [stat]{0}[lightgray]x umnožavanje municije
bullet.reload = [stat]{0}[lightgray]x brzina paljbe
bullet.range = [stat]{0}[lightgray] domet
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokova
unit.blockssquared = blokova²
@@ -1105,6 +1151,7 @@ unit.minutes = minuti
unit.persecond = /sekundi
unit.perminute = /minuti
unit.timesspeed = x brzina
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = snaga štita
unit.items = materijali
@@ -1149,18 +1196,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Skala
setting.uiscale.description = Restartovanje je zahtevano da bi se učitale promene.
setting.swapdiagonal.name = Uvek Dijagonalno Postavljanje
-setting.difficulty.training = Training
-setting.difficulty.easy = Easy
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Hard
-setting.difficulty.insane = Insane
-setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake
setting.bloomintensity.name = Bloom Intezitet
setting.bloomblur.name = Bloom Magliranje
setting.effects.name = Prikazuj Efekte
setting.destroyedblocks.name = Prikazuj Uništene Blokove
setting.blockstatus.name = Prikazuj Status Blokova
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Automatska Putanja Traka
setting.sensitivity.name = Osetljivost Upravljača
setting.saveinterval.name = Interval Čuvanja
@@ -1187,11 +1229,13 @@ setting.mutemusic.name = Nema Muzike
setting.sfxvol.name = Jačina Zvučnih Efekata
setting.mutesound.name = Nema Zvuka
setting.crashreport.name = Send Anonymous Crash Reports
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Automatski Snimaj Igru
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Limit Igrača
setting.chatopacity.name = Prozirnost Četa
setting.lasersopacity.name = Prozirnost Energetskih Lasera
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Prozirnost Mostova
setting.playerchat.name = Prikazuj Čet Mehure Igrača
setting.showweather.name = Prikazuj Grafiku Vremena
@@ -1244,6 +1288,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Ponovo Sagradi Region
keybind.schematic_select.name = Izaberi Region
keybind.schematic_menu.name = Menu Šema
@@ -1321,12 +1366,16 @@ rules.wavetimer = Talasna Štoperica
rules.wavesending = Slanje Talasa
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Talasi
rules.airUseSpawns = Air units use spawn points
rules.attack = Mod Napada
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI [red](Nedovršeno)
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Minimalna Veličina Odreda
rules.rtsmaxsquadsize = Maksimalna Veličina Odreda
rules.rtsminattackweight = Minimalna Težina Napada
@@ -1342,12 +1391,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
rules.limitarea = Ograniči Prostor Mape
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Razmak Između Talasa:[lightgray] (sec)
rules.initialwavespacing = Početni Razmak Talasa:[lightgray] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
@@ -1369,6 +1420,12 @@ rules.title.teams = Timovi
rules.title.planet = Planeta
rules.lighting = Osvetljenje
rules.fog = Magla Rata
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Plamen
rules.anyenv =
rules.explosions = Blokovna/Jedinična Šteta Eksplozije
@@ -1377,6 +1434,7 @@ rules.weather = Vreme
rules.weather.frequency = Učestalost:
rules.weather.always = Stalno
rules.weather.duration = Dužina:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1519,6 +1577,8 @@ block.graphite-press.name = Grafitna Presa
block.multi-press.name = Multi-Presa
block.constructing = {0} [lightgray](U izgradnji)
block.spawn.name = Mesto Tvorbe Neprijatelja
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Jezgro: Krhotina
block.core-foundation.name = Jezgro: Temelj
block.core-nucleus.name = Jezgro: Nukleus
@@ -1682,6 +1742,8 @@ block.meltdown.name = Istopitelj
block.foreshadow.name = Predznak
block.container.name = Kontejner
block.launch-pad.name = Launch Pad
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Zemna Fabrika
block.air-factory.name = Vazdušna Fabrika
@@ -1776,6 +1838,7 @@ block.electric-heater.name = Električna Grejalica
block.slag-heater.name = Šljakna Grejalica
block.phase-heater.name = Fazna Grejalica
block.heat-redirector.name = Preusmerivač Toplote
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Grejni Ruter
block.slag-incinerator.name = Šljakna Spalionica
block.carbide-crucible.name = Karbidna Topionica
@@ -1823,6 +1886,7 @@ block.chemical-combustion-chamber.name = Elektrana Hemijskog Sagorevanja
block.pyrolysis-generator.name = Pirolizna Elektrana
block.vent-condenser.name = Gejzirni Kondezator
block.cliff-crusher.name = Planinolom
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plazma Bušilica
block.large-plasma-bore.name = Velika Plazma Bušilica
block.impact-drill.name = Udarna Drobilica
@@ -2051,6 +2115,10 @@ block.phase-wall.description = Štiti građevine od neprijateljskih projektila,
block.phase-wall-large.description = Štiti građevine od neprijateljskih projektila, odbijajući većinu metaka pri udaru.
block.surge-wall.description = Štiti građevine od neprijateljskih projektila, povremeno uzrokavajući električne udare pri kontaktu.
block.surge-wall-large.description = Štiti građevine od neprijateljskih projektila, povremeno uzrokavajući električne udare pri kontaktu.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Zid koji se može otvarati i zatvarati.
block.door-large.description = Zid koji se može otvarati i zatvarati.
block.mender.description = Povremeno popravlja blokove u okolini.\nMože koristiti silicijum da poveća domet i efikasnost.
@@ -2117,7 +2185,9 @@ block.vault.description = Skladišti veliku količinu od svake vrste materijala.
block.container.description = Skladišti malu količinu od svake vrste materijala. Contents can be retrieved with an unloader.
block.unloader.description = Istovaruje određeni materijal iz obližnih blokova.
block.launch-pad.description = Lansira bačve resursa u izabrani sektor.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Ispaljuje metke naizmenično na neprijatelje.
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.
@@ -2178,6 +2248,7 @@ block.electric-heater.description = Greje usmerene blokove. Zahteva veliku koli
block.slag-heater.description = Greje usmerene blokove. Zahteva šljaku.
block.phase-heater.description = Greje usmerene blokove. Zahteva faznu tkaninu.
block.heat-redirector.description = Preusmerava sakupljenu toplotu u druge blokove.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Deli vodu na gasove vodonik i ozon.
block.atmospheric-concentrator.description = Koncentriše azot iz atmosfere. Zahteva toplotu.
@@ -2190,6 +2261,7 @@ block.vent-condenser.description = Kondezuje ventilacione gasove u vodu. Zahteva
block.plasma-bore.description = Kada je postavljeno u smeru zidne rude, beskonačno ispušta materijale. Zahteva malo energije.
block.large-plasma-bore.description = Velika plazma bušilica. Može iskopavati volfram i torium. Zahteva vodonik i energiju.
block.cliff-crusher.description = Beskonačno ispušta pesak lomeći stene. Zahteva energiju. Efikasnost zavisi od vrste zida.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Kada je postavljeno na rudi, beskonačno ispušta materijale u bačvama. Zahteva energiju i vodu.
block.eruption-drill.description = Poboljšana udarna drobilica. Može iskopavati torijum. Zahteva vodonik.
block.reinforced-conduit.description = Usmerava tečnosti napred. Ne prihvata unos sa strane od blokova koje nisu cevi.
@@ -2312,6 +2384,7 @@ unit.emanate.description = Gradi građevine da odbrani Veliki Grad jezgro. Popra
lst.read = Čita broj iz povezane memorijske ćelije.
lst.write = Piše broj u povezanu memorijsku ćeliju.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2550,3 +2623,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_sv.properties b/core/assets/bundles/bundle_sv.properties
index 06012b3250..a4009f03dc 100644
--- a/core/assets/bundles/bundle_sv.properties
+++ b/core/assets/bundles/bundle_sv.properties
@@ -141,6 +141,7 @@ mod.enabled = [lightgray]Aktiverad
mod.disabled = [scarlet]Inaktiverad
mod.multiplayer.compatible = [gray]Flerspelar Kompatibel
mod.disable = Inaktivera
+mod.version = Version:
mod.content = Innehåll:
mod.delete.error = Kunde inte ta bort modden. Filen kanske används.
mod.incompatiblegame = [red]Outdated Game
@@ -189,6 +190,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Avklarad
techtree = Teknologiträd
techtree.select = Teknologiträd Väljare
@@ -288,13 +290,14 @@ disconnect.error = Kopplingsfel.
disconnect.closed = Koppling stängd.
disconnect.timeout = Timed out.
disconnect.data = Failed to load world data!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Unable to join game ([accent]{0}[]).
connecting = [accent]Ansluter...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Loading world data...
server.port = Port:
-server.addressinuse = Address already in use!
server.invalidport = Ogiltigt portnummer!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Error hosting server: [accent]{0}
save.new = Ny sparfil
save.overwrite = Are you sure you want to overwrite\nthis save slot?
@@ -347,6 +350,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -489,6 +493,7 @@ waves.units.show = Show All
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = All
editor.default = [lightgray]
details = Details...
@@ -656,7 +661,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Uncover
configure = Configure Loadout
@@ -702,14 +706,18 @@ loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Banned Blocks
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Add All
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Amount must be a number between 0 and {0}.
add = Lägg till...
guardian = Guardian
@@ -724,6 +732,7 @@ error.mapnotfound = Map file not found!
error.io = Network I/O error.
error.any = Okänt nätverksfel.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Rain
weather.snowing.name = Snow
@@ -747,7 +756,9 @@ sectors.stored = Lagrade:
sectors.resume = Återuppta
sectors.launch = Skjuta upp
sectors.select = Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Byt namn på sektor
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -773,6 +784,11 @@ threat.medium = Medium
threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planets
planet.serpulo.name = Serpulo
@@ -794,9 +810,19 @@ sector.fungalPass.name = Svamppass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -816,6 +842,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -980,6 +1018,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1012,6 +1051,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1026,6 +1066,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Bättre Borr Krävs
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Missing Resources
bar.corereq = Core Base Required
bar.corefloor = Core Zone Tile Required
@@ -1034,6 +1075,7 @@ bar.drillspeed = Drill Speed: {0}/s
bar.pumpspeed = Pump Speed: {0}/s
bar.efficiency = Effektivitet: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Power: {0}/s
bar.powerstored = Stored: {0}/{1}
bar.poweramount = Power: {0}
@@ -1044,6 +1086,7 @@ bar.capacity = Capacity: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Vätska
bar.heat = Hetta
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1068,6 +1111,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1076,6 +1120,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
bullet.reload = [stat]{0}[lightgray]x fire rate
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = block
unit.blockssquared = blocks²
@@ -1092,6 +1138,7 @@ unit.minutes = mins
unit.persecond = /sek
unit.perminute = /min
unit.timesspeed = x hastighet
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = shield health
unit.items = föremål
@@ -1136,18 +1183,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Scaling[lightgray] (requires restart)[]
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Always Diagonal Placement
-setting.difficulty.training = Träning
-setting.difficulty.easy = Lätt
-setting.difficulty.normal = Normalt
-setting.difficulty.hard = Svårt
-setting.difficulty.insane = Galet
-setting.difficulty.name = Svårighetsgrad:
setting.screenshake.name = Skärmskak
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Visa Effekter
setting.destroyedblocks.name = Display Destroyed Blocks
setting.blockstatus.name = Display Block Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Save Interval
@@ -1174,11 +1216,13 @@ setting.mutemusic.name = Stäng Av Musik
setting.sfxvol.name = Ljudeffektvolym
setting.mutesound.name = Stäng Av Ljudeffekter
setting.crashreport.name = Skicka Anonyma Krashrapporter
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Auto-Create Saves
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Player Limit
setting.chatopacity.name = Chattgenomskinlighet
setting.lasersopacity.name = Power Laser Opacity
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Visa
setting.showweather.name = Show Weather Graphics
@@ -1231,6 +1275,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
@@ -1308,12 +1353,16 @@ rules.wavetimer = Vågtimer
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Vågor
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1329,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wave Spacing:[lightgray] (sec)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
@@ -1356,6 +1407,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Lighting
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
@@ -1364,6 +1421,7 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1504,6 +1562,8 @@ block.graphite-press.name = Grapfitpress
block.multi-press.name = Multi-Press
block.constructing = {0} [lightgray](Constructing)
block.spawn.name = Enemy Spawn
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Core: Shard
block.core-foundation.name = Core: Foundation
block.core-nucleus.name = Core: Nucleus
@@ -1667,6 +1727,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Container
block.launch-pad.name = Launch Pad
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
@@ -1761,6 +1823,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1808,6 +1871,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2033,6 +2097,10 @@ block.phase-wall.description = A wall coated with special phase-based reflective
block.phase-wall-large.description = A wall coated with special phase-based reflective compound. Deflects most bullets upon impact.\nSpans multiple tiles.
block.surge-wall.description = An extremely durable defensive block.\nBuilds up charge on bullet contact, releasing it randomly.
block.surge-wall-large.description = An extremely durable defensive block.\nBuilds up charge on bullet contact, releasing it randomly.\nSpans multiple tiles.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = A small door. Can be opened or closed by tapping.
block.door-large.description = A large door. Can be opened and closed by tapping.\nSpans multiple tiles.
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
@@ -2099,7 +2167,9 @@ block.vault.description = Stores a large amount of items of each type. An unload
block.container.description = Stores a small amount of items of each type. An unloader block can be used to retrieve items from the container.
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping.
block.launch-pad.description = Launches batches of items without any need for a core launch.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = A small, cheap turret. Useful against ground units.
block.scatter.description = An essential anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
@@ -2160,6 +2230,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2172,6 +2243,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2292,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2511,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_th.properties b/core/assets/bundles/bundle_th.properties
index 0b3ce6e243..ddcdb9edde 100644
--- a/core/assets/bundles/bundle_th.properties
+++ b/core/assets/bundles/bundle_th.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]เปิดใช้งาน
mod.disabled = [scarlet]ปิดใช้งาน
mod.multiplayer.compatible = [gray]ใช้งานได้กับโหมดผู้เล่นหลายคน
mod.disable = ปิดใช้งาน
+mod.version = Version:
mod.content = เนื้อหา:
mod.delete.error = ไม่สามารถลบม็อดออกได้ ไฟล์อาจอยู่ในระหว่างการใช้งาน
mod.incompatiblegame = [red]เกมล้าสมัย
@@ -192,6 +193,7 @@ campaign.select = เลือกเนื้อเรื่องที่จ
campaign.none = [lightgray]โปรดเลือกดาวที่จะเริ่มต้น\nคุณสามารถสลับกลับไปตอนไหนก็ได้
campaign.erekir = เนื้อหาที่ใหม่กว่าและขัดเกลามามากกว่า เนื้อเรื่องดำเนินเป็นเส้นตรงโดยซะส่วนใหญ่\n\nแมพมีคุณภาพที่ดีกว่า ให้ประสบการณ์โดยรวมที่มีคุณภาพ
campaign.serpulo = ประสบการณ์สุดคลาสสิก เนื้อหาเยอะกว่า เปิดกว้างมากกว่า\n\nแมพและกลไกของแคมเปญอาจไม่สมดุล ขัดเกลามาน้อยกว่า
+campaign.difficulty = Difficulty
completed = [accent]วิจัยแล้ว
techtree = ต้นไม้เทคโนโลยี
techtree.select = เลือกต้นไม้แห่งเทคโนโลยี
@@ -254,7 +256,7 @@ trace = แกะรอยผู้เล่น
trace.playername = ชื่อผู้เล่น: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = ID: [accent]{0}
-trace.language = Language: [accent]{0}
+trace.language = ภาษา: [accent]{0}
trace.mobile = ไคลเอนต์โทรศัพท์: [accent]{0}
trace.modclient = ไคลเอนต์ปรับแต่ง: [accent]{0}
trace.times.joined = ครั้งที่เข้า: [accent]{0}
@@ -292,13 +294,14 @@ disconnect.error = การเชื่อมต่อมีปัญหา
disconnect.closed = การเชื่อมต่อถูกปิดแล้ว
disconnect.timeout = หมดเวลา
disconnect.data = การโหลดข้อมูลของโลกผิดพลาด!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = ไม่สามารถเข้าร่วมเซิร์ฟเวอร์ ([accent]{0}[])
connecting = [accent]กำลังเชื่อมต่อ...
reconnecting = [accent]กำลังเชื่อมต่อใหม่...
connecting.data = [accent]กำลังโหลดข้อมูลของโลก ...
server.port = พอร์ต:
-server.addressinuse = มีคนใช้ที่อยู่นี้อยู่แล้ว!
server.invalidport = เลขพอร์ตไม่ถูกต้อง!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]การโฮสต์เซิร์ฟเวอร์ผิดพลาด
save.new = เซฟใหม่
save.overwrite = คุณแน่ใจหรือว่าจะเซฟทับ\nเซฟนี้?
@@ -340,23 +343,24 @@ open = เปิด
customize = ตั้งค่ากฎ
cancel = ยกเลิก
command = สั่งการ
-command.queue = [lightgray][Queuing]
+command.queue = คิว
command.mine = ขุด
command.repair = ซ่อมแซม
command.rebuild = สร้างใหม่
command.assist = ช่วยเหลือผู้เล่น
command.move = ขยับ
command.boost = บูสต์
-command.enterPayload = Enter Payload Block
-command.loadUnits = Load Units
-command.loadBlocks = Load Blocks
-command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
+command.enterPayload = เข้าบล็อกบรรทุก
+command.loadUnits = โหลดยูนิต
+command.loadBlocks = โหลดบล็อก
+command.unloadPayload = วางสิ่งบรรทุก
+command.loopPayload = วนซำ้การขนถ่ายยูนิต
+stance.stop = ยกเลิกคำสั่ง
+stance.shoot = ท่าที: ยิง
+stance.holdfire = ท่าที: หยุดยิง
+stance.pursuetarget = ท่าที: ไล่ตามเป้าหมาย
+stance.patrol = ท่าที: ลาดตระเวน
+stance.ram = ท่าที: พุ่งชน\n[lightgray]ขยับเป็นเส้นตรงโดยที่ไม่มีการตรวจสอบเส้นทาง
openlink = เปิดลิ้งค์
copylink = คัดลอกลิ้งค์
back = กลับ
@@ -437,12 +441,12 @@ editor.waves = คลื่น
editor.rules = กฎ
editor.generation = เจนเนอเรชั่น
editor.objectives = เป้าหมาย
-editor.locales = Locale Bundles
-editor.worldprocessors = World Processors
-editor.worldprocessors.editname = Edit Name
-editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
-editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
-editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
+editor.locales = ชุดภาษาท้องถิ่น
+editor.worldprocessors = ตัวประมวลผลโลก
+editor.worldprocessors.editname = แก้ไขชื่อ
+editor.worldprocessors.none = [lightgray]ไม่พบตัวประมวลผลโลกในแมพ!\nสามารถไปเพิ่มในตัวแก้ไขแมพ หรือกดปุ่ม \ue813 เพิ่ม ด้านล่าง
+editor.worldprocessors.nospace = ไม่มีพื้นที่ให้วางตัวประมวลผลโลก!\nนี่คุณวางสิ่งก่อสร้างไว้ทั่วแมพเลยหรอ? ทำไปทำไม?
+editor.worldprocessors.delete.confirm = คุณแน่ใจหรือว่าจะลบตัวประมวลผลโลกนี้?\n\nถ้าหากมันถูกล้อมด้วยกำแพงธรรมชาติ มันจะถูกแทนที่ด้วยกำแพงนั้น
editor.ingame = แก้ไขในเกม
editor.playtest = เล่นทดสอบ
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
@@ -494,13 +498,14 @@ waves.units.show = แสดงทั้งหมด
wavemode.counts = จำนวน
wavemode.totals = ทั้งหมด
wavemode.health = พลังชีวิต
+all = ทั้งหมด
editor.default = [lightgray]<ค่าเริ่มต้น>
details = รายละเอียด...
edit = แก้ไข...
variables = ตัวแปร
-logic.clear.confirm = Are you sure you want to clear all code from this processor?
-logic.globals = Built-in Variables
+logic.clear.confirm = คุณแน่ใจหรือว่าจะเคลียร์โค้ดทั้งหมดของตัวประมวลผลนี้?
+logic.globals = ตัวแปรค่าเริ่มต้น
editor.name = ชื่อ:
editor.spawn = สร้างยูนิต
editor.removeunit = ลบยูนิต
@@ -509,22 +514,22 @@ editor.errorload = โหลดไฟล์ผิดพลาด
editor.errorsave = เซฟไฟล์ผิดพลาด
editor.errorimage = ไฟล์นั้นคือไฟล์รูป ไม่ใช่แมพ\n\nหากคุณต้องการนำเข้าไฟล์แมพจากเวอร์ชั่น 3.5/build 40 ใช้ปุ่ม 'นำเข้าแมพรูปแบบเก่า' ในตัวแก้ไขแมพ
editor.errorlegacy = แมพนี้เก่าเกินไปและใช้รูปแบบแมพแบบเก่าที่ไม่สนับสนุนแล้ว
-editor.errornot = นี่ไม่ใช้ไฟล์แมพ
+editor.errornot = นี่ไม่ใช่ไฟล์แมพ
editor.errorheader = ไฟล์แมพนี้เสียหรือไม่ถูกต้อง
editor.errorname = แมพไม่มีการกำหนดชื่อ คุณกำลังพยายามโหลดไฟล์เซฟอยู่หรือไม่?
-editor.errorlocales = Error reading invalid locale bundles.
+editor.errorlocales = เกิดข้อผิดพลาดจากการอ่านชุดภาษาที่ไม่ถูกต้อง
editor.update = อัปเดต
editor.randomize = สุ่ม
editor.moveup = ขยับขึ้น
editor.movedown = ขยับลง
editor.copy = คัดลอก
editor.apply = ใช้งาน
-editor.generate = การกำเนิด
+editor.generate = เจนเนอเรท
editor.sectorgenerate = สร้างเซ็กเตอร์
editor.resize = เปลี่ยนขนาด
editor.loadmap = โหลดแมพ
editor.savemap = เซฟแมพ
-editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
+editor.savechanges = [scarlet]คุณมีการแก้ไขที่ยังไม่ได้เซฟ!\n\n[]คุณต้องการที่จะเซฟมันหรือไม่?
editor.saved = เซฟเรียบร้อย!
editor.save.noname = แมพของคุณไม่มีชื่อ! สามารถตั้งชื่อได้ในเมนู 'ข้อมูลแมพ'
editor.save.overwrite = แมพของคุณไปทับซ้อนกับแมพค่าเริ่มต้น! เปลี่ยนชื่อได้ในเมนู 'ข้อมูลแมพ'
@@ -588,7 +593,7 @@ filter.clear = เคลียร์
filter.option.ignore = เพิกเฉย
filter.scatter = กระจาย
filter.terrain = พื้นผิว
-filter.logic = Logic
+filter.logic = ลอจิก
filter.option.scale = มาตราส่วน
filter.option.chance = โอกาส
@@ -612,25 +617,26 @@ filter.option.floor2 = พื้นชั้นสอง
filter.option.threshold2 = เกณฑ์ชั้นสอง
filter.option.radius = รัศมี
filter.option.percentile = เปอร์เซ็นต์ไทล์
-filter.option.code = Code
-filter.option.loop = Loop
+filter.option.code = โค้ดคำสั่ง
+filter.option.loop = วนลูป
+#not translating all these yet: still unstable
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
-locales.deletelocale = Are you sure you want to delete this locale bundle?
-locales.applytoall = Apply Changes To All Locales
-locales.addtoother = Add To Other Locales
-locales.rollback = Rollback to last applied
-locales.filter = Property filter
-locales.searchname = Search name...
-locales.searchvalue = Search value...
-locales.searchlocale = Search locale...
-locales.byname = By name
-locales.byvalue = By value
+locales.deletelocale = คุณแน่ใจหรือว่าจะลบชุดภาษาท้องถิ่นนี้?
+locales.applytoall = เพิ่มการเปลี่ยนแปลงไปยังทุกค่าภาษา
+locales.addtoother = เพิ่มไปยังภาษาอื่น
+locales.rollback = ย้อนกลับไปเมื่อการใช้งานที่แล้ว
+locales.filter = ตัวกรองค่า
+locales.searchname = ค้นหาชื่อ...
+locales.searchvalue = ค้นหาค่า...
+locales.searchlocale = ค้นหาภาษา...
+locales.byname = ตามชื่อ
+locales.byvalue = ตามค่า
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
-locales.viewproperty = View in all locales
-locales.viewing = Viewing property "{0}"
-locales.addicon = Add Icon
+locales.viewproperty = ดูในทุกค่าภาษา
+locales.viewing = กำลังดูค่า "{0}"
+locales.addicon = เพิ่มไอคอน
width = กว้าง:
height = สูง:
@@ -663,7 +669,6 @@ requirement.capture = ยึดครอง {0}
requirement.onplanet = ควบคุมเซ็กเตอร์บน {0}
requirement.onsector = ลงจอดบนเซ็กเตอร์: {0}
launch.text = ลุย!
-research.multiplayer = โฮสต์เท่านั้นที่วิจัยได้
map.multiplayer = โฮสต์เท่านั้นที่สามารถดูเซ็กเตอร์ได้
uncover = เปิดเผย
configure = ตั้งค่าทรัพยากร
@@ -681,12 +686,12 @@ objective.destroycore.name = ทำลายแกนกลาง
objective.commandmode.name = โหมดสั่งการ
objective.flag.name = ธง
marker.shapetext.name = ข้อความในรูปทรง
-marker.point.name = Point
+marker.point.name = จุด
marker.shape.name = รูปทรง
marker.text.name = ข้อความ
-marker.line.name = Line
-marker.quad.name = Quad
-marker.texture.name = Texture
+marker.line.name = เส้นตรง
+marker.quad.name = สี่เหลี่ยม
+marker.texture.name = เทกเจอร์
marker.background = พื้นหลัง
marker.outline = โครงร่าง
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
@@ -710,14 +715,18 @@ loadout = ทรัพยากรเริ่มต้น
resources = ทรัพยากร
resources.max = เต็ม
bannedblocks = บล็อกต้องห้าม
+unbannedblocks = Unbanned Blocks
objectives = เป้าหมาย
bannedunits = ยูนิตต้องห้าม
+unbannedunits = Unbanned Units
bannedunits.whitelist = ตั้งยูนิตต้องห้ามเป็นไวท์ลิสต์
bannedblocks.whitelist = ตั้งบล็อกต้องห้ามเป็นไวท์ลิสต์
addall = เพิ่มทั้งหมด
launch.from = ลงจอดจากเซ็กเตอร์: [accent]{0}
launch.capacity = ความจุไอเท็มลงจอด: [accent]{0}
launch.destination = จุดหมายปลายทาง: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = จำนวนต้องอยู่ระหว่าง 0 ถึง {0}
add = เพิ่ม...
guardian = ผู้พิทักษ์
@@ -732,9 +741,10 @@ error.mapnotfound = ไม่พบไฟล์แมพ
error.io = ข้อผิดพลาด I/O ของเครือข่าย
error.any = ข้อผิดพลาด: เครือข่ายที่ไม่รู้จัก
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = ฝน
-weather.snowing.name = หิมะ
+weather.snowing.name = หิมะตก
weather.sandstorm.name = พายุทราย
weather.sporestorm.name = พายุสปอร์
weather.fog.name = หมอก
@@ -756,7 +766,9 @@ sectors.stored = คลังไอเท็ม:
sectors.resume = ไปต่อ
sectors.launch = ลงจอด
sectors.select = เลือก
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]ไม่มี (ดวงอาทิตย์)
+sectors.redirect = Redirect Launch Pads
sectors.rename = เปลี่ยนชื่อเซ็กเตอร์
sectors.enemybase = [scarlet]ฐานทัพศัตรู
sectors.vulnerable = [scarlet]เสี่ยงภัย
@@ -771,8 +783,8 @@ sector.curlost = เราเสียเซ็กเตอร์!
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
sector.lost = เราเสียเซ็กเตอร์ [accent]{0}[white]!
-sector.capture = Sector [accent]{0}[white]Captured!
-sector.capture.current = Sector Captured!
+sector.capture = เรายึดครองเซ็กเตอร์ [accent]{0}[white] ได้แล้ว!
+sector.capture.current = เรายึดครองเซ็กเตอร์นี้ได้แล้ว!
sector.changeicon = เปลี่ยนไอคอน
sector.noswitch.title = ไม่สามารถเปลี่ยนเซ็กเตอร์ได้
sector.noswitch = คุณไม่สามารถเปลี่ยนเซ็กเตอร์ได้ระหว่างที่อีกเซ็กเตอร์กำลังถูกโจมตีอยู่\n\nเซ็กเตอร์: [accent]{0}[] บนดาว [accent]{1}[]
@@ -783,6 +795,11 @@ threat.medium = กลาง
threat.high = สูง
threat.extreme = วิบัติภัย
threat.eradication = ทำลายล้าง
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = ดาว
@@ -796,7 +813,7 @@ sector.craters.name = บ่ออุกกาบาต
sector.frozenForest.name = ป่าหนาวเหน็บ
sector.ruinousShores.name = ชายฝั่งพังทลาย
sector.stainedMountains.name = ภูเขาหลากสี
-sector.desolateRift.name = เดโซเลต ริฟต์
+sector.desolateRift.name = รอยแยกอันรกร้าง
sector.nuclearComplex.name = ฐานผลิตนิวเคลียร์
sector.overgrowth.name = โอเวอร์โกรว์ด
sector.tarFields.name = ราบลุ่มน้ำมัน
@@ -805,44 +822,66 @@ sector.fungalPass.name = ทางผ่านฟังกัล
sector.biomassFacility.name = สถานสังเคราะห์ชีวมวล
sector.windsweptIslands.name = หมู่เกาะพหุวายุ
sector.extractionOutpost.name = ด่านส่งทรัพยากร
+sector.facility32m.name = ฐานผลิต 32 M
+sector.taintedWoods.name = ป่ามลทิน
+sector.infestedCanyons.name = หุบเขาอันมัวหมอง
sector.planetaryTerminal.name = ท่าปล่อยจรวดอวกาศยาน
sector.coastline.name = แนวชายฝั่ง
sector.navalFortress.name = ปราการแห่งวารี
+sector.polarAerodrome.name = ฐานบินขั้วโลก
+sector.atolls.name = อะทอลส์
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
-sector.groundZero.description = จุดที่ดีที่สุดในการเริ่มต้นอีกครั้งนึง ศัตรูน้อย ทรัพยากรน้อย\nเก็บ[accent]ตะกั่ว[]และ[accent]ทองแดง[]ให้ได้มากที่สุด\nแล้วลุยต่อ
-sector.frozenForest.description = แม้แต่ที่นี่ ณ ที่ที่อยู่ใกล้ภูเขา [accent]สปอร์[]ก็ยังแพร่มาถึงที่นี่ อากาศอันแสนเย็นเยือกไม่สามารถหยุดยั้งพวกมันได้ตลอดไป\n\nเริ่มต้นการใช้ไฟฟ้า สร้างเครื่องกำเนิดไฟฟ้าเผาไหม้ เรียนรู้ที่จะใช้เครื่องซ่อมแซม
-sector.saltFlats.description = ณ ขอบของทะเลทราย เป็นที่ตั้งของที่ราบเกลือ สามารถพบทรัพยากรบางอย่างได้ที่นี่\n\nศัตรูได้ตั้งฐานเก็บทรัพยากรไว้ที่นี่ ทำลายแกนกลางของพวกมัน อย่าให้มีอะไรเหลือ
-sector.craters.description = มีน้ำขังอยู่ในหลุมอุกกาบาศแห่งนี้ เป็นอนุสรณ์สถานของสงครามเก่าแก่ ยึดพื้นที่นี่มา เก็บทราย เผา[accent]กระจกเมต้า[] ปั๊มน้ำเพื่อมาหล่อเย็นป้อมปืนและเครื่องขุดเจาะ
-sector.ruinousShores.description = ถัดมาจากทะเลทราย เป็นที่ตั้งของชายฝั่ง ที่ครั้งก่อน เคยเป็นที่ตั้งของฐานป้องกันชายฝั่ง ซึ่งทุกทำลายไปซะส่วนใหญ่แล้ว มีเหลือแค่ระบบการป้องกันพื้นฐาน ทุกอย่างที่เหลือถูกทำลายเหลือเพียงแค่ซากเศษเหล็ก\n\nทำการขยายการสำรวจต่อไป ค้นพบกับเทคโนโลยีอีกครั้ง
+sector.groundZero.description = จุดที่ดีที่สุดในการตั้งต้นใหม่อีกครั้งนึง ศัตรูน้อย ทรัพยากรน้อย\nเก็บ[accent]ตะกั่ว[]และ[accent]ทองแดง[]ให้ได้มากที่สุด\nแล้วลุยต่อ
+sector.frozenForest.description = แม้แต่ที่นี่ ณ ที่ที่อยู่ใกล้กับภูเขา [accent]สปอร์[]ก็ยังแพร่มาถึงที่นี่ได้ อากาศอันแสนเย็นเยือกไม่สามารถหยุดยั้งพวกมันได้ตลอดไป\n\nเริ่มต้นการใช้ไฟฟ้า สร้างเครื่องกำเนิดไฟฟ้าเผาไหม้ เรียนรู้ที่จะใช้เครื่องซ่อมแซม
+sector.saltFlats.description = ณ ชายขอบของทะเลทราย เป็นที่ตั้งของที่ราบเกลือ สามารถพบทรัพยากรบางอย่างได้ที่นี่\n\nศัตรูได้ตั้งฐานเก็บทรัพยากรไว้ จงทำลายแกนกลางของพวกมัน อย่าให้มีอะไรเหลือ
+sector.craters.description = น้ำได้สะสมรวมตัวกันอยู่ในหลุมอุกกาบาศแห่งนี้ ซึ่งเป็นมรดกของสงครามอันเก่าแก่ ยึดครองพื้นที่นี่มา ขุดทราย และเผา[accent]กระจกเมต้า[] ปั๊มน้ำขึ้นมาเพื่อมาหล่อเย็นป้อมปืนและเครื่องขุดเจาะ
+sector.ruinousShores.description = ถัดมาจากทะเลทราย เป็นที่ตั้งของชายฝั่ง ที่ครั้งก่อนเคยเป็นที่ตั้งของฐานป้องกันแนวชายฝั่ง ซึ่งทุกพังทลายไปซะส่วนใหญ่แล้ว มีเหลือแค่ระบบการป้องกันพื้นฐาน ทุกอย่างที่เหลือถูกทำลายเหลือเพียงแค่ซากเศษเหล็ก\n\nทำการขยายการสำรวจต่อไป ค้นพบกับเทคโนโลยีอีกครั้ง
sector.stainedMountains.description = เข้าลึกไปในพื้นที่ จะพบกับภูเขา ซึ่งยังไม่ถูกสปอร์แตะต้อง\nขุด[accent]ไทเทเนี่ยม[]ที่อุดมสมบูรณ์ในพื้นที่นี้ เรียนรู้ที่จะใช้มัน\n\nมีศัตรูปรากฏตัวมากขึ้นในบริเวณนี้ อย่าปล่อยให้พวกมันส่งยูนิตที่แข็งแกร่งที่สุดออกมา
-sector.overgrowth.description = พื้นที่แห่งนี้ถูกปกคลุมไปด้วยพืชรกร้าง เริ่มเข้าใกล้กับแหล่งกำเนิดของสปอร์มากขึ้น\nศัตรูได้ตั้งฐานเฝ้าระวังไว้ที่นี่ สร้างยูนิตเมส ทำลายฐานทิ้งซะ\nวิจัย[accent]เครื่องพัฒนารุ่นยกกำลัง[]เพื่อผลิตยูนิตขนาดที่ใหญ่ขึ้น
-sector.tarFields.description = แนวชายขอบของแหล่งผลิตน้ำมัน อยู่ระหว่างภูเขาและทะเลทราย เป็นหนึ่งในพื้นที่ที่มีแหล่งน้ำมันดินที่ใช้งานได้\nแม้ว่าจะถูกทิ้งร้าง พื้นที่นี้ยังคงมีฐานทัพของศัตรูอยู่ใกล้ๆ อย่าประมาทกับพวกมัน\n\n[lightgray]วิจัยเทคโนโลยีการแปรรูปน้ำมันหากเป็นไปได้
-sector.desolateRift.description = เป็นพื้นที่ที่อันตรายมาก ทรัพยากรมากมาย แต่พื้นที่คับแคบ ความเสี่ยงในการโดนทำลายล้างสูง รีบออกไปจากที่นี่ให้เร็วที่สุด อย่าให้ถูกหลอกโดยระยะเวลาระหว่างการโจมตีของศัตรูที่เว้นไว้นานกว่าปกติ
+sector.overgrowth.description = พื้นที่แห่งนี้ถูกปกคลุมไปด้วยพืชรกร้าง เริ่มเข้าใกล้กับแหล่งต้นกำเนิดของสปอร์มากขึ้น\nศัตรูได้ตั้งฐานเฝ้าระวังไว้ที่นี่ สร้างยูนิตเมส ทำลายฐานทิ้งซะ\nวิจัย[accent]เครื่องพัฒนารุ่นยกกำลัง[]เพื่อผลิตยูนิตขนาดที่ใหญ่ขึ้น
+sector.tarFields.description = ณ แนวชายขอบของแหล่งผลิตน้ำมัน ระหว่างภูเขากับทะเลทราย เป็นหนึ่งในพื้นที่ที่มีแหล่งน้ำมันดินที่ใช้งานได้\nแม้ว่าจะถูกทิ้งร้าง แต่พื้นที่นี้ยังคงมีฐานทัพของศัตรูอยู่ใกล้ๆ อย่าประมาทกับพวกมัน\n\n[lightgray]วิจัยเทคโนโลยีการแปรรูปน้ำมันหากเป็นไปได้
+sector.desolateRift.description = เป็นพื้นที่ที่อันตรายมาก ทรัพยากรมากมาย แต่พื้นที่คับแคบ ความเสี่ยงในการโดนทำลายล้างสูง รีบสร้างฐานป้องกันให้เร็วที่สุด อย่าหลงกลระยะเวลาระหว่างการโจมตีของศัตรูที่เว้นไว้นานกว่าปกติ
sector.nuclearComplex.description = สถานที่ผลิตและแปรรูป[accent]ทอเรี่ยม[]เก่า ถูกทำลายไม่เหลือสิ้น\nวิจัยทอเรี่ยมและวิธีการใช้มัน\n\nศัตรูในบริเวณนี้มีจำนวนมาก คอยตรวจตราหาผู้บุกรุกอยู่ตลอดเวลา
-sector.fungalPass.description = ทางเปลี่ยนผ่านระหว่างพื้นที่เขาสูงกับที่ราบต่ำที่เต็มไปด้วยสปอร์ มีฐานลาดตระเวนขนาดเล็กของศัตรูตั้งอยู่ที่นี่\nทำลายมันซะ\nผลิตยูนิตแด็กเกอร์และครอว์เลอร์ ทำลายแกนกลางทั้งสองไม่ให้เหลือซาก
-sector.biomassFacility.description = แหล่งต้นกำเนิดของสปอร์ ที่นี่คือฐานวิจัยและผลิตสปอร์เริ่มแรก\nวิจัยเทคโนโลยีที่อยู่ภายในนั้น เพาะชำ[accent]สปอร์[]เพื่อเป็นเชื้อเพลิงและใช้ในการผลิตพลาสติก\n\n[gray]เมื่อสถานแห่งนี้ถึงจุดจบลง สปอร์ก็ถูกปล่อยออกมา ไม่มีสิ่งใดในระบบนิเวศท้องถิ่นที่สามารถแข่งขันกับ\nสิ่งมีชีวิตที่แพร่กระจายในระดับนี้ได้
+sector.fungalPass.description = ทางเปลี่ยนผ่านระหว่างพื้นที่เขาสูงกับที่ราบต่ำที่เต็มไปด้วยสปอร์ มีฐานลาดตระเวนขนาดเล็กของศัตรูตั้งอยู่ที่นี่\nทำลายมันซะ\nผลิตยูนิตแด็กเกอร์และครอว์เลอร์ ทำลายแกนกลางของศัตรูไม่ให้เหลือซาก
+sector.biomassFacility.description = แหล่งต้นกำเนิดของสปอร์ ที่นี่คือฐานวิจัยและผลิตสปอร์เริ่มแรก\nวิจัยเทคโนโลยีที่อยู่ภายในนั้น เพาะชำ[accent]สปอร์[]เพื่อนำเป็นเชื้อเพลิงและใช้ในการผลิตพลาสติก\n\n[gray]เมื่อสถานแห่งนี้ถึงจุดจบลง สปอร์ก็ถูกปล่อยออกมา ไม่มีสิ่งใดในระบบนิเวศท้องถิ่นที่สามารถแข่งขันกับ\nสิ่งมีชีวิตที่แพร่กระจายในระดับนี้ได้
sector.windsweptIslands.description = เลยแนวชายฝั่งไป จะพบกับหมู่เกาะที่ตั้งอยู่ห่างไกลแห่งนี้ เคยมีบันทึกว่าที่นี่มีโรงงานผลิต[accent]พลาสตาเนี่ยม[]อยู่\n\nทำลายเรือศัตรู สร้างฐานทัพบนเกาะ วิจัยโรงงานพวกนี้
-sector.extractionOutpost.description = ด่านที่อยู่ห่างไกล สร้างโดยศัตรูเพื่อใช้ในการส่งทรัพยากรไปยังฐานทัพอื่น\n\nเทคโนโลยีการส่งไอเท็มข้ามเซ็กเตอร์เป็นสิ่งจำเป็นสำหรับการพิชิตถัดๆ ไป ทำลายด่าน วิจัยฐานส่งของ
+sector.extractionOutpost.description = ด่านที่อยู่ห่างไกล สร้างโดยศัตรูเพื่อใช้ในการขนส่งทรัพยากรไปยังฐานทัพอื่น\n\nเทคโนโลยีการส่งไอเท็มข้ามเซ็กเตอร์เป็นสิ่งที่จำเป็นสำหรับการพิชิตครั้งถัดๆ ไป บุกทำลายด่าน วิจัยฐานส่งของ
sector.impact0078.description = ณ ที่แห่งนี้คือเศษซากของยานขนส่งระหว่างดวงดาวที่เคยเข้ามายังระบบนี้\nเศษซากเหล็กและหิมะปกคลุมไปทั่วทั้งพื้นที่\n\nกอบกู้ซากยานให้ได้มากที่สุด วิจัยเทคโนโลยีทั้งหมดที่ยังเหลือรอด\n\n\n[gray]อย่าประมาทกับฐานทัพศัตรูที่อยู่ใกล้ๆ โดยอันขาด\nศัตรูจะส่งกองกำลังมาโจมตีเรื่อยๆ จนกว่าคุณจะพ่ายแพ้
-sector.planetaryTerminal.description = เป้าหมายสุดท้าย\n\nฐานทัพติดชายหาดนี้มีสิ่งประดิษฐ์ที่สามารถส่งแกนกลางไปยังดาวที่อยู่ใกล้ๆ ได้ ฐานทัพมีการป้องกันที่แน่นหนามาก\n\nผลิตยูนิตเรือ กวาดล้างศัตรูให้เร็วที่สุด วิจัยสิ่งประดิษฐ์นั่น
+sector.planetaryTerminal.description = เป้าหมายสุดท้าย\n\nฐานทัพติดชายหาดนี้มีสิ่งปลูกสร้างที่สามารถส่งแกนกลางไปยังดาวที่อยู่ใกล้เคียงได้ ซึ่งมันมีการป้องกันที่แน่นหนามาก\n\nผลิตยูนิตเรือ กวาดล้างศัตรูให้เร็วที่สุด วิจัยสิ่งประดิษฐ์นั่น
sector.coastline.description = ถัดมาจากที่ราบเกลือ เป็นที่ตั้งของแนวชายฝั่ง พบเศษซากของเทคโนโลยียูนิตเรือที่ล้ำหน้าอยู่ในพื้นที่แห่งนี้\nขับไล่ศัตรูออกไป ยึดพื้นที่นี้มา วิจัยเทคโนโลยีนั้น
-sector.navalFortress.description = ศัตรูได้ตั้งฐานทัพอยู๋บนเกาะห่างไกลที่มีกำแพงธรรมชาติปกป้องฐานเอาไว้ ทำลายฐานทัพ ยึดและวิจัยเทคโนโลยีเรือรบที่ล้ำหน้านั้นมา
+sector.navalFortress.description = ศัตรูได้ตั้งฐานทัพอยู่บนเกาะห่างไกลที่มีกำแพงธรรมชาติปกป้องฐานเอาไว้ ทำลายฐานทัพ ยึดและวิจัยเทคโนโลยีเรือรบที่ล้ำหน้านั้นมา
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = การเริ่มต้น
-sector.aegis.name = เกราะกำบัง
+sector.aegis.name = อีจีส
sector.lake.name = ทะเลสาบสีชาด
-sector.intersect.name = ทางเชื่อมผ่าน
+sector.intersect.name = อินเตอร์เซค
sector.atlas.name = แอตลาส
sector.split.name = สองฝั่ง
sector.basin.name = แอ่งยุบ
sector.marsh.name = บึงหนอง
sector.peaks.name = ยอดเขา
sector.ravine.name = หุบเหว
-sector.caldera-erekir.name = หลุมปล่องภูเขาไฟ
+sector.caldera-erekir.name = แอ่งภูเขาไฟ
sector.stronghold.name = ป้อมปราการ
sector.crevice.name = ร่องลึก
sector.siege.name = การรุมล้อม
-sector.crossroads.name = แบ่งแยก
+sector.crossroads.name = ทางเชื่อม
sector.karst.name = คาสต์
sector.origin.name = ต้นกำเนิด
@@ -984,7 +1023,7 @@ stat.abilities = ทักษะ
stat.canboost = บูสต์ได้
stat.flying = บินได้
stat.ammouse = การใช้กระสุน
-stat.ammocapacity = Ammo Capacity
+stat.ammocapacity = ความจุกระสุน
stat.damagemultiplier = พหุคูณดาเมจ
stat.healthmultiplier = พหุคูณพลังชีวิต
stat.speedmultiplier = พหุคูณความเร็ว
@@ -993,51 +1032,55 @@ stat.buildspeedmultiplier = พหุคูณความเร็วการ
stat.reactive = ปฏิกิริยา
stat.immunities = ต่อต้านสถานะ
stat.healing = การรักษา
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = โล่พลังงาน
-ability.forcefield.description = Projects a force shield that absorbs bullets
+ability.forcefield.description = ฉายโล่พลังงานที่ดูดซับกระสุนต่างๆ
ability.repairfield = สนามซ่อมแซม
-ability.repairfield.description = Repairs nearby units
+ability.repairfield.description = ซ่อมแซมยูนิตในรอบข้าง
ability.statusfield = สนามเอฟเฟกต์
-ability.statusfield.description = Applies a status effect to nearby units
-ability.unitspawn = โรงงานผลิต
-ability.unitspawn.description = Constructs units
+ability.statusfield.description = เพิ่มเอฟเฟกต์สถานะให้กับยูนิตรอบข้าง
+ability.unitspawn = โรงงานยูนิต
+ability.unitspawn.description = ก่อสร้างยูนิตออกมาได้
ability.shieldregenfield = สนามรักษาโล่
-ability.shieldregenfield.description = Regenerates shields of nearby units
-ability.movelightning = ปล่อยสายฟ้าเมื่อเคลื่อนที่
-ability.movelightning.description = Releases lightning while moving
-ability.armorplate = Armor Plate
-ability.armorplate.description = Reduces damage taken while shooting
+ability.shieldregenfield.description = ฟื้นฟูรักษาโล่ให้กับยูนิตรอบข้าง
+ability.movelightning = สายฟ้าฟาด
+ability.movelightning.description = ปลดปล่อยสายฟ้าในขณะที่เคลื่อนที่
+ability.armorplate = แผ่นเกราะป้องกัน
+ability.armorplate.description = ลดความเสียหายที่ได้รับในขณะที่ยิง
ability.shieldarc = โล่พลังงานโค้ง
-ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
+ability.shieldarc.description = ฉายโล่พลังงานแบบโค้งงอที่ดูดซับกระสุนต่างๆ
ability.suppressionfield = สนามระงับการฟื้นฟู
-ability.suppressionfield.description = Stops nearby repair buildings
+ability.suppressionfield.description = ระงับยั้บยั้งการทำงานของเครื่องซ่อมแซมของทีมศัตรูที่อยู่ใกล้เคียง
ability.energyfield = สนามพลังงาน
-ability.energyfield.description = Zaps nearby enemies
-ability.energyfield.healdescription = Zaps nearby enemies and heals allies
-ability.regen = Regeneration
-ability.regen.description = Regenerates own health over time
-ability.liquidregen = Liquid Absorption
-ability.liquidregen.description = Absorbs liquid to heal itself
-ability.spawndeath = Death Spawns
-ability.spawndeath.description = Releases units on death
-ability.liquidexplode = Death Spillage
-ability.liquidexplode.description = Spills liquid on death
-ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
-ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
-ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
-ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
-ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
-ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.energyfield.description = ช็อตไฟฟ้าศัตรูที่อยู่รอบข้าง
+ability.energyfield.healdescription = ช็อตไฟฟ้าศัตรูที่อยู่รอบข้างและฟื้นฟูรักษาพันธมิตร
+ability.regen = การฟื้นฟู
+ability.regen.description = ฟื้นฟูสถานะสุขภาพและพลังชีวิตของตัวเองเป็นระยะๆ
+ability.liquidregen = ดูดซับของเหลว
+ability.liquidregen.description = ดูดซับของเหลวเพื่อฟื้นฟูพลังชีวิตตัวเอง
+ability.spawndeath = ตัวตายตัวแทน
+ability.spawndeath.description = ให้กำเนิดยูนิตออกมาหลังความตาย
+ability.liquidexplode = ระเบิดของเหลวแห่งความตาย
+ability.liquidexplode.description = กระจายของเหลวไปทั่วพื้นหลังความตาย
+ability.stat.firingrate = [stat]{0}/วิ[lightgray] อัตราการยิง
+ability.stat.regen = [stat]{0}[lightgray] พลังชีวิต/วิ
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
+ability.stat.shield = [stat]{0}[lightgray] เกราะ
+ability.stat.repairspeed = [stat]{0}/วิ[lightgray] ความเร็วการซ่อมแซม
+ability.stat.slurpheal = [stat]{0}[lightgray] พลังชีวิต/หน่วยของเหลว
+ability.stat.cooldown = [stat]{0} วิ[lightgray] คูลดาวน์
+ability.stat.maxtargets = [lightgray]เป้าหมายสูงสุด: [white]{0}
+ability.stat.sametypehealmultiplier = [lightgray]รักษาชนิดเดียวกัน: [white]{0}%
+ability.stat.damagereduction = [stat]{0}%[lightgray] ความเสียหายลดลง
+ability.stat.minspeed = [stat]{0} ช่อง/วิ[lightgray] ความเร็วต่ำสุด
+ability.stat.duration = [stat]{0} วิ[lightgray] ระยะเวลา
+ability.stat.buildtime = [stat]{0} วิ[lightgray] ความในการสร้าง
+
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = ขาดทรัพยากร
bar.corereq = ต้องวางบนแกนกลาง
bar.corefloor = ต้องวางบนช่องโซนแกนกลาง
@@ -1046,6 +1089,7 @@ bar.drillspeed = ความเร็วการขุด: {0}/วิ
bar.pumpspeed = ความเร็วการปั้ม: {0}/วิ
bar.efficiency = ประสิทธิภาพ: {0}%
bar.boost = การเร่ง: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = พลังงาน: {0}/วิ
bar.powerstored = สะสมไว้: {0}/{1}
bar.poweramount = พลังงาน: {0}
@@ -1056,6 +1100,7 @@ bar.capacity = ความจุ: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = ของเหลว
bar.heat = ความร้อน
+bar.cooldown = Cooldown
bar.instability = ความไม่เสถียร
bar.heatamount = ความร้อน: {0}
bar.heatpercent = ความร้อน: {0} ({1}%)
@@ -1074,20 +1119,23 @@ bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[s
bullet.incendiary = [stat]ติดไฟ
bullet.homing = [stat]ติดตามตัว
bullet.armorpierce = [stat]เจาะเกราะ
-bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
+bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด
bullet.suppression = [stat]{0} วิ[lightgray] ระงับการฟื้นฟู ~ [stat]{1}[lightgray] ช่อง
bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงระยะ:
bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ
bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray]
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
bullet.infinitepierce = [stat]เจาะทะลุ
bullet.healpercent = [stat]{0}[lightgray]% รักษา
bullet.healamount = [lightgray]รักษาโดยตรง [stat]{0}[lightgray] หน่วย
-bullet.multiplier = [lightgray]จำนวนกระสุนต่อไอเท็ม [stat]{0}[lightgray]x
+bullet.multiplier = [stat]{0}[lightgray] กระสุน/ไอเท็ม
bullet.reload = [lightgray]ความเร็วการยิง [stat]{0}[lightgray]%
bullet.range = [lightgray]ระยะยิง [stat]{0}[lightgray] ช่อง
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = บล็อก
unit.blockssquared = บล็อก²
@@ -1104,13 +1152,14 @@ unit.minutes = นาที
unit.persecond = /วิ
unit.perminute = /นาที
unit.timesspeed = x เร็วขึ้น
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = พลังชีวิตโล่
unit.items = ไอเท็ม
unit.thousands = k
unit.millions = mil
unit.billions = b
-unit.shots = shots
+unit.shots = นัด
unit.pershot = /การยิง
category.purpose = วัตถุประสงค์
category.general = ทั่วไป
@@ -1120,8 +1169,8 @@ category.items = ไอเท็ม
category.crafting = การผลิต
category.function = ฟังค์ชั่น
category.optional = ทางเลือกการเพิ่มประสิทธิภาพ
-setting.alwaysmusic.name = Always Play Music
-setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
+setting.alwaysmusic.name = เล่นเพลงตลอดเวลา
+setting.alwaysmusic.description = เมื่อเปิดใช้งาน เพลงจะเล่นในพื้นหลังวนอยู่ตลอดเวลาในเกม\nเมื่อปิดใช้งาน เพลงจะสุ่มเล่นในช่วงระยะเวลาหนึ่งเท่านั้น
setting.skipcoreanimation.name = ข้ามแอนิเมชั่นการบิน/ลงจอดของแกนกลาง
setting.landscape.name = ล็อกภูมิทัศน์แนวนอน
setting.shadows.name = เงา
@@ -1133,7 +1182,7 @@ setting.backgroundpause.name = หยุดในพื้นหลัง
setting.buildautopause.name = หยุดสร้างชั่วคราวแบบอัตโนมัติ
setting.doubletapmine.name = กดสองครั้งเพื่อขุด
setting.commandmodehold.name = กดค้างเพื่อสั่งการ
-setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
+setting.distinctcontrolgroups.name = จำกัดหนึ่งกลุ่มสั่งการต่อยูนิต
setting.modcrashdisable.name = ปิดม็อดเมื่อเกมขัดข้อง
setting.animatedwater.name = แอนิเมชั่นพื้นและน้ำ
setting.animatedshields.name = แอนิเมชั่นโล่พลังงาน
@@ -1148,18 +1197,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = อัตราขนาด UI
setting.uiscale.description = อาจจะต้องรีสตาร์ทเพื่อใช้งานการเปลี่ยนแปลง
setting.swapdiagonal.name = วางเป็นเส้นทแยงเสมอ
-setting.difficulty.training = ฝึกซ้อม
-setting.difficulty.easy = ง่าย
-setting.difficulty.normal = ปานกลาง
-setting.difficulty.hard = ยาก
-setting.difficulty.insane = โหดเหี้ยม
-setting.difficulty.name = ระดับความยาก:
setting.screenshake.name = การสั่นของจอ
setting.bloomintensity.name = ความรุนแรงของบลูม
setting.bloomblur.name = ความเบลอบลูม
setting.effects.name = แสดงเอฟเฟกต์
setting.destroyedblocks.name = แสดงบล็อกที่ถูกทำลาย
setting.blockstatus.name = แสดงสถานะของบล็อก
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = ตรวจสอบเส้นทางการวางสายพาน
setting.sensitivity.name = ความเร็วของตัวควบคุม
setting.saveinterval.name = ระยะห่างระหว่างการเซฟ
@@ -1180,17 +1224,19 @@ setting.position.name = แสดงตำแหน่งของผู้เ
setting.mouseposition.name = แสดงตำแหน่งเม้าส์
setting.musicvol.name = ระดับเสียงเพลง
setting.atmosphere.name = แสดงชั้นบรรยากาศของดาว
-setting.drawlight.name = Draw Darkness/Lighting
+setting.drawlight.name = วาดแสงสีและความมืด
setting.ambientvol.name = ระดับเสียงแวดล้อม
setting.mutemusic.name = ปิดเสียงเพลง
setting.sfxvol.name = ระดับเสียง SFX
setting.mutesound.name = ปิดเสียง
setting.crashreport.name = ส่งรายงานข้อขัดข้องแบบไม่ระบุตัวตน
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = สร้างเซฟโดยอัตโนมัติ
-setting.steampublichost.name = Public Game Visibility
+setting.steampublichost.name = การมองเห็นเกมสาธารณะ
setting.playerlimit.name = จำกัดผู้เล่น
setting.chatopacity.name = ความโปร่งแสงของแชท
setting.lasersopacity.name = ความโปร่งแสงของลำแสงพลังงาน
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = ความโปร่งแสงของสะพาน
setting.playerchat.name = แสดงกล่องแชทบนผู้เล่น
setting.showweather.name = แสดงกราฟิกสภาพอากาศ
@@ -1207,7 +1253,7 @@ keybind.title = ตั้งค่าปุ่ม
keybinds.mobile = [scarlet]การตั้งค่าปุ่มส่วนใหญ่ไม่สามารถใช้ในมือถือได้ เฉพาะการเคลื่อนไหวพื้นฐานเท่านั้นที่ใช้ได้
category.general.name = ทั่วไป
category.view.name = การมองเห็น
-category.command.name = Unit Command
+category.command.name = คำสั่งยูนิต
category.multiplayer.name = โหมดผู้เล่นหลายคน
category.blocks.name = เลือกบล็อก
placement.blockselectkeys = \n[lightgray]ปุ่ม: [{0},
@@ -1225,24 +1271,25 @@ keybind.mouse_move.name = ตามเม้าส์
keybind.pan.name = เคลื่อนการมองเห็น
keybind.boost.name = บูสต์
keybind.command_mode.name = โหมดสั่งการ
-keybind.command_queue.name = Unit Command Queue
-keybind.create_control_group.name = Create Control Group
-keybind.cancel_orders.name = Cancel Orders
-keybind.unit_stance_shoot.name = Unit Stance: Shoot
-keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
-keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
-keybind.unit_stance_patrol.name = Unit Stance: Patrol
-keybind.unit_stance_ram.name = Unit Stance: Ram
-keybind.unit_command_move.name = Unit Command: Move
-keybind.unit_command_repair.name = Unit Command: Repair
-keybind.unit_command_rebuild.name = Unit Command: Rebuild
-keybind.unit_command_assist.name = Unit Command: Assist
-keybind.unit_command_mine.name = Unit Command: Mine
-keybind.unit_command_boost.name = Unit Command: Boost
-keybind.unit_command_load_units.name = Unit Command: Load Units
-keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
-keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
-keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.command_queue.name = คิวคำสั่งยูนิต
+keybind.create_control_group.name = สร้างกลุ่มสั่งการ
+keybind.cancel_orders.name = ยกเลิกคำสั่ง
+keybind.unit_stance_shoot.name = ท่าทียูนิต: ยิง
+keybind.unit_stance_hold_fire.name = ท่าทียูนิต: หยุดยิง
+keybind.unit_stance_pursue_target.name = ท่าทียูนิต: ไล่ตามเป้าหมาย
+keybind.unit_stance_patrol.name = ท่าทียูนิต: ลาดตระเวน
+keybind.unit_stance_ram.name = ท่าทียูนิต: พุ่งชน
+keybind.unit_command_move.name = คำสั่งยูนิต: ขยับ
+keybind.unit_command_repair.name = คำสั่งยูนิต: ซ่อมแซม
+keybind.unit_command_rebuild.name = คำสั่งยูนิต: สร้างใหม่
+keybind.unit_command_assist.name = คำสั่งยูนิต: ช่วยเหลือผู้เล่น
+keybind.unit_command_mine.name = คำสั่งยูนิต: ขุด
+keybind.unit_command_boost.name = คำสั่งยูนิต: บูสต์
+keybind.unit_command_load_units.name = คำสั่งยูนิต: โหลดยูนิต
+keybind.unit_command_load_blocks.name = คำสั่งยูนิต: โหลดบล็อก
+keybind.unit_command_unload_payload.name = คำสั่งยูนิต: วางสิ่งบรรทุก
+keybind.unit_command_enter_payload.name = คำสั่งยูนิต: เข้าบล็อกบรรทุก
+keybind.unit_command_loop_payload.name = คำสั่งยูนิต: วนซำ้การขนถ่ายยูนิต
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
keybind.schematic_select.name = เลือกพื้นที่
keybind.schematic_menu.name = เมนูแผนผัง
@@ -1306,26 +1353,30 @@ mode.pvp.description = สู้กับผู้เล่นอื่น\n[gra
mode.attack.name = โจมตี
mode.attack.description = ทำลายฐานของศัตรู \n[gray]จำเป็นต้องมีแกนกลางสีแดงเพื่อเล่น
mode.custom = กฎแบบกำหนดเอง
-rules.invaliddata = Invalid clipboard data.
+rules.invaliddata = ข้อมูลคลิปบอร์ดไม่ถูกต้อง
rules.hidebannedblocks = ซ่อนบล็อกต้องห้าม
rules.infiniteresources = ทรัพยากรไม่จำกัด
rules.onlydepositcore = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
-rules.derelictrepair = Allow Derelict Block Repair
+rules.derelictrepair = อนุญาตการซ่อมแซมบล็อกทิ้งร้าง
rules.reactorexplosions = เปิดการระเบิดของเตาปฏิกร
rules.coreincinerates = แกนกลางเผาทรัพยากรส่วนเกิน
rules.disableworldprocessors = ปิดการทำงานของตัวประมวลผลโลก
rules.schematic = อนุญาตให้ใช้แผนผัง
rules.wavetimer = นับถอยหลังการปล่อยคลื่น
rules.wavesending = กดเพื่อปล่อยคลื่น
-rules.allowedit = Allow Editing Rules
-rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.allowedit = อนุญาตการแก้ไขกฎ
+rules.allowedit.info = เมื่อเปิดใช้งาน ผู้เล่นจะสามารถแก้ไขกฎของแมพในระหว่างเกมได้ด้วยปุ่มล่างซ้ายในเมนู
+rules.alloweditworldprocessors = อนุญาตการแก้ไขตัวประมวลผลโลก
+rules.alloweditworldprocessors.info = เมื่อเปิดใช้งาน ตัวประมวลผลโลกจะสามารถถูกวางและแก้ไขได้แม้จะอยู่ภายนอกตัวแก้ไข
rules.waves = คลื่น
-rules.airUseSpawns = Air units use spawn points
+rules.airUseSpawns = ยูนิตอากาศใช้จุดเกิด
rules.attack = โหมดการโจมตี
rules.buildai = AI สร้างฐานทัพ
rules.buildaitier = ระดับการสร้างของ AI
rules.rtsai = RTS AI [red](ไม่เสถียร)
+rules.rtsai.campaign = AI โจมตีแบบ RTS
+rules.rtsai.campaign.info = ในแมพโจมตี จะทำให้ยูนิตรวมตัวกันและจู่โจมฐานทัพของผู้เล่นในวิถีการคำนวณที่ฉลาดมากกว่า
rules.rtsminsquadsize = ขนาดกองทัพเล็กที่สุด
rules.rtsmaxsquadsize = ขนาดกองทัพใหญ่ที่สุด
rules.rtsminattackweight = ขนาดน้ำหนักการโจมตีน้อยที่สุด
@@ -1341,12 +1392,14 @@ rules.unitcostmultiplier = พหูคุณราคาทรัพยาก
rules.unithealthmultiplier = พหุคูณพลังชีวิตของยูนิต
rules.unitdamagemultiplier = พหุคูณพลังโจมตีของยูนิต
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
-rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
+rules.unitpayloadsexplode = สิ่งบรรทุกระเบิดไปพร้อมกับยูนิต
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
rules.limitarea = จำกัดพื้นที่แมพ
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = ระยะเวลาระหว่างคลื่น:[lightgray] (วินาที)
rules.initialwavespacing = ระยะเวลาระหว่างคลื่นแรก:[lightgray] (วินาที)
rules.buildcostmultiplier = พหุคูณราคาทรัพยากรในการสร้าง
@@ -1368,6 +1421,12 @@ rules.title.teams = ทีม
rules.title.planet = ดาว
rules.lighting = แสง
rules.fog = หมอกแห่งสงคราม
+rules.invasions = การรุกรานของฐานทัพศัตรู
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = แสดงจุดเกิดศัตรู
+rules.randomwaveai = AI คลื่นแบบคาดเดาไม่ได้
rules.fire = ไฟ
rules.anyenv = <อะไรก็ได้>
rules.explosions = ดาเมจการระเบิดของบล็อก/ยูนิต
@@ -1376,8 +1435,10 @@ rules.weather = สภาพอากาศ
rules.weather.frequency = ความถี่:
rules.weather.always = ตลอด
rules.weather.duration = ระยะเวลา:
-rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
-rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
+
+rules.randomwaveai.info = ทำให้ยูนิตที่เกิดจากคลิ่นเล็งเป้าหมายสิ่งก่อสร้างอย่างสุ่มแทนที่จะมุ่งโจมตีแต่แกนกลางหรือเครื่องกำเนิดไฟฟ้า
+rules.placerangecheck.info = ป้องกันผู้เล่นไม่ให้วางอะไรใกล้ๆกับสิ่งก่อสร้างศัตรู เมื่อวางป้อมปืน ระยะนั้นจะขยายออกมากขึ้น เพื่อไม่ให้ป้อมปืนนั้นมีระยะยิงถึงศัตรู
+rules.onlydepositcore.info = ป้องกันยูนิตไม่ให้โอนถ่ายไอเท็มลงสิ่งก่อสร้างใดๆ ยกเว้นแกนกลาง
content.item.name = ไอเท็ม
content.liquid.name = ของเหลว
@@ -1423,12 +1484,6 @@ liquid.hydrogen.name = ไฮโดรเจน
liquid.nitrogen.name = ไนโตรเจน
liquid.cyanogen.name = ไซยาโนเจน
-# Three suggestions if you would like to change the transliteration in these names.
-# 1. Using Bali-Sanskrit language sounds weird in futuristic units, please don't.
-# 2. Keep names consistent in each unit tree.
-# 3. Name should resemble the unit, or the original english name.
-# But sometimes transliteration is better, for instance boats, spiders, so please keep it like that - Translator
-
unit.dagger.name = แด็กเกอร์
unit.mace.name = เมส
unit.fortress.name = ฟอร์เทรส
@@ -1482,9 +1537,9 @@ unit.avert.name = อเวิร์ต
unit.obviate.name = อ็อบวีเอท
unit.quell.name = คเวลล์
unit.disrupt.name = ดิสรัปต์
-unit.evoke.name = ปลุกตื่น
-unit.incite.name = ปลุกปั่น
-unit.emanate.name = ปลุกขจร
+unit.evoke.name = อีโวค
+unit.incite.name = อินไซต์
+unit.emanate.name = อิมาเนต
unit.manifold.name = แมนิโฟลด์
unit.assembly-drone.name = โดรนประกอบร่าง
unit.latum.name = ลาทัม
@@ -1524,6 +1579,8 @@ block.graphite-press.name = เครื่องอัดกราไฟต์
block.multi-press.name = เครื่องอัดสารพัดอย่าง
block.constructing = {0} [lightgray](กำลังก่อสร้าง)
block.spawn.name = จุดเกิดศัตรู
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = แกนกลาง: ชาร์ด
block.core-foundation.name = แกนกลาง: ฟาวน์เดชั่น
block.core-nucleus.name = แกนกลาง: นิวเคลียส
@@ -1603,7 +1660,7 @@ block.inverted-sorter.name = เครื่องคัดแยกกลับ
block.message.name = กล่องข้อความ
block.reinforced-message.name = กล่องข้อความเสริมกำลัง
block.world-message.name = กล่องข้อความโลก
-block.world-switch.name = World Switch
+block.world-switch.name = สวิตช์โลก
block.illuminator.name = ตัวเปล่งแสง
block.overflow-gate.name = ประตูระบาย
block.underflow-gate.name = ประตูระบายข้าง
@@ -1687,6 +1744,8 @@ block.meltdown.name = เมลท์ดาวน์
block.foreshadow.name = ฟอร์ชาโดว์
block.container.name = ตู้เก็บของ
block.launch-pad.name = ฐานส่งทรัพยากร
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = เซ็กเมนต์
block.ground-factory.name = โรงงานยูนิตพื้นดิน
block.air-factory.name = โรงงานยูนิตอากาศ
@@ -1781,6 +1840,7 @@ block.electric-heater.name = เครื่องอุ่นไฟฟ้า
block.slag-heater.name = เครื่องอุ่นแร่หลอม
block.phase-heater.name = เครื่องอุ่นใยเฟส
block.heat-redirector.name = เครื่องเปลี่ยนเส้นทางความร้อน
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = เร้าเตอร์ความร้อน
block.slag-incinerator.name = เตาเผาสลายแร่หลอม
block.carbide-crucible.name = เบ้าหลอมคาร์ไบด์
@@ -1828,6 +1888,7 @@ block.chemical-combustion-chamber.name = ห้องเผาไหม้ทา
block.pyrolysis-generator.name = เครื่องกำเนิดไฟฟ้าไพโรไลซิส
block.vent-condenser.name = เครื่องควบแน่นปล่อง
block.cliff-crusher.name = เครื่องบดหน้าผา
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = เครื่องขุดเจาะพลาสม่า
block.large-plasma-bore.name = เครื่องขุดเจาะพลาสม่าขนาดใหญ่
block.impact-drill.name = เครื่องขุดแรงกระแทก
@@ -1903,8 +1964,8 @@ hint.unitControl = กด [accent][[L-Ctrl][] ค้างไว้แล้ว
hint.unitControl.mobile = [accent][[กดสองครั้ง][] เพื่อควบคุมยานพันธมิตรหรือป้อมปืน
hint.unitSelectControl = เพื่อที่จะควบคุมยูนิต ให้เปิด[accent]โหมดสั่งการ[]โดยการกด [accent]L-shift[]\nระหว่างที่อยู่ในโหมดสั่งการ ให้คลิ๊กแล้วลากเพื่อเลือกยูนิต แล้ว[accent]คลิ๊กขวา[]ที่ตำแหน่งหรือเป้าหมายเพื่อสั่งการให้ยูนิตไปที่นั่น
hint.unitSelectControl.mobile = เพื่อที่จะควบคุมยูนิต ให้เปิด[accent]โหมดสั่งการ[]โดยการกดปุ่ม[accent]สั่งการ[]ที่ซ้ายล่างของจอ\nระหว่างที่อยู่ในโหมดสั่งการ ให้กดค้างแล้วลากเพื่อเลือกยูนิต แล้วกดที่ตำแหน่งหรือเป้าหมายเพื่อสั่งการให้ยูนิตไปที่นั่น
-hint.launch = เมื่อเก็บทรัพยากรเยอะพอ คุณสามารถ[accent]ส่งแกนกลาง[]โดยการเลือกเซ็กเตอร์จาก \ue827 [accent]แผนที่[] ตรงขวาล่าง
-hint.launch.mobile = เมื่อเก็บทรัพยากรเยอะพอ คุณสามารถ[accent]ส่งแกนกลาง[]โดยการเลือกเซ็กเตอร์จาก \ue827 [accent]แผนที่[] ใน \ue88c [accent]เมนู[]
+hint.launch = เมื่อเก็บทรัพยากรเยอะพอ คุณสามารถ[accent]ส่งแกนกลาง[]ไปยังเซ็กเตอร์ถัดไปโดยการเลือกเซ็กเตอร์จาก \ue827 [accent]แผนที่[] ตรงขวาล่าง
+hint.launch.mobile = เมื่อเก็บทรัพยากรเยอะพอ คุณสามารถ[accent]ส่งแกนกลาง[]ไปยังเซ็กเตอร์ถัดไปโดยการเลือกเซ็กเตอร์จาก \ue827 [accent]แผนที่[] ใน \ue88c [accent]เมนู[]
hint.schematicSelect = กด [accent][[F][] แล้วลากเพื่อเลือกบล็อกที่จะคัดลอกและวาง\n\n[accent][[คลิ๊กกลาง][] เพื่อคัดลอกบล็อกชนิดเดียว
hint.rebuildSelect = กด [accent][[B][] แล้วลากเพื่อเลือกแผนบล็อกที่ถูกทำลาย\nแผนบล็อกที่เลือกจะถูกสร้างใหม้โดยอัตโนมัติ
hint.rebuildSelect.mobile = กดปุ่ม \ue874 คัดลอก แล้วกดปุ่ม \ue80f สร้างใหม่แล้วลากเพื่อเลือกแผนบล็อกที่ถูกทำลาย\nแผนบล็อกที่เลือกจะถูกสร้างใหม้โดยอัตโนมัติ
@@ -1964,9 +2025,9 @@ onset.turrets = ยูนิตนั้นมีประสิทธิภา
onset.turretammo = เติมกระสุนให้แก่ป้อมปืนด้วย[accent]กระสุนเบริลเลี่ยม[]
onset.walls = [accent]กำแพง[]สามารถป้องกันความเสียหายที่จะมาถึงให้ไม่ไปโดนสิ่งก่อสร้างได้\nวางกำแพง \uf6ee [accent]กำแพงเบริลเลี่ยม[]รอบๆ ป้อมปืน
onset.enemies = ศัตรูกำลังจะเข้ามา เตรียมตัวป้องกันให้ดี
-onset.defenses = [accent]Set up defenses:[lightgray] {0}
+onset.defenses = [accent]ติดตั้งแนวป้องกัน:[lightgray] {0}
onset.attack = ศัตรูอ่อนแอลงแล้ว ตอบโต้กลับ
-onset.cores = แกนกลางใหม่สามารถวางได้บน[accent]โซนแกนกลาง[]\nแกนกลางใหม่จะทำหน้าที่เป็นฐานทัพหน้าด่านและจะแบ่งปันทรัพยากรกับแกนกลางอื่นๆ\nวาง \uf725 แกนกลาง
+onset.cores = แกนกลางใหม่สามารถวางได้บน[accent]โซนแกนกลาง[]\nแกนกลางใหม่จะทำหน้าที่เป็นฐานทัพด่านหน้าและจะแบ่งปันทรัพยากรกับแกนกลางอื่นๆ\nวาง \uf725 แกนกลาง
onset.detect = ศัตรูจะสามารถตรวจจับการมีอยู่ของคุณได้ในอีก 2 นาที\nจัดตั้งกองกำลังป้องกัน ปฏิบัติการขุด และการผลิต
#Don't translate these yet!
@@ -2064,6 +2125,10 @@ block.phase-wall.description = ป้องกันสิ่งก่อสร
block.phase-wall-large.description = ป้องกันสิ่งก่อสร้างจากศัตรู ทนทานและแข็งแรง\nเคลือบด้วยวัสดุพิเศษที่สะท้อนกระสุนส่วนใหญ่ที่รับมา\nครอบคลุมหลายช่อง
block.surge-wall.description = ป้องกันสิ่งก่อสร้างจากศัตรู แข็งแกร่งอย่างมาก\nจะปล่อยพลังงานสายฟ้าออกมาเป็นระยะๆ เมื่อถูกโจมตี
block.surge-wall-large.description = ป้องกันสิ่งก่อสร้างจากศัตรู แข็งแกร่งอย่างมาก\nจะปล่อยพลังงานสายฟ้าออกมาเป็นระยะๆ เมื่อถูกโจมตี\nครอบคลุมหลายช่อง
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = กำแพงที่สามารถเปิดและปิดได้ ไว้ใช้เพื่อให้ยูนิตเดินผ่าน
block.door-large.description = กำแพงที่สามารถเปิดและปิดได้ ไว้ใช้เพื่อให้ยูนิตเดินผ่าน\nครอบคลุมหลายช่อง
block.mender.description = ซ่อมแซมสิ่งก่อสร้างในวงของมันอย่างช้าๆ\nสามารถใช้ซิลิกอนเพื่อเพิ่มระยะและประสิทธิภาพได้
@@ -2128,9 +2193,11 @@ block.core-nucleus.description = ใจกลางของฐานทัพ
block.core-nucleus.details = แกนกลางรุ่นที่สามและเป็นรุ่นสุดท้าย สุดยอดยานบินแกมม่าจะปกป้องแกนกลางนี้ไว้
block.vault.description = เก็บไอเท็มแต่ละชนิดได้จำนวนมาก สามารถใช้ตัวถ่ายไอเท็มในการดึงไอเท็มออกมาได้
block.container.description = เก็บไอเท็มแต่ละชนิดได้นิดหน่อย สามารถใช้ตัวถ่ายไอเท็มในการดึงไอเท็มออกมาได้
-block.unloader.description = ดึงไอเท็มที่เลือกไว้ออกมาจากบล็อกใกล้เคียง
-block.launch-pad.description = ส่งไอเท็มเป็นชุดๆ ไปยังเซ็กเตอร์ที่เลือกไว้
-block.launch-pad.details = ระบบขนส่งทรัพยากรวงโคจรย่อยจากจุดหนึ่งไปอีกจุดหนึ่ง แคปซูลบรรทุกทรัพยากรนั้นเปราะบางและไม่สามารถทนความร้อนจากชั้นบรรยากาศได้
+block.unloader.description = ดึงไอเท็มที่กำหนดไว้ออกมาจากบล็อกใกล้เคียง
+block.launch-pad.description = ส่งไอเท็มเป็นชุดๆ ไปยังเซ็กเตอร์ที่กำหนดไว้
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = ป้อมปืนขนาดเล็ก ยิงกระสุนที่อยู่ในตัวมันใส่เป้าหมายศัตรู
block.scatter.description = ยิงก้อนตะกั่ว เศษเหล็กหรือกระจกเมต้าใส่ยานบินศัตรูที่อยู่ใกล้เคียง
block.scorch.description = เผาศัตรูพื้นดินที่อยู่ใกล้ๆ มีประสิทธิภาพสูงสุดเมื่อใช้ในระยะใกล้
@@ -2183,9 +2250,9 @@ block.sublimate.description = ยิงลำแสงเปลวไฟเจ
block.titan.description = ยิงกระสุนปืนใหญ่ระเบิดขนาดใหญ่ใส่เป้าหมายศัตรูพื้นดิน ต้องใช้ไฮโดรเจน
block.afflict.description = ยิงลูกแก้วสะเก็ดระเบิดสายฟ้าใส่เป้าหมายศัตรู ต้องใช้ความร้อน
block.disperse.description = ปะทุยิงก้อนสะเก็ดกระสุนใส่ยานบินศัตรู
-block.lustre.description = ยิงลำแสงเลเซอร์เคลื่อนที่ช้าจ่อเป้าหมายศัตรูที่จุดเดียว
-block.scathe.description = ป้อมปืนพิสัยไกล ยิงขีปนาวุธทรงพลังใส่เป้าหมายศัตรูพื้นดินจากระยะไกล ขีปนาวุธอาจถูกยิงสกัดระหว่างทางได้
-block.smite.description = บทลงโทษจากสวรรค์ ปะทุยิงกำแพงกระสุนสายฟ้าเจาะกราะใส่เป้าหมายศัตรู
+block.lustre.description = ยิงลำแสงเลเซอร์เคลื่อนที่ช้าจ่อใส่เป้าหมายศัตรูที่จุดๆเดียว
+block.scathe.description = ป้อมปืนพิสัยไกลอย่างมาก ยิงขีปนาวุธทรงพลังใส่เป้าหมายศัตรูพื้นดินจากระยะไกล ขีปนาวุธอาจถูกยิงสกัดระหว่างทางได้
+block.smite.description = บทลงโทษจากสวรรค์ ปะทุยิงแนวกระสุนสายฟ้าเจาะกราะใส่เป้าหมายศัตรู
block.malign.description = ระดมยิงกระสุนเลเซอร์สายฟ้าติดตามตัวจำนวนมากใส่เป้าหมายศัตรู ต้องใช้ความร้อนจำนวนมากเพื่อที่จะทำงานได้อย่างเต็มประสิทธิภาพ
block.silicon-arc-furnace.description = ผลิตซิลิกอนจากการหลอมทรายและกราไฟต์เข้าด้วยกัน
block.oxidation-chamber.description = แปลงเบริลเลี่ยมและโอโซนให้กลายเป็นอ๊อกไซด์ ปล่อยความร้อนออกมาซึ่งเป็นผลมาจากปฎิบัติการ
@@ -2193,6 +2260,7 @@ block.electric-heater.description = สร้างความร้อนข
block.slag-heater.description = สร้างความร้อนขึ้นมาจากแร่หลอม ใช้โดยการหันหน้าลูกศรไปในทางที่ต้องการจะปล่อยความร้อนออกมา
block.phase-heater.description = สร้างความร้อนขึ้นมาจากการอุ่นใยเฟส ใช้โดยการหันหน้าลูกศรไปในทางที่ต้องการจะปล่อยความร้อนออกมา
block.heat-redirector.description = เปลี่ยนทิศทางของความร้อนที่สะสมมาให้ไปหาบล็อกที่มันหันหน้าเข้าใส่
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = กระจายความร้อนที่สะสมมาออกไปในสามทิศทาง
block.electrolyzer.description = เปลี่ยนน้ำให้กลายเป็นแก็สไฮโดรเจนและโอโซนด้วยขบวนการทางเคมี
block.atmospheric-concentrator.description = หลอมรวมไนโตรเจนจากชั้นบรรยากาศ ใช้ความร้อนในการทำงาน
@@ -2205,6 +2273,7 @@ block.vent-condenser.description = ควบแน่นแก็สในปล
block.plasma-bore.description = เมื่อหันหน้าเข้าหาแร่กำแพง จะขุดแร่นั้นและส่งออกมาอย่างช้าๆ ไปเรื่อยๆ ไม่มีที่สิ้นสุด จำเป็นต้องใช้พลังงานเล็กน้อย สามารถใช้ไฮโดรเจนเพื่อเพิ่มประสิทธิภาพการขุดได้
block.large-plasma-bore.description = เครื่องขุดเจาะพลาสม่าที่ใหญ่กว่า สามารถขุดแร่ทังสเตนและทอเรี่ยมได้ ต้องใช้ไฮโดรเจนและพลังงานในการทำงาน สามารถใช้ไนโตรเจนเพื่อเพิ่มประสิทธิภาพการขุดได้
block.cliff-crusher.description = เมื่อหันหน้าเข้าหากำแพงที่ต้องการ จะบดขยี้กำแพงนั้น และส่งออกผงทรายละเอียดออกมาอย่างไม่มีที่สิ้นสุด จำเป็นต้องใช้พลังงาน ประสิทธิภาพของการบดขึ้นอยู่กับชนิดของกำแพงที่บด
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = เมื่อวางบนพื้นแร่ จะขุดแร่นั้นและส่งออกมาเป็นกลุ่มไปเรื่อยๆ ไม่มีที่สิ้นสุด จำเป็นต้องใช้พลังงานและน้ำ
block.eruption-drill.description = เครื่องขุดแรงกระแทกที่ได้รับการปรับปรุง สามารถขุดทอเรี่ยมได้ จำเป็นต้องใช้ไฮโดรเจน
block.reinforced-conduit.description = เคลื่อนย้ายของเหลวไปข้างหน้า ไม่รับของเหลวจากด้านข้างยกเว้นว่าจะเป็นท่อน้ำด้วยกันเอง
@@ -2261,7 +2330,7 @@ block.small-deconstructor.description = ลบทำลายสิ่งก่
block.reinforced-payload-conveyor.description = เคลื่อนย้ายสิ่งของบรรทุกหนัก อย่างเช่นยูนิต
block.reinforced-payload-router.description = แยกสิ่งของบรรทุกออกเป็นสามทิศทาง จะทำงานเป็นเครื่องคัดแยกหากได้ตั้งตัวกรองเอาไว้
block.payload-mass-driver.description = บล็อกขนส่งสิ่งบรรทุกทางไกล\nยิงสิ่งบรรทุกไปยังเครื่องโอนถ่ายสิ่งบรรทุกอีกเครื่องที่เชื่อมต่อไว้
-block.large-payload-mass-driver.description = บล็อกขนส่งสิ่งบรรทุกทางไกล\nยิงสิ่งบรรทุกไปยังเครื่องโอนถ่ายสิ่งบรรทุกอีกเครื่องที่เชื่อมต่อไว้
+block.large-payload-mass-driver.description = บล็อกขนส่งสิ่งบรรทุกทางไกล\nยิงสิ่งบรรทุกไปยังหอโอนถ่ายสิ่งบรรทุกอีกเครื่องที่เชื่อมต่อไว้
block.unit-repair-tower.description = ซ่อมแซมยูนิตทั้งหมดที่อยู่ในรัศมีของมัน ต้องใช้โอโซนเพื่อทำงาน
block.radar.description = ค่อยๆ เปิดเผยพื้นที่และยูนิตศัตรูในรัศมีขนาดใหญ่ ต้องใช้พลังงาน
block.shockwave-tower.description = สร้างความเสียหายและทำลายกระสุนของศัตรูในรัศมีของมัน ต้องใช้ไซยาโนเจนเพื่อทำงาน
@@ -2329,7 +2398,8 @@ unit.emanate.description = สร้างสิ่งต่างๆ เพื
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
-lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
+lst.format = แทนที่ข้อความตัวแทนถัดไปในบัฟเฟอร์ข้อความด้วยค่า\nจะไม่ทำอะไรหากรูปแบบข้อความแทนที่นั้นไม่ถูกต้อง\nรูปแบบข้อความแทนที่: "{[accent]ตัวเลข 0-9[]}"\nตัวอย่าง:\n[accent]print "ทดสอบ {0}"\nformat "สวัสดี"
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
@@ -2338,7 +2408,7 @@ lst.control = ควบคุมสิ่งก่อสร้าง
lst.radar = เรดาร์หายูนิตที่อยู่รอบๆ สิ่งก่อสร้าง โดยระยะการตรวจสอบขึ้นอยู่กับระยะของสิ่งก่อสร้าง
lst.sensor = รับข้อมูลจากสิ่งก่อสร้างหรือยูนิต
lst.set = ตั้งตัวแปร
-lst.operation = ทำการดำเนินการกับ 1-2 ตัวแปร
+lst.operation = ทำการคำนวณกับ 1-2 ตัวแปร
lst.end = ย้อนกลับไปยังด้านบนสุดของชุดคำสั่ง
lst.wait = รอเวลาเป็นวินาที
lst.stop = หยุดยั้งการทำงานของตัวประมวลผล
@@ -2350,63 +2420,63 @@ lst.unitradar = ค้นหายูนิตรอบๆ ยูนิตที
lst.unitlocate = ค้นหาตำแหน่ง/สิ่งก่อสร้างเฉพาะอย่างที่ใดก็ได้บนแผนที่\nต้องมียูนิตที่เลือกไว้
lst.getblock = รับข้อมูลของช่องที่ตำแหน่งใดๆ
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
-lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
+lst.spawnunit = สร้างยูนิตมาที่ตำแหน่งที่กำหนดไว้
lst.applystatus = ใส่หรือล้างเอฟเฟกต์สถานะจากยูนิต
-lst.weathersense = Check if a type of weather is active.
-lst.weatherset = Set the current state of a type of weather.
+lst.weathersense = ตรวจสอบว่าสภาพอากาศใดๆ กำลังทำงานอยู่หรือไม่
+lst.weatherset = ตั้งค่าสถานะในปัจจุบันของสภาพอากาศใดๆ
lst.spawnwave = จำลองคลื่นที่ตำแหน่งใดๆ
-lst.explosion = เสกระเบิดที่ตำแหน่ง
+lst.explosion = สร้างระเบิดที่ตำแหน่งใดๆ
lst.setrate = ตั้งค่าความเร็วการสั่งเป็นคำสั่งใน คำสั่ง/ติก
lst.fetch = ค้นหายูนิต แกนกลาง ผู้เล่น หรือสิ่งก่อสร้างตามดัชนี\nดัชนีเริ่มที่ 0 และจบที่ค่าที่จะส่งกลับ
lst.packcolor = แพ็ค [0, 1] ส่วนประกอบ RGBA มาเป็นเลขบรรทัดเดียวสำหรับการวาดหรือการตั้งค่ากฎ
lst.setrule = ตั้งค่ากฎของเกม
-lst.flushmessage = แสดงข้อความบนหน้าจอจากบัฟเฟอร์ข้อความ\nจะรอจนกว่าข้อความก่อนหน้าจะเสร็จสิ้น
+lst.flushmessage = แสดงข้อความบนหน้าจอจากบัฟเฟอร์ข้อความ\nถ้าตัวแปรผลลัพธ์ออกมาเป็น [accent]@wait[]\nจะรอจนกว่าข้อความก่อนหน้าจะเสร็จสิ้น\nนอกจากนั้น จะส่งออกว่าการแสดงผลข้อความสำเร็จหรือไม่
lst.cutscene = ควบคุมมุมกล้องของผู้เล่น
lst.setflag = เซ็ตธงทั่วโลกที่ตัวประมวลผลทุกตัวสามารถอ่านค่าได้
lst.getflag = เช็กว่าธงทั่วโลกนั้นได้ถูกเซ็ตอยู่รึเปล่า
lst.setprop = ตั้งค่าคุณสมบัติของยูนิตและสิ่งก่อสร้าง
-lst.effect = Create a particle effect.
-lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
-lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
-lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
-lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
-lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
+lst.effect = เสกเอฟเฟกต์อนุภาค
+lst.sync = ซิงค์หนึ่งตัวแปรทั่วทั้งเครือข่าย\nสามารถเรียกใช้คำสั่งได้แค่ 10 ครั้งต่อวินาทีอย่างมาก
+lst.playsound = เล่นเสียง\nระดับเสียงและการแพนสามารถใช้เป็นค่าสากลได้ หรือคำนวณเอาจากตำแหน่งก็ได้
+lst.makemarker = สร้างเครื่องหมายลอจิกใหม่ขึ้นมาในแมพ\nจะต้องเพิ่ม ID เข้าไปเพื่อบ่งชี้เครื่องหมายนี้\nเครื่องหมายจำกัดได้แค่ 20,000 ต่อแมพในตอนนี้
+lst.setmarker = ตั้งค่าคุณสมบัติให้กับเครื่องหมาย\nID ของเครื่องหมายที่ใช้จะต้องเป็น ID เดียวกันกับในคำสั่ง Make Marker\nค่า[accent]ว่างเปล่า[]จะถูกข้าม
+lst.localeprint = เพิ่มค่าชุดภาษาท้องถิ่นของแมพลงไปในบัฟเฟอร์ข้อความเพื่อตั้งค่าชุดภาษาของแมพในตัวแก้ไข ให้เปิด [accent]ข้อมูลแมพ > ชุดภาษาท้องถิ่น[].\nถ้าหากผู้เล่นอยู่ในมือถือ ให้ลองปริ้นค่าโดยลงท้ายด้วย ".mobile" ก่อน
lglobal.false = 0
lglobal.true = 1
-lglobal.null = null
-lglobal.@pi = The mathematical constant pi (3.141...)
-lglobal.@e = The mathematical constant e (2.718...)
-lglobal.@degToRad = Multiply by this number to convert degrees to radians
-lglobal.@radToDeg = Multiply by this number to convert radians to degrees
-lglobal.@time = Playtime of current save, in milliseconds
-lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
-lglobal.@second = Playtime of current save, in seconds
-lglobal.@minute = Playtime of current save, in minutes
-lglobal.@waveNumber = Current wave number, if waves are enabled
-lglobal.@waveTime = Countdown timer for waves, in seconds
-lglobal.@mapw = Map width in tiles
-lglobal.@maph = Map height in tiles
-lglobal.sectionMap = Map
-lglobal.sectionGeneral = General
-lglobal.sectionNetwork = Network/Clientside [World Processor Only]
-lglobal.sectionProcessor = Processor
-lglobal.sectionLookup = Lookup
-lglobal.@this = The logic block executing the code
-lglobal.@thisx = X coordinate of block executing the code
-lglobal.@thisy = Y coordinate of block executing the code
-lglobal.@links = Total number of blocks linked to this processors
-lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
-lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
-lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
-lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
-lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
-lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
-lglobal.@client = True if the code is running on a client connected to a server
-lglobal.@clientLocale = Locale of the client running the code. For example: en_US
-lglobal.@clientUnit = Unit of client running the code
-lglobal.@clientName = Player name of client running the code
-lglobal.@clientTeam = Team ID of client running the code
-lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
+lglobal.null = ค่าว่างเปล่า
+lglobal.@pi = ค่าคงตัวทางคณิตศาสตร์ pi (3.141...)
+lglobal.@e = ค่าคงตัวทางคณิตศาสตร์ e (2.718...)
+lglobal.@degToRad = คูณค่าด้วยเลขตัวนี้เพื่อแปลงองศาเป็นเรเดียน
+lglobal.@radToDeg = คูณค่าด้วยเลขตัวนี้เพื่อแปลงเรเดียนเป็นองศา
+lglobal.@time = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยมิลิวินาที
+lglobal.@tick = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยติก (1 วินาที = 60 ติก)
+lglobal.@second = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยวินาที
+lglobal.@minute = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยนาที
+lglobal.@waveNumber = ลำดับคลื่นในปัจจุบัน หากคลื่นเปิดใช้งาน
+lglobal.@waveTime = เวลานับถอยหลังของคลื่นถัดไป ในหน่วยวินาที
+lglobal.@mapw = ความกว้างของแมพ ในหน่วยช่อง
+lglobal.@maph = ความสูงของแมพ ในหน่วยช่อง
+lglobal.sectionMap = แมพ
+lglobal.sectionGeneral = ทั่วไป
+lglobal.sectionNetwork = เครือข่าย/ฝั่งผู้เล่น [เฉพาะตัวประมวลผลโลก]
+lglobal.sectionProcessor = ตัวประมวลผล
+lglobal.sectionLookup = การค้นหา
+lglobal.@this = บล็อกลอจิกที่กำลังรันโค้ดนี้อยู่
+lglobal.@thisx = พิกัด X ของบล็อกที่กำลังรันโค้ดนี้อยู่
+lglobal.@thisy = พิกัด Y ของบล็อกที่กำลังรันโค้ดนี้อยู่
+lglobal.@links = จำนวนบล็อกทั้งหมดที่เชื่อมต่อกับตัวประมวลผลนี้
+lglobal.@ipt = ความเร็วการสั่งการของตัวประมวลผลนี้ ในหน่วยคำสั่งต่อติก (60 ติก = 1 วินาที)
+lglobal.@unitCount = จำนวนเนื้อหาของชนิดยูนิตทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
+lglobal.@blockCount = จำนวนเนื้อหาของชนิดบล็อกทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
+lglobal.@itemCount = จำนวนเนื้อหาของชนิดไอเท็มทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
+lglobal.@liquidCount = จำนวนเนื้อหาของชนิดของเหลวทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
+lglobal.@server = เป็นจริงหากโค้ดกำลังรันบนเซิร์ฟเวอร์หรือในโหมดผู้เล่นคนเดียว นอกนั้นจะเป็นเท็จ
+lglobal.@client = เป็นจริงหากโค้ดกำลังรันบนฝั่งไคลเอนต์ที่เชื่อมต่อกับเซิร์ฟเวอร์
+lglobal.@clientLocale = ค่าภาษาของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง ยกตัวอย่างเช่น: th_TH
+lglobal.@clientUnit = หน่วยของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
+lglobal.@clientName = ชื่อผู้เล่นของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
+lglobal.@clientTeam = ID ของทีมของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
+lglobal.@clientMobile = เป็นจริงหากฝั่งไคลเอนต์ที่กำลังรันคำสั่งบนอุปกรณ์มือถือ นอกนั้นจะเป็นเท็จ
logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่
@@ -2415,7 +2485,7 @@ lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมา
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
lenum.config = การกำหนดค่าของสิ่งก่อสร้าง เช่น ไอเท็มของเครื่องคัดแยก
lenum.enabled = ว่าบล็อกเปิดใช้งาน/ทำงานอยู่หรือเปล่า
-laccess.currentammotype = Current ammo item/liquid of a turret.
+laccess.currentammotype = ประเภทของกระสุนไอเท็ม/ของเหลวในปัจจุบันของป้อมปืน
laccess.color = สีของตัวเปล่งแสง
laccess.controller = ผู้ควบคุมยูนิต ถ้าผู้ควบคุมคือตัวประมวลผล จะส่งกลับค่า processor\nนอกนั้น จะส่งกลับค่าตัวยูนิตเอง
@@ -2423,7 +2493,7 @@ laccess.dead = ว่าสิ่งก่อสร้าง/ยูนิตน
laccess.controlled = จะส่งกลับ:\n[accent]@ctrlProcessor[] ถ้าผู้ควบคุมคือตัวประมวลผลลอจิก\n[accent]@ctrlPlayer[] ถ้าสิ่งก่อสร้าง/ยูนิตถูกควบคุมโดยผู้เล่น\n[accent]@ctrlCommand[] ถ้ายูนิตถูกสั่งการโดยผู้เล่นอยู่\nนอกนั้นจะเป็น 0
laccess.progress = ความคืบหน้าการดำเนินการจาก 0 ถึง 1\nจะส่งกลับค่าการผลิต การรีโหลดของป้อมปืน หรือความคืบหน้าในการสร้างสิ่งก่อสร้าง
laccess.speed = ความเร็วสูงสุดของยูนิตในหน่วย ช่อง/วินาที
-laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
+laccess.id = ID ของยูนิต/บล็อก/ไอเท็ม/ของเหลว\nคำสั่งนี้จะตรงกันข้ามกับคำสั่ง lookup
lcategory.unknown = ไม่ทราบ
lcategory.unknown.description = คำสั่งที่ไม่อยู่ในหมวดหมู่ใดๆเลย
@@ -2451,7 +2521,7 @@ graphicstype.poly = เติมรูปหลายเหลี่ยมปก
graphicstype.linepoly = วาดโครงร่างรูปหลายเหลี่ยมปกติ
graphicstype.triangle = เติมสามเหลี่ยม
graphicstype.image = วาดรูปสิ่งต่างๆ \nตัวอย่างเช่น: [accent]@router[] หรือ [accent]@dagger[]
-graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
+graphicstype.print = วาดข้อความจากบัฟเฟอร์ข้อความ\nใช้ตัวอักษร ASCII ได้เท่านั้น\nจะเคลียร์บัฟเฟอร์ข้อความ
lenum.always = เป็นจริงเสมอ
lenum.idiv = หารจำนวนเต็ม
@@ -2539,7 +2609,7 @@ unitlocate.building = ตัวแปรสิ่งก่อสร้างท
unitlocate.outx = ตัวแปรพิกัด X
unitlocate.outy = ตัวแปรพิกัด Y
unitlocate.group = กลุ่มสิ่งก่อสร้างที่มองหา
-playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
+playsound.limit = หากจริง จะหยุดยั้งไม่ให้เล่นเสียงนี้\nถ้าหากมันถูกเล่นไปแล้วในเฟรมเดียวกัน
lenum.idle = หยุดขยับ แต่ยังคงขุด/ก่อสร้าง\nสถานะเริ่มต้นของยูนิต
lenum.stop = หยุดขยับ/ขุด/ก่อสร้าง
@@ -2547,7 +2617,7 @@ lenum.unbind = ยกเลิกการควบคุมลอจิกท
lenum.move = ขยับไปที่ตำแหน่งที่กำหนดไว้
lenum.approach = เข้าใกล้ตำแหน่งโดยกำหนดระยะห่าง
lenum.pathfind = ขยับไปที่ตำแหน่งที่กำหนดไว้ โดยมีการคำนวณเพื่อเลี่ยงสิ่งกีดขวาง
-lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
+lenum.autopathfind = คำนวณเส้นทางที่ใกล้ที่สุดแล้วขยับไปหาแกนกลางหรือจุดเกิดของศัตรูโดยอัตโนมัติ\nเหมือนกันกับการคำนวณเส้นทางของคลื่นศัตรู
lenum.target = ยิงไปที่ตำแหน่งเป้าหมาย
lenum.targetp = ยิงไปที่เป้าหมาย โดยมีการคำนวณความเร็ว
lenum.itemdrop = ปล่อยไอเท็ม
@@ -2558,13 +2628,39 @@ lenum.payenter = เข้าไป/ลงจอดบนบล็อกบร
lenum.flag = ปักธงยูนิตเป็นหมายเลข
lenum.mine = ขุดที่ตำแหน่งเป้าหมาย
lenum.build = สร้างสิ่งก่อสร้าง
-lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
+lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
lenum.boost = เริ่ม/หยุดการบูสต์
-lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
-lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
-lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
-lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
-lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
-lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
-lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.flushtext = ระบายเนื้อหาของบัฟเฟอร์ข้อความลงสู่เครื่องหมาย ถ้ามี\nถ้า fetch ถูกตั้งเป็นจริง จะพยายามดึงค่าจากค่าชุดภาษาท้องถิ่นหรือชุดภาษาในเกม
+lenum.texture = ชื่อเทกเจอร์ตรงมาจากแอตลาสเทกเจอร์ของเกม (ใช้การตั้งชื่อแบบ kebab-case)\nถ้า printFlush ถูกตั้งเป็นจริง จะใส่เนื้อหาของบัฟเฟอร์ข้อความไปในช่องข้อความ
+lenum.texturesize = ขนาดของเทกเจอร์ในหน่วยช่อง หากค่าเป็นศูนย์จะปรับขนาดของเครื่องหมายเป็นขนาดปกติ
+lenum.autoscale = ว่าจะให้เครื่องหมายเพิ่มลดขนาดตามระดับการซูมของผู้เล่นหรือไม่
+lenum.posi = ตำแหน่งในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นตำแหน่งเริ่มต้น
+lenum.uvi = ตำแหน่งของเทกเจอร์ในคาบระหว่างศูนย์ถึงหนึ่ง ใช้สำหรับเครื่องหมายสี่เหลี่ยม
+lenum.colori = ค่าสีในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นสีเริ่มต้น
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_tk.properties b/core/assets/bundles/bundle_tk.properties
index 96d29258b9..364b2b0da4 100644
--- a/core/assets/bundles/bundle_tk.properties
+++ b/core/assets/bundles/bundle_tk.properties
@@ -141,6 +141,7 @@ mod.enabled = [lightgray]Enabled
mod.disabled = [scarlet]Disabled
mod.multiplayer.compatible = [gray]Multiplayer Compatible
mod.disable = Disable
+mod.version = Version:
mod.content = Content:
mod.delete.error = Unable to delete mod. File may be in use.
mod.incompatiblegame = [red]Outdated Game
@@ -189,6 +190,7 @@ campaign.select = Select Starting Campaign
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.difficulty = Difficulty
completed = [accent]Completed
techtree = Tech Tree
techtree.select = Tech Tree Selection
@@ -288,13 +290,14 @@ disconnect.error = Connection error.
disconnect.closed = Connection closed.
disconnect.timeout = Timed out.
disconnect.data = Oyunun geri yuklenemedi!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Unable to join game ([accent]{0}[]).
connecting = [accent]Baglaniliyor
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Loading world data...
server.port = Link:
-server.addressinuse = Addres zaten kullaniliyor!
server.invalidport = Geçersiz Oyun numarasi!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Oyun acarkes sorun olustu: [accent]{0}
save.new = Yeni Kayit Dosyasi
save.overwrite = Bu oyunun uzerinden\ngecmek istedigine emin\nmisin?
@@ -347,6 +350,7 @@ command.enterPayload = Enter Payload Block
command.loadUnits = Load Units
command.loadBlocks = Load Blocks
command.unloadPayload = Unload Payload
+command.loopPayload = Loop Unit Transfer
stance.stop = Cancel Orders
stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire
@@ -489,6 +493,7 @@ waves.units.show = Show All
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
+all = All
editor.default = [lightgray]
details = Details...
@@ -656,7 +661,6 @@ requirement.capture = Capture {0}
requirement.onplanet = Control Sector On {0}
requirement.onsector = Land On Sector: {0}
launch.text = Launch
-research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Uncover
configure = Configure Loadout
@@ -702,14 +706,18 @@ loadout = Loadout
resources = Resources
resources.max = Max
bannedblocks = Banned Blocks
+unbannedblocks = Unbanned Blocks
objectives = Objectives
bannedunits = Banned Units
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = Add All
launch.from = Launching From: [accent]{0}
launch.capacity = Launching Item Capacity: [accent]{0}
launch.destination = Destination: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Amount must be a number between 0 and {0}.
add = Add...
guardian = Guardian
@@ -724,6 +732,7 @@ error.mapnotfound = Map file not found!
error.io = Network I/O error.
error.any = Unkown network error.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Rain
weather.snowing.name = Snow
@@ -747,7 +756,9 @@ sectors.stored = Stored:
sectors.resume = Resume
sectors.launch = Launch
sectors.select = Select
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]none (sun)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Rename Sector
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
@@ -773,6 +784,11 @@ threat.medium = Medium
threat.high = High
threat.extreme = Extreme
threat.eradication = Eradication
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Planets
planet.serpulo.name = Serpulo
@@ -794,9 +810,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
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.
@@ -816,6 +842,18 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
sector.lake.name = Lake
@@ -980,6 +1018,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
@@ -1012,6 +1051,7 @@ ability.liquidexplode = Death Spillage
ability.liquidexplode.description = Spills liquid on death
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
@@ -1026,6 +1066,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Better Drill Required
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Missing Resources
bar.corereq = Core Base Required
bar.corefloor = Core Zone Tile Required
@@ -1034,6 +1075,7 @@ bar.drillspeed = Drill Speed: {0}/s
bar.pumpspeed = Pump Speed: {0}/s
bar.efficiency = Efficiency: {0}%
bar.boost = Boost: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Power: {0}
bar.powerstored = Stored: {0}/{1}
bar.poweramount = Power: {0}
@@ -1044,6 +1086,7 @@ bar.capacity = Capacity: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Liquid
bar.heat = Heat
+bar.cooldown = Cooldown
bar.instability = Instability
bar.heatamount = Heat: {0}
bar.heatpercent = Heat: {0} ({1}%)
@@ -1068,6 +1111,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
bullet.frags = [stat]{0}[lightgray]x frag bullets:
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
@@ -1076,6 +1120,8 @@ bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
bullet.reload = [stat]{0}[lightgray]x reload
bullet.range = [stat]{0}[lightgray] tiles range
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = Yapilar
unit.blockssquared = blocks²
@@ -1092,6 +1138,7 @@ unit.minutes = mins
unit.persecond = /sec
unit.perminute = /min
unit.timesspeed = x speed
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = shield health
unit.items = esya
@@ -1136,18 +1183,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Scaling[lightgray] (requires restart)[]
setting.uiscale.description = Restart required to apply changes.
setting.swapdiagonal.name = Always Diagonal Placement
-setting.difficulty.training = training
-setting.difficulty.easy = kolay
-setting.difficulty.normal = orta
-setting.difficulty.hard = zor
-setting.difficulty.insane = cok zor
-setting.difficulty.name = Zorluk derecesi:
setting.screenshake.name = Ekran sallanmasi
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blur
setting.effects.name = Efekleri goster
setting.destroyedblocks.name = Display Destroyed Blocks
setting.blockstatus.name = Display Block Status
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.sensitivity.name = Kumanda hassasligi
setting.saveinterval.name = Otomatik kaydetme suresi
@@ -1174,11 +1216,13 @@ setting.mutemusic.name = Sesi kapat
setting.sfxvol.name = Ses seviyesi
setting.mutesound.name = Sesi kapat
setting.crashreport.name = Send Anonymous Crash Reports
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Auto-Create Saves
setting.steampublichost.name = Public Game Visibility
setting.playerlimit.name = Player Limit
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Display In-Game Chat
setting.showweather.name = Show Weather Graphics
@@ -1231,6 +1275,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
@@ -1308,12 +1353,16 @@ rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Waves
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode
rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Min Squad Size
rules.rtsmaxsquadsize = Max Squad Size
rules.rtsminattackweight = Min Attack Weight
@@ -1329,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Solar Power Multiplier
rules.unitcapvariable = Cores Contribute To Unit Cap
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Base Unit Cap
rules.limitarea = Limit Map Area
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wave Spacing:[lightgray] (sec)
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
@@ -1356,6 +1407,12 @@ rules.title.teams = Teams
rules.title.planet = Planet
rules.lighting = Lighting
rules.fog = Fog of War
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Fire
rules.anyenv =
rules.explosions = Block/Unit Explosion Damage
@@ -1364,6 +1421,7 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1504,6 +1562,8 @@ block.graphite-press.name = Graphite Press
block.multi-press.name = Multi-Press
block.constructing = {0}\n[lightgray](Constructing)
block.spawn.name = Enemy Spawn
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Core: Shard
block.core-foundation.name = Core: Foundation
block.core-nucleus.name = Core: Nucleus
@@ -1667,6 +1727,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Container
block.launch-pad.name = Launch Pad
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
@@ -1761,6 +1823,7 @@ block.electric-heater.name = Electric Heater
block.slag-heater.name = Slag Heater
block.phase-heater.name = Phase Heater
block.heat-redirector.name = Heat Redirector
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Heat Router
block.slag-incinerator.name = Slag Incinerator
block.carbide-crucible.name = Carbide Crucible
@@ -1808,6 +1871,7 @@ block.chemical-combustion-chamber.name = Chemical Combustion Chamber
block.pyrolysis-generator.name = Pyrolysis Generator
block.vent-condenser.name = Vent Condenser
block.cliff-crusher.name = Cliff Crusher
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plasma Bore
block.large-plasma-bore.name = Large Plasma Bore
block.impact-drill.name = Impact Drill
@@ -2033,6 +2097,10 @@ block.phase-wall.description = Not as strong as a thorium wall but will deflect
block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles.
block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.
block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.
block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles.
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
@@ -2099,7 +2167,9 @@ block.vault.description = Stores a large amount of items. Use it for creating bu
block.container.description = Stores a small amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[lightgray] unloader[] can be used to retrieve items from the container.
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
-block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = A small, cheap turret.
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
@@ -2160,6 +2230,7 @@ block.electric-heater.description = Heats facing blocks. Requires large amounts
block.slag-heater.description = Heats facing blocks. Requires slag.
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
block.heat-redirector.description = Redirects accumulated heat to other blocks.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Spreads accumulated heat in three output directions.
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
@@ -2172,6 +2243,7 @@ block.vent-condenser.description = Condenses vent gases into water. Consumes pow
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
@@ -2292,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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.
@@ -2511,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_tr.properties b/core/assets/bundles/bundle_tr.properties
index e454845d6e..1d1e38db35 100644
--- a/core/assets/bundles/bundle_tr.properties
+++ b/core/assets/bundles/bundle_tr.properties
@@ -1,20 +1,20 @@
credits.text = [royal]Anuken[] tarafından yapıldı - [sky]anukendev@gmail.com[]
credits = Jenerik
contributors = Çevirmenler ve Katkıda Bulunanlar
-discord = Mindustry'nin Discord sunucusuna Katıl!
-link.discord.description = Resmî Mindustry Discord sunucusu
-link.reddit.description = Mindustry subreddit'i
-link.github.description = Oyun Kaynak Kodu
+discord = Mindustry Discord sunucusuna katıl!
+link.discord.description = Resmi Mindustry Discord sunucusu
+link.reddit.description = Mindustry subredditi
+link.github.description = Oyun kaynak kodu
link.changelog.description = Güncelleme değişikliklerinin listesi
-link.dev-builds.description = Dengesiz Oyun Sürümleri
-link.trello.description = Planlanan özellikler için resmî Trello Sayfası
+link.dev-builds.description = Kararsız oyun sürümleri
+link.trello.description = Planlanan özellikler için resmi Trello sayfası
link.itch.io.description = itch.io sayfası
link.google-play.description = Google Play mağaza sayfası
-link.f-droid.description = F-Droid kataloğu
-link.wiki.description = Resmî Mindustry wikisi
+link.f-droid.description = F-Droid sayfası
+link.wiki.description = Resmi Mindustry vikisi
link.suggestions.description = Yeni özellikler öner
link.bug.description = Hata mı buldun? Hemen şikayet et!
-linkopen = Bu Server sana bir link gönderdi. Açmak istediğine emin misin?\n\n[sky]{0}
+linkopen = Bu server sana bir link gönderdi. Açmak istediğine emin misin?\n\n[sky]{0}
linkfail = Link açılamadı!\nURL kopyalandı.
screenshot = Ekran görüntüsü {0} konumuna kaydedildi
screenshot.invalid = Harita çok büyük, muhtemelen ekran görüntüsü için yeterli bellek yok.
@@ -49,27 +49,27 @@ mods.browser.view-releases = Sürümleri İncele
mods.browser.noreleases = [scarlet]Sürüm Bulunamadı\n[accent]Bu mod için yayımlanmış bir sürüm bulunamadı.
mods.browser.latest =
mods.browser.releases = Yayımlar
-mods.github.open = Repo
+mods.github.open = Depo
mods.github.open-release = Yayım Sayfası
-mods.browser.sortdate = En Yeniye göre Sırala
-mods.browser.sortstars = Yıldıza göre Sırala
+mods.browser.sortdate = En yeniye göre sırala
+mods.browser.sortstars = Yıldız sayısına göre sırala
schematic = Şema
schematic.add = Şemayı Kaydet...
schematics = Şemalar
-schematic.search = Şema Arat...
-schematic.replace = Aynı isimde bir şema zaten var. Üzerine yazılsın mı?
-schematic.exists = Aynı isimde bir şema zaten var.
-schematic.import = Şemayı İçeri Aktar
-schematic.exportfile = Dışa Aktar
-schematic.importfile = İçe Aktar
+schematic.search = Şema ara...
+schematic.replace = Aynı adda bir şema zaten var. Üzerine yazılsın mı?
+schematic.exists = Aynı adda bir şema zaten var.
+schematic.import = Şemayı İçeri Aktar...
+schematic.exportfile = Dışarı Aktar
+schematic.importfile = İçeri Aktar
schematic.browseworkshop = Atölyeyi araştır
schematic.copy = Panoya Kopyala
-schematic.copy.import = Panodan İçeri Aktar
+schematic.copy.import = Panodan Yapıştır
schematic.shareworkshop = Atölyede paylaş
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür
schematic.saved = Şema Kaydedildi.
-schematic.delete.confirm = Bu şema tamamen silinecek.
+schematic.delete.confirm = Bu şema tamamen yok edilecek.
schematic.edit = Şemayı Düzenle
schematic.info = {0}x{1}, {2} blok
schematic.disabled = [scarlet]Şema devre dışı bırakıldı[]\nBu şemayı [accent]bu haritada[] veya [accent]server'da kullanma iznin yok.
@@ -79,18 +79,18 @@ schematic.addtag = Etiket Ekle
schematic.texttag = Yazı Etiketi
schematic.icontag = İkon Etiketi
schematic.renametag = Etiketi Yeniden Adlandır
-schematic.tagged = {0} etiketli
+schematic.tagged = {0} etiketlendi
schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin?
schematic.tagexists = Böyle bir Etiket zaten var.
stats = İstatistikler
-stats.wave = Dalga Fethedilidi
-stats.unitsCreated = Birim Üretildi
-stats.enemiesDestroyed = Düşman Yokedildi
-stats.built = Bina İnşaa Edildi
-stats.destroyed = Bina Yokedildi
-stats.deconstructed = Bina Kırıldı
-stats.playtime = Oyun Süresi
+stats.wave = Kazanılan Dalgalar
+stats.unitsCreated = Üretilen Birimler
+stats.enemiesDestroyed = Yok Edilen Düşmanlar
+stats.built = İnşa Edilen Yapılar
+stats.destroyed = Yıkılan Yapılar
+stats.deconstructed = Kaldırılan Yapılar
+stats.playtime = Oynanan Süre
globalitems = [accent]Toplanan Kaynaklar
map.delete = "[accent]{0}[]" haritasını silmek istediğine emin misin?
@@ -109,10 +109,10 @@ newgame = Yeni Oyun
none =
none.found = [lightgray]
none.inmap = [lightgray]
-minimap = Harita
+minimap = Küçük Harita
position = Konum
close = Kapat
-website = Websitesi
+website = Genel ağ sayfası
quit = Çık
save.quit = Kaydet & Çık
maps = Haritalar
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Etkin
mod.disabled = [scarlet]Devre Dışı
mod.multiplayer.compatible = [gray]Çok Oyunculuya Uygun
mod.disable = Devre Dışı Bırak
+mod.version = Version:
mod.content = İçerik:
mod.delete.error = Mod silinemiyor. Dosya kullanımda olabilir.
mod.incompatiblegame = [red]Eski Sürüm
@@ -192,6 +193,7 @@ campaign.select = Başlangıç Mücadelesi Seç
campaign.none = [lightgray]Başlamak için bir gezegen seç.\nBu seçim herhangi bir zamanda değiştirlebilir.
campaign.erekir = Daha yeni ve cilalanmış içerikler. Genellikle kararlı ilerleme.\n\nDaha kaliteli haritalar ve deneyim (herhalde).
campaign.serpulo = Eski içerik; klasik deneyim. Daha serbest.\n\nDaha dengesiz harita ve deneyim. Cilayı unutmuşlar işte...
+campaign.difficulty = Zorluk
completed = [accent]Tamamlandı
techtree = Teknoloji Ağacı
techtree.select = Teknoloji Ağacı Seç
@@ -259,7 +261,7 @@ trace.mobile = Mobil Sürüm: [accent]{0}
trace.modclient = Özel Sürüm: [accent]{0}
trace.times.joined = Girme Sayısı: [accent]{0}
trace.times.kicked = Atılma Sayısı: [accent]{0}
-trace.ips = IPs:
+trace.ips = IPler:
trace.names = İsimler:
invalidid = Geçersiz Sürüm Kimliği! Bir hata raporu gönder.
player.ban = Yasakla
@@ -292,13 +294,14 @@ disconnect.error = Bağlantı hatası.
disconnect.closed = Bağlantı kapatıldı.
disconnect.timeout = Zaman aşımı.
disconnect.data = Dünya verisi yüklenemedi!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Oyuna girilemiyor ([accent]{0}[]).
connecting = [accent]Bağlanılıyor...
reconnecting = [accent]Yeniden Bağlanılıyor...
connecting.data = [accent]Dünya verisi yükleniyor...
server.port = Port:
-server.addressinuse = Adres zaten kullanılıyor!
server.invalidport = Geçersiz port sayısı!
+server.error.addressinuse = [scarlet]Port 6567 açılamadı.[]\n\nCihaz ve internetinde başka bir Mindustry sunucusu açık olmadığından emin ol!
server.error = [crimson]Sunucu kurulamadı: [accent]{0}
save.new = Yeni kayıt
save.overwrite = Bu kaydın üstüne yazmak istediğine\nemin misin?
@@ -351,6 +354,7 @@ command.enterPayload = Kargo Bloğu Seç
command.loadUnits = Birim Yükle
command.loadBlocks = Blok Yükle
command.unloadPayload = Birim Bırak
+command.loopPayload = Birim Transferini Döngüye Sok
stance.stop = Emri İptal Et
stance.shoot = Duruş: Saldırı
stance.holdfire = Duruş: Hazır Ol
@@ -437,12 +441,12 @@ editor.waves = Dalgalar:
editor.rules = Kurallar:
editor.generation = Oluşum:
editor.objectives = Görevler:
-editor.locales = Yerel Paketler
+editor.locales = Dil Paketleri
editor.worldprocessors = Evrensel İşlemciler
-editor.worldprocessors.editname = İsmi Değiştir
-editor.worldprocessors.none = [lightgray]Evrensel İşlemci bulunamadı!\nEditörden bu muazzam bloğu ekle veya şu düğmeye bas: \ue813 Ekle
-editor.worldprocessors.nospace = Evrensel İşlemci koycak yer yok!\nCidden tüm mapi binalarla mı doldurdun? Oyunun kasmıyor mu? İşsiz misin? Harbi NPC...
-editor.worldprocessors.delete.confirm = Bu Evrensel İşlemciyi silmek istediğine emin misin?\n\nEğer etrafında duvar varsa doğal bir duvarla yer değiştiricek.
+editor.worldprocessors.editname = Adı Düzenle
+editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
+editor.worldprocessors.nospace = Evrensel İşlemci yerleştirecek yer yok!\n Gerçekten bütün haritayı yapılarla mı doldurdun? Bunu neden yaparsın?
+editor.worldprocessors.delete.confirm = Bu Evrensel İşlemciyi silmek istediğine emin misin?\n\nEğer etrafında duvar varsa bir doğal duvarla yer değiştirilecek.
editor.ingame = Oyun içinde düzenle
editor.playtest = Test Et
editor.publish.workshop = Atölyede Yayınla
@@ -494,13 +498,14 @@ waves.units.show = Hepsini Göster
wavemode.counts = miktarlar
wavemode.totals = toplamlar
wavemode.health = can
+all = Tüm
editor.default = [lightgray]
details = Detaylar...
edit = Düzenle...
variables = Değişkenler
-logic.clear.confirm = Bu işlemcideki tüm kodu silmek istediğine emin misin?
-logic.globals = Yerleşik Değişkenler
+logic.clear.confirm = Bu işlemciden bütün kodları silmek istediğinze emin misiniz?
+logic.globals = Dahili Değişkenler
editor.name = İsim:
editor.spawn = Birim Oluştur
editor.removeunit = Birim Kaldır
@@ -524,7 +529,7 @@ editor.sectorgenerate = Sektör Oluştur
editor.resize = Yeniden Boyutlandır
editor.loadmap = Harita Yükle
editor.savemap = Haritayı Kaydet
-editor.savechanges = [scarlet]Kaydedilmemiş değişiklerin var!\n\n[]Onları kaydetsen mi acaba?
+editor.savechanges = [scarlet]Kaydedilmemiş değişiklikleriniz var!\n\n[]Kaydetmek ister misiniz?
editor.saved = Kaydedildi!
editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç.
editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç.
@@ -563,8 +568,8 @@ toolmode.eraseores = Maden Sil
toolmode.eraseores.description = Sadece madenleri siler..
toolmode.fillteams = Takımları Doldur
toolmode.fillteams.description = Bloklar yerine takımları doldurur.
-toolmode.fillerase = Doldurarak Sil
-toolmode.fillerase.description = Anyı tip blokları sil.
+toolmode.fillerase = Doldur Sil
+toolmode.fillerase.description = Aynı türden blokları sil.
toolmode.drawteams = Takım Çiz
toolmode.drawteams.description = Bloklar yerine takımları çizer..
toolmode.underliquid = Sıvı Altı
@@ -614,23 +619,23 @@ filter.option.radius = Yarıçap
filter.option.percentile = Yüzdelik
filter.option.code = Kod
filter.option.loop = Döngü
-locales.info = Buraya oyun içi kullanmak için yerel dil paketleri yükleyebilirsin. Yerel dil paketlerinde her değişkenin bir ismi ve değeri var. Bu değişkenler Evrensel İşlemciler ve Görevler tarafından okunabilir. Yazı formatlanabilir.\n\n[cyan]Örnek:\n[]name: [accent]zamanlayıcı[]\ndeğer: [accent]Örnek zamanlayıcı, kalan zaman: {0}[]\n\n[cyan]Kullanım:\n[]Görev yazısı olarak ayarla: [accent]@zamanlayıcı\n\n[]Evrensel İşlemciye yaz:\n[accent]localeprint "zamanlayıcı"\nformat zaman\n[gray](zaman başka hesaplanan bir değişken)
-locales.deletelocale = Bu yerel dil paketini silmek istediğine emin misin?
-locales.applytoall = Değişiklikleri TÜM yerel paketlere uygula
-locales.addtoother = Başka yerel paket ekle
-locales.rollback = En sonki değişikliğe geri al
-locales.filter = Özellik Filtresi
-locales.searchname = İsim arat...
-locales.searchvalue = Değer arat...
-locales.searchlocale = Yerel Paket arat...
-locales.byname = İsme göre
+locales.info = Burada, haritanız için dil paketleri ekleyebilirsiniz. Dil paketlerinde, her sabitin bir adı ve de bir değeri olur. Bu sabitler adları ile evrensel işlemciler ve hedefler tarafından kullanılabilirler. Metin biçimlendirme desteklerler (placeholder değerleri asıllarıyla değiştirmeyi).\n\n[cyan]Örnek sabit:\n[]ad: [accent]timer[]\ndeğer: [accent]Örnek zamanlayıcı, kalan zaman: {0}[]\n\n[cyan]Kullanım:\n[]Bir görevin metni olarak ayarla: [accent]@timer\n\n[]Evrensel işlemcide yazdır:\n[accent]localeprint "timer"\nformat time\n[gray](time burada ayrıca hesaplanan bir değişken)
+locales.deletelocale = Bu dil paketini silmek istediğinze emin misiniz?
+locales.applytoall = Değişiklikleri Tüm Dil Paketlerine Uygula
+locales.addtoother = Diğer Dil Paketlerine Ekle
+locales.rollback = Son uygulanana geri dön
+locales.filter = Sabit filtresi
+locales.searchname = Ad ara...
+locales.searchvalue = Değer ara...
+locales.searchlocale = Dil paketi ara...
+locales.byname = Ada göre
locales.byvalue = Değere göre
-locales.showcorrect = Tüm yerel paketlerde bulunan ve her yerde olan değerleri her yerde göster
-locales.showmissing = Bazı yerel paketlerde eksik olan değerleri göster
-locales.showsame = Başka yerel paketlerde aynı isme sahip değerleri göster
-locales.viewproperty = Tüm yerel paketlerde göster
-locales.viewing = Görünüm tipi "{0}"
-locales.addicon = İkon ekle
+locales.showcorrect = Bütün dil paketlerinde bulunan ve her yerde özel değeri olan sabitleri göster
+locales.showmissing = Bazı dil paketlerinde eksik olan sabitleri göster
+locales.showsame = Farklı dil paketlerinde aynı değere sahip sabitleri göster
+locales.viewproperty = Bütün dillerde göster
+locales.viewing = Sabit "{0}" gösteriliyor.
+locales.addicon = Simge Ekle
width = En:
height = Boy:
@@ -663,7 +668,6 @@ requirement.capture = {0} sektörünü ele geçir
requirement.onplanet = Sektör {0} Kontrol Et
requirement.onsector = Sektör {0}e İniş Yap
launch.text = Kalkış
-research.multiplayer = Sadece sunucu sahibi araştırma yapabilir.
map.multiplayer = Sadece sunucu sahibi sektörleri görebilir.
uncover = Aç
configure = Ekipmanı Yapılandır
@@ -681,7 +685,7 @@ objective.destroycore.name = Merkezi Yok Et
objective.commandmode.name = Komuta Et
objective.flag.name = Bayrak
marker.shapetext.name = Şekilli Yazı
-marker.point.name = Point
+marker.point.name = Nokta
marker.shape.name = Şekil
marker.text.name = Yazı
marker.line.name = Hat
@@ -710,14 +714,18 @@ loadout = Yükleme
resources = Kaynaklar
resources.max = Maks
bannedblocks = Yasaklı Bloklar
+unbannedblocks = Unbanned Blocks
objectives = Görevler
bannedunits = Yasaklı Birimler
+unbannedunits = Unbanned Units
bannedunits.whitelist = Yasaklı Birimleri Beyazlisteye Ata
bannedblocks.whitelist = Yasaklı Binaları Beyazlisteye Ata
addall = Hepsini Ekle
launch.from = [accent]{0} dan fırlatılıyor.
launch.capacity = Fırlatılan Malzeme Kapasitesi: [accent]{0}
launch.destination = Varış Yeri: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Miktar 0 ve {0} arasında bir sayı olmalı.
add = Ekle...
guardian = Gardiyan
@@ -732,6 +740,7 @@ error.mapnotfound = Harita dosyası bulunamadı!
error.io = Ağ I/O hatası.
error.any = Bilinmeyen ağ hatası.
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
+error.moddex = Mindustry bu modu yükleyemedi.\nAndroid'de son değişimlerden dolayı cihazın Java modlarını yükleyemiyor.\nBu sorunun bilinen bir çözümü yok, zaten oyunu git pc de oyna, mobil kontroller kanser...
weather.rain.name = Yağmur
weather.snowing.name = Kar
@@ -755,7 +764,9 @@ sectors.stored = Depolanan:
sectors.resume = Devam Et
sectors.launch = Fırlat
sectors.select = Seç
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]yok (güneş)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Sektörü Yeniden Adlandır
sectors.enemybase = [scarlet]Düşman Üs
sectors.vulnerable = [scarlet]Dayanıksız
@@ -782,6 +793,11 @@ threat.medium = Orta
threat.high = Yüksek
threat.extreme = Aşırı
threat.eradication = İmkansız
+difficulty.casual = Sakin
+difficulty.easy = Kolay
+difficulty.normal = Normal
+difficulty.hard = Zor
+difficulty.eradication = Absürd
planets = Gezegenler
@@ -789,7 +805,7 @@ planet.serpulo.name = Serpulo
planet.erekir.name = Erekir
planet.sun.name = Güneş
-sector.impact0078.name = 0078 Darbesi
+sector.impact0078.name = Darbe 0078
sector.groundZero.name = Sıfır Noktası
sector.craters.name = Kraterler
sector.frozenForest.name = Donmuş Orman
@@ -801,12 +817,22 @@ sector.overgrowth.name = Sarmaşık Sporlar
sector.tarFields.name = Katran Çölü
sector.saltFlats.name = Tuz Düzlükleri
sector.fungalPass.name = Mantar Geçidi
-sector.biomassFacility.name = Sentetik BioMadde Santrali
+sector.biomassFacility.name = Sentetik Biyokütle Tesisi
sector.windsweptIslands.name = Rüzgarlı Adalar
sector.extractionOutpost.name = Kazı Üssü
+sector.facility32m.name = 32 M Üssü
+sector.taintedWoods.name = İsli Orman
+sector.infestedCanyons.name = İstila Edilmiş Canyon
sector.planetaryTerminal.name = Gezegenler Arası Terminal
sector.coastline.name = Kıyı Şeridi
sector.navalFortress.name = Deniz Kalesi
+sector.polarAerodrome.name = Polar Havaalanı
+sector.atolls.name = Atoller
+sector.testingGrounds.name = Test Arazisi
+sector.seaPort.name = Deniz Limanı
+sector.weatheredChannels.name = Erezyonlu Kanallar
+sector.mycelialBastion.name = Mantar Kale
+sector.frontier.name = Öncü Üs
sector.groundZero.description = Yeniden başlamak için ideal bölge. Düşük düşman tehlikesi ve az miktarda kaynak mevcut. Mümkün olduğunca çok bakır ve kurşun topla.\nİlerle.
sector.frozenForest.description = Burada, dağlara yakın bölgelerde bile sporlar etrafa yayıldı. Dondurucu soğuk onları sonsuza dek durduramaz.\n\nEnerji kullanmaya başla. Termik jeneratörler inşa et. Tamircileri kullanmayı öğren.
@@ -826,6 +852,18 @@ sector.impact0078.description = Burası, eskiden buraya düşmüş bir yıldızl
sector.planetaryTerminal.description = Son aşama.\n\nBu üs, başka gezegenlere gitmeyi sağlayan teknolojiyi barıdırıyor. Aşırı iyi bir şekilde korunuyor.\n\nOlabildiğince hızlı bir şekilde gemi üret ve düşman üssü elegeçir. Gezegenler Arası Hızladırıcıyı aç!
sector.coastline.description = Bu bölgede denizel birim teknoloji kalıntıları tespit edildi. Düşman saldırılarını püskürt, sektörü ele geçir ve teknolojiyi kurtar.
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
+sector.cruxscape.name = Crux Düzlüğü
+sector.geothermalStronghold.name = Jeotermal Sığınağı
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Yeni Başlangıç
sector.aegis.name = Siper
sector.lake.name = Göletçik
@@ -887,7 +925,7 @@ settings.game = Oyun
settings.sound = Ses
settings.graphics = Grafikler
settings.cleardata = ⚠ Tüm Oyun Verisini Sil ⚠
-settings.clear.confirm = Verileri silmek istediğinizden emin misiniz?\nBu işlemi geri alamazsınız!
+settings.clear.confirm = Verileri silmek istediğinizden emin misiniz?\nBu işlemi geri alamazsınız!!!
settings.clearall.confirm = [scarlet]Uyarı![]\nBu işlem kayıtlar, haritalar açılan bloklar ve tuş atamaları dahil bütün verileri silecektir.\n"Tamam" tuşuna bastığınızda bütün verileriniz silinecek ve oyun kapanacaktır.
settings.clearsaves.confirm = Tüm kayıtlarınızı silmek istediğinizden emin misiniz?
settings.clearsaves = Kayıtları Sil
@@ -990,6 +1028,7 @@ stat.buildspeedmultiplier = İnşa Hızı Çarpanı
stat.reactive = Tepki Verir
stat.immunities = Bağışıklıklar
stat.healing = Tamir Eder
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Güç Kalkanı
ability.forcefield.description = Mermilere karşı bir güç kalkanı açar
@@ -1022,6 +1061,7 @@ ability.liquidexplode = Son İsyan
ability.liquidexplode.description = Ölürken sıvı fışkırtır
ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
ability.stat.regen = [stat]{0}[lightgray] can/sn
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] kalkan
ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
@@ -1035,6 +1075,7 @@ ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
bar.drilltierreq = Daha Güçlü Matkap Gerekli
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Kaynak Yetersiz
bar.corereq = Merkez Tabanı Gerekli
bar.corefloor = Merkez Alan Zemini Gerekli
@@ -1043,6 +1084,7 @@ bar.drillspeed = Matkap Hızı: {0}/s
bar.pumpspeed = Pompa Hızı: {0}/s
bar.efficiency = Verim: {0}%
bar.boost = Hızlanış: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Enerji: {0}/sn
bar.powerstored = Depolanan: {0}/{1}
bar.poweramount = Enerji: {0}
@@ -1053,6 +1095,7 @@ bar.capacity = Kapasite: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Sıvı
bar.heat = Isı
+bar.cooldown = Cooldown
bar.instability = Dengesizlik
bar.heatamount = Isı: {0}
bar.heatpercent = Isı: {0} ({1}%)
@@ -1077,6 +1120,7 @@ bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0} [lightgray]savurma
bullet.pierce = [stat]{0}[lightgray]x delme
bullet.infinitepierce = [stat]delme
@@ -1085,6 +1129,8 @@ bullet.healamount = [stat]{0}[lightgray] direkt tamir
bullet.multiplier = [stat]{0}[lightgray]x mermi çarpanı
bullet.reload = [stat]{0}[lightgray]x atış hızı
bullet.range = [stat]{0}[lightgray] blok menzil
+bullet.notargetsmissiles = [stat] binaları görmezden gelir
+bullet.notargetsbuildings = [stat] füzeleri görmezden gelir
unit.blocks = blok
unit.blockssquared = blok²
@@ -1101,6 +1147,7 @@ unit.minutes = dakika
unit.persecond = /sn
unit.perminute = /dk
unit.timesspeed = x hız
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = kalkan canı
unit.items = eşya
@@ -1122,18 +1169,18 @@ setting.alwaysmusic.description = When enabled, music will always play on loop i
setting.skipcoreanimation.name = Merkez Fırlatma/İnme Animasyonunu Atla
setting.landscape.name = Yatayda sabitle
setting.shadows.name = Gölgeler
-setting.blockreplace.name = Otomatik Blok önerileri
+setting.blockreplace.name = Otomatik Blok Önerileri
setting.linear.name = Lineer Filtreleme
setting.hints.name = İpuçları
-setting.logichints.name = İşemci İpuçları
+setting.logichints.name = İşlemci İpuçları
setting.backgroundpause.name = Arka Planda Durdur
-setting.buildautopause.name = İnşa etmeyi otomatik olarak durdur
-setting.doubletapmine.name = İki Tıklamayla Kaz
+setting.buildautopause.name = İnşa Etmeyi Otomatik Olarak Durdur
+setting.doubletapmine.name = Çift Tıklamayla Kaz
setting.commandmodehold.name = Komuta Modu için Basılı Tut
-setting.distinctcontrolgroups.name = Birim başına bir kontrol grubuna sınırla
-setting.modcrashdisable.name = Modları Çökmede Kapa
-setting.animatedwater.name = Animasyonlu Su
-setting.animatedshields.name = Animasyonlu Kalkanlar
+setting.distinctcontrolgroups.name = Birim Başı Bir Kontrol Grubuna Sınırla
+setting.modcrashdisable.name = Çökmede Modları Kapa
+setting.animatedwater.name = Hareketli Su
+setting.animatedshields.name = Hareketli Kalkanlar
setting.playerindicators.name = Oyuncu Belirteçleri
setting.indicators.name = Düşman/Müttefik Belirteçleri
setting.autotarget.name = Otomatik Hedef Alma
@@ -1145,18 +1192,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Arayüz Ölçeği [lightgray](yeniden başlatma gerekebilir)[]
setting.uiscale.description = Değişikleri uygulamak için yeniden başlatma gerekli.
setting.swapdiagonal.name = Her Zaman Çapraz Yerleştirme
-setting.difficulty.training = Eğitim
-setting.difficulty.easy = Kolay
-setting.difficulty.normal = Normal
-setting.difficulty.hard = Zor
-setting.difficulty.insane = İmkansız
-setting.difficulty.name = Zorluk:
setting.screenshake.name = Ekran Sarsılması
setting.bloomintensity.name = Parlaklık Şiddeti
setting.bloomblur.name = Parlaklık Bulanıklılığı
setting.effects.name = Efektleri Görüntüle
setting.destroyedblocks.name = Kırılmış Blokları Göster
setting.blockstatus.name = Blok Durumunu Göster
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Konveyör Yol Bulma
setting.sensitivity.name = Kumanda Hassasiyeti
setting.saveinterval.name = Kayıt Aralığı
@@ -1183,11 +1225,13 @@ setting.mutemusic.name = Müziği Kapat
setting.sfxvol.name = Oyun Sesi
setting.mutesound.name = Sesi Kapat
setting.crashreport.name = Anonim Çökme Raporları Gönder
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Otomatik Kayıt Oluştur
setting.steampublichost.name = Herkese Açık Oyun Görünürlüğü
setting.playerlimit.name = Oyuncu Limiti
setting.chatopacity.name = Mesajlaşma Opaklığı
setting.lasersopacity.name = Enerji Lazeri Opaklığı
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Köprü Opaklığı
setting.playerchat.name = Oyun-içi Konuşmayı Göster
setting.showweather.name = Hava Durmu Grafiklerini Göster
@@ -1240,6 +1284,7 @@ keybind.unit_command_load_units.name = Birim Komutu: Birim Kargola
keybind.unit_command_load_blocks.name = Birim Komutu: Blok Kargola
keybind.unit_command_unload_payload.name = Birim Komutu: Kargo Boşalt
keybind.unit_command_enter_payload.name = Birim Komutu: Kargoya Gir
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Alanı Geri İşaa Et
keybind.schematic_select.name = Bölge Seç
keybind.schematic_menu.name = Şema Menüsü
@@ -1315,14 +1360,18 @@ rules.disableworldprocessors = Evrensel İşlemcileri Devredışı Bırak
rules.schematic = Şema Kullanılabilir
rules.wavetimer = Dalga Zamanlayıcısı
rules.wavesending = Dalga Gönderiliyor
-rules.allowedit = Allow Editing Rules
-rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.allowedit = Ayaraları Düzenlemeye İzin Ver
+rules.allowedit.info = Açıldığında, oyuncular durdurma tuşunun altındaki bir tuş ile ayarları düzenleyebilir.
+rules.alloweditworldprocessors = Evrensel İşlemcileri Düzenlemeye İzin Ver
+rules.alloweditworldprocessors.info = Açıldığında, oyuncular evren işlemcileri oyun içinde düzenleyebilir.
rules.waves = Dalgalar
-rules.airUseSpawns = Hava Birimleri doğuş bölgelerini kullanır
+rules.airUseSpawns = Hava Birimleri Doğum Noktalarını Kullanır
rules.attack = Saldırı Modu
rules.buildai = Üs inşa edici YZ
rules.buildaitier = İnşaatçı YZ sınıfı
rules.rtsai = RTS YZ
+rules.rtsai.campaign = RTS Saldırı YZ
+rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
rules.rtsminsquadsize = Asgari Gurup Boyutu
rules.rtsmaxsquadsize = Azami Gurup Boyutu
rules.rtsminattackweight = Asgari Saldırı Boyutu
@@ -1330,7 +1379,7 @@ rules.cleanupdeadteams = Kaybeden Takımın Bloklarını Temizle (PvP)
rules.corecapture = Yıkımda Çekirdeği Elegeçir
rules.polygoncoreprotection = Çokgenli Merkez Koruması
rules.placerangecheck = İnşa Menzilini Doğrula
-rules.enemyCheat = Sınırsız AI (Düşman Takım) Kaynakları
+rules.enemyCheat = Sınırsız YZ (Düşman Takım) Kaynakları
rules.blockhealthmultiplier = Blok Can Çarpanı
rules.blockdamagemultiplier = Blok Hasar Çarpanı
rules.unitbuildspeedmultiplier = Birim Üretim Hız Çarpanı
@@ -1338,12 +1387,14 @@ rules.unitcostmultiplier = Birim Fiyat Çarpanı
rules.unithealthmultiplier = Birim Can Çarpanı
rules.unitdamagemultiplier = Birim Hasar Çapanı
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Sabit Birim Sınırı
rules.limitarea = Haritayı Sınırla
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Dalga Aralığı: [lightgray](sn)
rules.initialwavespacing = Başlangıç Dalga Aralığı:[lightgray] (sn)
rules.buildcostmultiplier = İnşa Ücreti Çarpanı
@@ -1365,6 +1416,12 @@ rules.title.teams = Takımlar
rules.title.planet = Gezegen
rules.lighting = Işıklandırma
rules.fog = Savaş Sisi
+rules.invasions = Düşman Sektör Saldırıları
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Düşman Doğuş Noktalarını Göster
+rules.randomwaveai = Tahmin Edilemez Dalgalar
rules.fire = Ateş
rules.anyenv =
rules.explosions = Blok/Birlik Patlama Hasarı
@@ -1373,6 +1430,7 @@ rules.weather = Hava Durumu
rules.weather.frequency = Sıklık:
rules.weather.always = Her zaman
rules.weather.duration = Süreklilik:
+rules.randomwaveai.info = Düşman Birimler Rastgele Saldırır ve direkt çekirdeğe veya enerji kaynaklarına gitmezler.
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
@@ -1391,7 +1449,7 @@ item.coal.name = Kömür
item.graphite.name = Grafit
item.titanium.name = Titanyum
item.thorium.name = Toryum
-item.silicon.name = Silikon
+item.silicon.name = Silisyum
item.plastanium.name = Plastanyum
item.phase-fabric.name = Faz Örgüsü
item.surge-alloy.name = Akı Alaşımı
@@ -1515,6 +1573,8 @@ block.graphite-press.name = Grafit Ezici
block.multi-press.name = Çoklu-Ezici
block.constructing = {0} [lightgray](İnşa Ediliyor)
block.spawn.name = Düşman Doğum Noktası
+block.remove-wall.name = Duvar Kaldır
+block.remove-ore.name = Maden Kaldır
block.core-shard.name = Merkez: Parçacık
block.core-foundation.name = Merkez: Temel
block.core-nucleus.name = Merkez: Çekirdek
@@ -1598,7 +1658,7 @@ block.world-switch.name = Evrensel Şalter
block.illuminator.name = Aydınlatıcı
block.overflow-gate.name = Taşma Geçidi
block.underflow-gate.name = Ters Taşma Geçidi
-block.silicon-smelter.name = Silikon Fırını
+block.silicon-smelter.name = Silisyum Fırını
block.phase-weaver.name = Faz Örücü
block.pulverizer.name = Ufalayıcı
block.cryofluid-mixer.name = Kriyosıvı Karıştırıcı
@@ -1678,6 +1738,8 @@ block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Konteyner
block.launch-pad.name = Fıralatış Rampası
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.ground-factory.name = Yer Birimi Fabrikası
block.air-factory.name = Hava Birimi Fabrikası
@@ -1695,7 +1757,7 @@ block.large-payload-mass-driver.name = Büyük Kargo Kütle Sürücü
block.payload-void.name = Kargo Yokedici
block.payload-source.name = Kargo Kaynağı
block.disassembler.name = Sökücü
-block.silicon-crucible.name = Silikon Kazanı
+block.silicon-crucible.name = Silisyum Krozesi
block.overdrive-dome.name = Hızlandırma Kubbesi
block.interplanetary-accelerator.name = Gezegenler Arası Hızlandırıcı
#Düzgün tutun bu TR translatei uğraştırıyonuz beni. -RTOmega (harbi ya XD)
@@ -1773,11 +1835,12 @@ block.electric-heater.name = Elektrikli Isıtıcı
block.slag-heater.name = Cürüflü Isıtıcı
block.phase-heater.name = Faz Isıtıcı
block.heat-redirector.name = Isı Aktarıcı
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Isı Yönlendirici
block.slag-incinerator.name = Cürüf Yakıcı
-block.carbide-crucible.name = Karbür Kazanı
+block.carbide-crucible.name = Karbür Krozesi
block.slag-centrifuge.name = Cürüf Sentrifüjü
-block.surge-crucible.name = Akı Kazanı
+block.surge-crucible.name = Akı Krozesi
block.cyanogen-synthesizer.name = Siyanojen Sentezleyici
block.phase-synthesizer.name = Faz Sentezleyici
block.heat-reactor.name = Isı Reaktörü
@@ -1815,11 +1878,12 @@ block.reinforced-liquid-tank.name = Güçlendirilmiş Sıvı Tankı
block.beam-node.name = Işın Noktası
block.beam-tower.name = Işın Kulesi
block.beam-link.name = Işın Bağlantısı
-block.turbine-condenser.name = Türbin Sıkıştırıcı
+block.turbine-condenser.name = Türbin Kondensatörü
block.chemical-combustion-chamber.name = Kimyasal Yanma Odası
block.pyrolysis-generator.name = Piroliz Jeneratörü
block.vent-condenser.name = Baca Sıkıştırıcı
block.cliff-crusher.name = Kayalık Delici
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Plazma Kayalık Kazıcı
block.large-plasma-bore.name = Büyük Plazma Kayalık Kazıcı
block.impact-drill.name = Darbeli Matkap
@@ -1845,7 +1909,7 @@ block.mech-assembler.name = Robot İnşaatcı
block.reinforced-payload-conveyor.name = Güçlendirilmiş Kargo Konveyör
block.reinforced-payload-router.name = Güçlendirilmiş Kargo Yönlendirici
block.payload-mass-driver.name = Kargo Kütle Sürücü
-block.small-deconstructor.name = Küçük YapıSökücü
+block.small-deconstructor.name = Küçük Yapı Sökücü
block.canvas.name = Tuval
block.world-processor.name = Evrensel İşlemci
block.world-cell.name = Evrensel Bellek Hücresi
@@ -1946,8 +2010,8 @@ onset.ducts = \uf799[accent]Tüp[]'ü aç ve konveyör gibi kullanarak madenleri
onset.ducts.mobile = \uf799[accent]Tüp[]'ü aç ve konveyör gibi kullanarak madenleri merkeze taşı.\nTıklayığ basılı tutarak birden fazla tüp koy.
onset.moremine = Kazı operasyonunu genişlet.\nDaha fazla Plazma Kayalık Kazıcı inşa et.\n200 Berilyum kaz.
onset.graphite = Daha gelişmiş bloklar\uf835 [accent]grafit[] gerektirir.\nGafit kazmak için Plazma Kayalık Kazıcıları inşa et.
-onset.research2 = [accent]Fabrikaları[] araştırmaya başla.\n\uf74d[accent]Kayalık Delici[] ve\uf779 [accent]Ark Silikon Fırını[]'nı araştır.
-onset.arcfurnace = Ark Fırın,\uf834 [accent]kum[] ve \uf835 [accent]grafit[]'ten \uf82f [accent]silikon[] üret.\nBu işlem [accent]Enerji[] de gerektirir.
+onset.research2 = [accent]Fabrikaları[] araştırmaya başla.\n\uf74d[accent]Kayalık Delici[] ve\uf779 [accent]Ark Silisyum Fırını[]'nı araştır.
+onset.arcfurnace = Ark Fırın,\uf834 [accent]kum[] ve \uf835 [accent]grafit[]'ten \uf82f [accent]silisyum[] üret.\nBu işlem [accent]Enerji[] de gerektirir.
onset.crusher = \uf74d [accent]Kayalık Delici[] kullanarak kum kaz.
onset.fabricator = [accent]Birim[] kullanarak haritayı gez, binalarını koru ve düşmanları alt et. \uf6a2 [accent]Tank İnşaatcı[]'sını araştır ve inşa et.
onset.makeunit = Bir Birim üret.\n"?" tuşunu kullanarak gereksinimleri görebilirsin.
@@ -1986,7 +2050,7 @@ item.plastanium.description = Gelişmiş uçak ve parçalama için kullanılan h
item.phase-fabric.description = Gelişmiş elektronik ve kendi kendini tamir etme teknolojisınde kullanılan neredeyse ağırlıksız bir madde.
item.surge-alloy.description = Kendine özgü elektriksel özelliklere sahip gelişmiş bir alaşım.
item.spore-pod.description = Endüstriyel kullanım için atmosferik partiküllerden üretilen sentetik sporlarla dolu bir kapsül. Yağ, patlayıcı ve yakıt yapımı için kullanılır.
-item.spore-pod.details = Spor.Büyük ihtimalle sentetik bir yaşam formu. Tokisk bir gaz yayıyor. Aşırı istilacı. Aşırı yanıcı.
+item.spore-pod.details = Spor. Büyük ihtimalle sentetik bir yaşam formu. Tokisk bir gaz yayıyor. Aşırı istilacı. Aşırı yanıcı.
item.blast-compound.description = Bomba ve patlayıcılarda kullanılan dengesiz bir bileşim. Spor kapsülleri ve diğer uçucu maddelerden sentezlenir. Yakıt olarak tavsiye edilmez.
item.pyratite.description = Yakıcı silahlarda kullanılan son derece yanıcı bir madde.
item.beryllium.description = Erekirde mermi olarak kullanılır.
@@ -2014,11 +2078,11 @@ block.reinforced-message.description = Dostlarınla muhabbet için bir mesaj blo
block.world-message.description = Harita yapımcıları için bir mesaj bloğu. Yokedilemez.
block.graphite-press.description = Kömür parçalarını sıkıştırıp saf grafit tabakaları üretir.
block.multi-press.description = Grafit presinin yükseltilmiş versiyonu. Kömürün hızlı ve verimli bir şekilde işlenmesi için su ve enerji kullanır.
-block.silicon-smelter.description = Kumu saf kömürle eritip silikon üretir.
+block.silicon-smelter.description = Kumu saf kömürle eritip silisyum üretir.
block.kiln.description = Kum ve kurşunu eritir ve metacam olarak bilinen malzemeyi oluşturur. Çalıştırması için az miktar enerji gerekir.
block.plastanium-compressor.description = Petrol ve titanyumdan plastanyum üretir.
block.phase-weaver.description = Kum ve radyoaktif toryumdan faz örgüsü üretir. Çalışması için çok miktarda enerji gerekir.
-block.surge-smelter.description = Akı alaşımı üretmek için titanyum, kurşun, silikon ve bakırı birleştirir.
+block.surge-smelter.description = Akı alaşımı üretmek için titanyum, kurşun, silisyum ve bakırı birleştirir.
block.cryofluid-mixer.description = Su ve titanyum tozunu karıştırıp kriyosıvı üretir. Toryum reaktörü kullanımı için gereklidir.
block.blast-mixer.description = Patlayıcı bileşen üretmek için spor kapsüllerini Piratit ile ezer ve karıştırır.
block.pyratite-mixer.description = Kömür, kurşun ve kumu karıştırıp oldukça yanıcı olan Piratit üretir.
@@ -2048,9 +2112,13 @@ block.phase-wall.description = Özel faz örgüsü bazlı yansıtıcı materyal
block.phase-wall-large.description = Özel faz bazlı yansıtıcı bileşik ile kaplanmış bir duvar. Çoğu mermi çarpma anında geri sektirir.\nBirçok blok alan kaplar.
block.surge-wall.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü toplar ve bu yükü rastgele serbest bırakır.
block.surge-wall-large.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü toplar ve bu yükü rastgele serbest bırakır.\nBirçok blok alan kaplar.
+block.scrap-wall.description = Binaları düşman mermilerinden korur.
+block.scrap-wall-large.description = Binaları düşman mermilerinden korur.
+block.scrap-wall-huge.description = Binaları düşman mermilerinden korur.
+block.scrap-wall-gigantic.description = Binaları düşman mermilerinden korur.
block.door.description = Küçük bir kapı. Dokunarak açılabilir veya kapatılabilir.
block.door-large.description = Büyük bir kapı. Dokunarak açılabilir veya kapatılabilir.\nBirçok blok alan kaplar.
-block.mender.description = Çevresindeki blokları periyodik olarak tamir eder. Savunmaları dalgalar arasında tamir eder.\nİsteğe bağlı olarak menzili ve verimi arttırmak için silikon kullanılabilir.
+block.mender.description = Çevresindeki blokları periyodik olarak tamir eder. Savunmaları dalgalar arasında tamir eder.\nİsteğe bağlı olarak menzili ve verimi arttırmak için silisyum kullanılabilir.
block.mend-projector.description = Tamircinin yükseltilmiş bir versiyonu. Çevresindeki blokları onarır.\nİsteğe bağlı olarak menzili ve verimliliği artırmak için faz örgüsü kullanılabilir.
block.overdrive-projector.description = Yakınındaki binaların hızını artırır.\nİsteğe bağlı olarak menzili ve verimliliği artırmak için faz örgüsü kullanılabilir.
block.force-projector.description = Kendi etrafında altıgen güç alanı oluşturur. Çok fazla zarar gördüğünde aşırı ısınır ve kapanır.\nİsteğe bağlı olarak aşırı ısınmasını önlemek için soğutma sıvısı,koruyucu boyutunu artırmak için ise faz örgüsü kullanılabilir.
@@ -2092,10 +2160,10 @@ block.thermal-generator.description = Sıcak bölgelere konulduğunda enerji ür
block.steam-generator.description = Daha gelişmiş bir termik jeneratör. Daha verimlidir, ama buhar üretebilmek için suya ihtiyaç duyar.
block.differential-generator.description = Çok miktarda enerji üretir. Kriyosıvı ve yanan Piratit arasındaki sıcaklık farkından yararlanır.
block.rtg-generator.description = Basit, güvenilir bir reaktör. Bozunan radyoaktif materyallerin ısısını kullanır.
-block.solar-panel.description = Güneşten küçük miktarda enerji üretir.
+block.solar-panel.description = Güneşten az miktarda enerji üretir.
block.solar-panel-large.description = Standart güneş panelinin daha verimli bir versiyonu.
block.thorium-reactor.description = Toryumdan, yüksek miktarda enerji üretir. Devamlı soğutulmaya ihtiyacı vardır. Yeterli soğutucu temin edilmezse şiddetle patlar. ürettiği enerji doluluk oranına bağlıdır, tam dolu iken temel düzeyde enerji üretir.
-block.impact-reactor.description = Gelişmiş bir jeneratör, tam verimle dev miktarda enerji üretebilir. İşlemi başlatmak için dışarıdan bir miktar enerjiye ihtiyacı vardır.
+block.impact-reactor.description = Gelişmiş bir jeneratör, tam verimle çok yüksek miktarda enerji üretebilir. İşlemi başlatmak için dışarıdan bir miktar enerjiye ihtiyacı vardır.
block.mechanical-drill.description = Ucuz bir matkap. Doğru karelere konulduğunda, bir materyalden yavaş ama durmaksızın üretir. Sadece temel kaynaklardan kazabilir.
block.pneumatic-drill.description = Titanyumu kazabilen, daha gelişmiş bir matkap. Mekanik matkaptan daha hızlıdır.
block.laser-drill.description = Lazer teknolojisi sayesinde daha da hızlı kazmaya izin verir ancak çalışması için enerji gerekir. Toryumu kazabilir.
@@ -2108,13 +2176,15 @@ block.core-shard.description = Merkez kapsülünün ilk versiyonu. Yok edilirse,
block.core-shard.details = İlk aşama. Bu üstün makine, kendini kopyalama ve tek inişlik roket özelliklerine sahip. Gezegenler arası ulaşımda kullanılamaz!
block.core-foundation.description = Merkez kapsülünün ikinci versiyonu. Daha iyi zırhlı ve daha çok materyal depolayabilir.
block.core-foundation.details = İkinci Aşama.
-block.core-nucleus.description = Merkez kapsülünün üçüncü ve son versiyonu. Aşırı derecede zırhlı ve dev miktarda materyal depolayabilir.
+block.core-nucleus.description = Merkez kapsülünün üçüncü ve son versiyonu. Aşırı derecede zırhlı ve çok yüksek miktarda materyal depolayabilir.
block.core-nucleus.details = Üçüncü ve Son Aşama. Daha sonrası var mı acaba?
block.vault.description = Her materyalden az miktarda saklar. Materyalleri kasadan almak için bir boşaltıcı bloğu kullanılabilir.
block.container.description = Her materyalden az miktarda saklar. Materyalleri konteynerden almak için bir boşaltıcı bloğu kullanılabilir.
block.unloader.description = Materyalleri bir konteyner, depo veya merkezden çıkarıp; bir konveyöre veya dibindeki bir bloğa koyar. Çıkardığı materyal türü dokunularak değiştirilebilir.
block.launch-pad.description = Başka Bir Sektöre item gönderir.
-block.launch-pad.details = Yörüngesel Nokta-dan-Nokta ya malzeme aktarım sistemi. Kargo Kapsülleri dayanıksızdır ve yörüngeye girerken parçalanırlar.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Küçük, ucuz bir taret. Yer birimlerine karşı etkilidir.
block.scatter.description = Önemli bir uçaksavar tareti. Düşman birimlerine hurda ya da kurşun uçaksavar mermileri atar.
block.scorch.description = Etrafındaki düşmanları ateşe verir. Yakın mesafede çok etkilidir.
@@ -2134,9 +2204,9 @@ block.repair-point.description = Kendisine en yakın hasarlı birimi tamir eder.
block.segment.description = Gelen mermilere zarar verir ve onları yok eder. Lazer mermilere etki etmez.
block.parallax.description = Çekici bir ışın fırlatarak hava düşmanlarını kendine çeker. Onlara az da olsa zarar verir.
block.tsunami.description = Düşmanlara yüksek miktarda sıvı püskürtür. Ateşleri otomatik söndürür.
-block.silicon-crucible.description = Kum ve Kömürü, Piratitle eriterek Silikon üretir. Sıcak ortamda daha iyi çalışır.
-block.disassembler.description = Cürufü aşırı sıcak ortamda seritir. Toryum elde edebilir.
-block.overdrive-dome.description = Yakındaki binaları hızlandırır. Çalışmak için silikon ve faz gerektirir.
+block.silicon-crucible.description = Kum ve kömürü, piratitle eriterek silisyum üretir. Sıcak ortamda daha iyi çalışır.
+block.disassembler.description = Cürufü eser miktardaki egzotik bileşenlerine düşük verimde ayırır. Toryum elde edebilir.
+block.overdrive-dome.description = Yakındaki binaları hızlandırır. Çalışmak için silisyum ve faz gerektirir.
block.payload-conveyor.description = Büyük yükleri hareket ettirir. Birimler gibi.
block.payload-router.description = Büyük Yükleri 3 Ayrı yöne aktarır.
block.ground-factory.description = Yer Birimi üretir. Bu birimler direk kullanılabilir veya geliştirilebilir.
@@ -2169,17 +2239,18 @@ block.lustre.description = Düşmanlara yavaş hareket eden ve tek bir birimi he
block.scathe.description = Uzak yer birimerline çok uzun bir mesafeden füzelerle saldırır.
block.smite.description = Delici enerji saçıcı mermiler fırlatır.
block.malign.description = Takipçi lazerlerle saldırır. Yüksek mikatrda ısı ister.
-block.silicon-arc-furnace.description = Kum ve Grafitten, silikon üretir. Hayal Gibi...
-block.oxidation-chamber.description = Beriliyum ve Ozonu, Oksite çevirir. Yan ürün olarak ısı üretir.
+block.silicon-arc-furnace.description = Kum ve grafitten silisyum üretir. Hayal Gibi...
+block.oxidation-chamber.description = Beriliyum ve ozonu oksite çevirir. Yan ürün olarak ısı üretir.
block.electric-heater.description = Önündeki bloğu ısıtır. Enerji gerektirir.
block.slag-heater.description = Önündeki bloğu ısıtır. Cürüf gerektirir.
block.phase-heater.description = Önündeki bloğu ısıtır. Faz gerektirir.
block.heat-redirector.description = Isıyı önündeki bloğa aktarır.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Isıyı üç yöne dağtırır.
block.electrolyzer.description = Suyu Oksijen ve Hidrojene ayırır. H₂O
block.atmospheric-concentrator.description = Atmosferden Nitrojen emcikler. Isı gerktirir.
-block.surge-crucible.description = Silikon ve Cürüften Akı üretir. Isı gerktirir.
-block.phase-synthesizer.description = Toryum, Kum ve Ozon'dan Faz üretir. Isı gerktirir.
+block.surge-crucible.description = Silisyum ve cürüften Akı üretir. Isı gerktirir.
+block.phase-synthesizer.description = Toryum, kum ve ozon'dan Faz üretir. Isı gerktirir.
block.carbide-crucible.description = Grafit ve Tungsteni birleştirip Karbür üretir. Isı gerktirir.
block.cyanogen-synthesizer.description = Arkyisit ve Grafiti birleştirip Siyanojen üretir. Isı gerktirir.
block.slag-incinerator.description = Her şeyi eriterek yok eder. Cürüf gerektirir.
@@ -2187,6 +2258,7 @@ block.vent-condenser.description = Baca gazlarını suya çevirir. Enerji gerekt
block.plasma-bore.description = Bir duvar madeninine bakarken sonsuza dek maden üretir. Az da olsa enerji gerektirir.
block.large-plasma-bore.description = Büyük bir duvar kazıcı. Tungsten ve Toryum kazabilir. Hidrojen ve Enerji gerektirir.
block.cliff-crusher.description = Duvarları parçalar ve Kum üretir. enerji gerektirir. Verimlilik duvar tipine göre değişir.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Bir madenin üstüne konduğu zaman ara ara maden kazar. Enerji ve su gerektirir.
block.eruption-drill.description = Gelişmiş bir Matkap. Toryum kazabilir. Hidrojen gerektirir.
block.reinforced-conduit.description = Sıvıları iletir. Yandan başka borular dışında sıvı almaz.
@@ -2309,7 +2381,8 @@ unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder.
lst.read = Bağlı hafıza kutusundaki numarayı okur.
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
lst.print = Yazı yazar.
-lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
+lst.format = Yazı Haznesindeki son değeri başka bir değerle değiştirir.\nYerleştiricek değer boş ise hiç bir şey yapmaz.\nÖrnek Değer: "{[accent]sayı 0-9[]}"\nÖrnek:\n[accent]print "test {0}"\nformat "örnek"
lst.draw = Ekrana Çizer.
lst.drawflush = Ekrana Çizimi Aktarır.
lst.printflush = Mesaj bloğuna metnini aktarır,
@@ -2332,8 +2405,8 @@ lst.getblock = Herhangi bir yerdeki blok bilgisini al.
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
lst.spawnunit = Herhangi bir yerde birim var et.
lst.applystatus = Bir Birime Durum Etkisi ekle.
-lst.weathersense = Check if a type of weather is active.
-lst.weatherset = Set the current state of a type of weather.
+lst.weathersense = Hava durumunu kontrol et.
+lst.weatherset = Hava durumunu değiştir.
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
lst.explosion = Bir Noktada Patlama oluştur.
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
@@ -2347,7 +2420,7 @@ lst.getflag = Evrensel İşaretli Numara Oku.
lst.setprop = Bir bina veya birime nitelik atar.
lst.effect = Parçacık efekti oluştur.
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
-lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
+lst.playsound = Bir ses çal.\nSes şiddeti bir küresel değer olabilir veya konuma göre belirlenebilir.
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
lst.localeprint = Harita yerel paket özellik değerini metin arabelleğine ekleyin.\nHarita düzenleyicide harita yerel ayar paketlerini ayarlamak için şunu işaretleyin: [accent]Harita Bilgisi > Yerel Paketler[].\nİstemci bir mobil cihazsa, önce ".mobile" ile biten bir özelliği yazdırmaya çalışır.
@@ -2395,7 +2468,7 @@ lenum.shoot = Bir konuma ateş et.
lenum.shootp = Belli bir birim veya binaya ateş et.
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
lenum.enabled = Blok aktif mi?
-laccess.currentammotype = Current ammo item/liquid of a turret.
+laccess.currentammotype = Bir turretin içindeki şuanki mermi/sıvı.
laccess.color = Aydınlatıcı Rengi
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
@@ -2449,7 +2522,7 @@ lenum.xor = Çapraz Veya
lenum.min = İki sayıdan en küçüğü.
lenum.max = İki sayıdan en büyüğü.
-lenum.angle = İki Işının yaptığı Açı.
+lenum.angle = İki ışının yaptığı açı.
lenum.anglediff = İki açı arasındaki derece cinsinden mutlak mesafe.
lenum.len = Bir Işının Uzunluğu.
@@ -2522,7 +2595,7 @@ playsound.limit = If true, prevents this sound from playing\nif it has already b
lenum.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
lenum.stop = Dur!
-lenum.unbind = Logic Kontrolü tamaman devre dışı bırak.\nNormal AI'ı devreye sok.
+lenum.unbind = Mantık Kontrolü tamaman devre dışı bırak.\nNormal YZ'yı devreye sok.
lenum.move = Tam konuma git.
lenum.approach = Bir Konuma yaklaş.
lenum.pathfind = Düşman Doğuş noktasına git.
@@ -2537,7 +2610,7 @@ lenum.payenter = Bir birimi, kargo tutabilen bir bloğa indir.
lenum.flag = Numara ile işaretle.
lenum.mine = Kaz.
lenum.build = Bina inşa et.
-lenum.getblock = Kordinatta bina, blok veya zemin tipi al.\nBirimler kordinata yakın olmalı yoksa boş geri döner.
+lenum.getblock = Kordinattaki yapıyı, zemini ve blok türünü al.\nKonum birimin alanında olmalı yoksa null dönülür.
lenum.within = Bir birim menzil alanında mı?
lenum.boost = Gazlamaya başla/dur
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
@@ -2547,3 +2620,29 @@ lenum.autoscale = İşaretçinin oyuncunun yakınlaştırma düzeyine göre öl
lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_uk_UA.properties b/core/assets/bundles/bundle_uk_UA.properties
index 9eb6af2912..f4490e4664 100644
--- a/core/assets/bundles/bundle_uk_UA.properties
+++ b/core/assets/bundles/bundle_uk_UA.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Увімкнено
mod.disabled = [scarlet]Вимкнена
mod.multiplayer.compatible = [gray]Доступна у багатоосібній грі
mod.disable = Вимкнути
+mod.version = Version:
mod.content = Зміст:
mod.delete.error = Неможливо видалити модифікацію. Файл, можливо, використовується.
@@ -194,6 +195,7 @@ campaign.select = Виберіть початкову кампанію
campaign.none = [lightgray]Виберіть планету для старту.\nЇї можна змінити в будь-який момент.
campaign.erekir = Новіший, більш відшліфований зміст. Переважно лінійний розвиток кампанії.\n\nВища якість мап та ліпший загальний досвід.
campaign.serpulo = Старий зміст; класичний досвід. Більш відкрита.\n\nПотенційно незбалансовані мапи й механіки кампанії. Менш відшліфована.
+campaign.difficulty = Difficulty
completed = [accent]Завершено
techtree = Дерево технологій
techtree.select = Вибір дерева технологій
@@ -294,13 +296,14 @@ disconnect.error = Помилка з’єднання.
disconnect.closed = З’єднання закрито.
disconnect.timeout = Час вийшов.
disconnect.data = Не вдалося завантажити світові дані!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = Не вдалося під’єднатися до гри ([accent]{0}[]).
connecting = [accent]Приєднання…
reconnecting = [accent]Повторне з’єднання…
connecting.data = [accent]Завантаження даних світу…
server.port = Порт:
-server.addressinuse = Ця адреса вже використовується!
server.invalidport = Недійсний номер порту!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]Помилка створення сервера.
save.new = Нове збереження
save.overwrite = Ви дійсно хочете перезаписати це місце збереження?
@@ -353,6 +356,7 @@ command.enterPayload = Увійти до вантажного блока
command.loadUnits = Завантажити одиниці
command.loadBlocks = Завантажити блоки
command.unloadPayload = Вивантажити вантаж
+command.loopPayload = Loop Unit Transfer
stance.stop = Скасувати накази
stance.shoot = Позиція: стріляти
stance.holdfire = Позиція: припинити вогонь
@@ -496,6 +500,7 @@ waves.units.show = Показати все
wavemode.counts = кількість
wavemode.totals = усього
wavemode.health = здоров’я
+all = All
editor.default = [lightgray]<За замовчуванням>
details = Подробиці…
@@ -666,7 +671,6 @@ requirement.capture = Захопіть {0}
requirement.onplanet = Установіть контроль над сектором на {0}
requirement.onsector = Приземліться на такий сектор: {0}
launch.text = Запуск
-research.multiplayer = Лише власник сервера має змогу досліджувати предмети.
map.multiplayer = Лише власник може переглядати сектори.
uncover = Розкрити
configure = Налаштувати вивантаження
@@ -718,14 +722,18 @@ loadout = Вивантаження
resources = Ресурси
resources.max = Максимум
bannedblocks = Заборонені блоки
+unbannedblocks = Unbanned Blocks
objectives = Завдання
bannedunits = Заборонені одиниці
+unbannedunits = Unbanned Units
bannedunits.whitelist = Заборонені одиниці як білий список
bannedblocks.whitelist = Заборонені блоки як білий список
addall = Додати все
launch.from = Запуск з [accent]{0}
launch.capacity = Місткість предметів, що запускаються: [accent]{0}
launch.destination = Пункт призначення: {0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = Кількість має бути числом між 0 та {0}.
add = Додати…
guardian = Вартовий
@@ -740,6 +748,7 @@ error.mapnotfound = Файл мапи не знайдено!
error.io = Мережева помилка введення-виведення.
error.any = Невідома мережева помилка
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
weather.rain.name = Дощ
weather.snowing.name = Сніг
@@ -764,7 +773,9 @@ sectors.stored = Зберігає:
sectors.resume = Продовжити
sectors.launch = Запустити
sectors.select = Вибрати
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]нічого (сонце)
+sectors.redirect = Redirect Launch Pads
sectors.rename = Перейменування сектору
sectors.enemybase = [scarlet]Ворожа база
sectors.vulnerable = [scarlet]Уразливий
@@ -791,6 +802,11 @@ threat.medium = середня
threat.high = висока
threat.extreme = екстремальна
threat.eradication = викорінювальна
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = Планети
@@ -813,9 +829,19 @@ sector.fungalPass.name = Грибний перевал
sector.biomassFacility.name = Центр дослідження синтезу біомаси
sector.windsweptIslands.name = Вітряні острови
sector.extractionOutpost.name = Видобувна застава
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Термінал планетарного запуску
sector.coastline.name = Узбережжя
sector.navalFortress.name = Морська фортеця
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Оптимальне місце для повторних ігор. Низька ворожа загроза. Мало ресурсів.\nЗберіть якомога більше свинцю та міді.\nНе затримуйтесь і йдіть далі.
sector.frozenForest.description = Навіть тут, ближче до гір, уже поширилися спори. Холодна температура не змогла стримати їх назавжди.\n\nЗважтесь створити енергію. Побудуйте генератори внутрішнього згорання. Навчіться користуватися регенераторами.
@@ -835,6 +861,18 @@ sector.impact0078.description = Тут лежать залишки міжзор
sector.planetaryTerminal.description = Кінцева мета.\n\nЦя прибережна база містить структуру, здатну запускати ядра на навколишні планети. Надзвичайно добре охороняється.\n\nВиробляє військово-морські підрозділи. Усуньте ворога якомога швидше. Дослідіть структуру запуску.
sector.coastline.description = На цьому місці виявлено залишки військово-морських одиниць. Відбийте атаки супротивника, захопіть цей сектор та заволодійте технологією.
sector.navalFortress.description = Ворог створив базу на віддаленому, природно-укріпленому острові. Знищте цей форпост. Заволодійте їхніми передовими технологіями морських кораблів і дослідіть їх.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = Перший наступ
sector.aegis.name = Егіда
@@ -1001,6 +1039,7 @@ stat.buildspeedmultiplier = Множник швидкості будування
stat.reactive = Реактивний
stat.immunities = Імунітети
stat.healing = Відновлювання
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Силовий щит
ability.forcefield.description = Створює силове поле, який поглинає кулі
@@ -1033,6 +1072,7 @@ ability.liquidexplode = Смертельний розлив
ability.liquidexplode.description = Розливає рідину після смерті
ability.stat.firingrate = [lightgray]Швидкість стрільби[stat]{0} за сек.
ability.stat.regen = Відновлення здоров'я: [stat]{0} за сек.
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [lightgray]Щит: [stat]{0}
ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
@@ -1046,6 +1086,7 @@ ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за се
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
bar.drilltierreq = Потрібен ліпший бур
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = Бракує ресурсів
bar.corereq = Необхідне основне ядро
bar.corefloor = Необхідні плитки зони ядра
@@ -1054,6 +1095,7 @@ bar.drillspeed = Швидкість буріння: {0} за сек.
bar.pumpspeed = Швидкість викачування: {0} за сек.
bar.efficiency = Ефективність: {0}%
bar.boost = Підсилення: +{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = Енергія: {0} за сек.
bar.powerstored = Зберігає: {0}/{1}
bar.poweramount = Енергія: {0}
@@ -1064,6 +1106,7 @@ bar.capacity = Місткість: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Рідина
bar.heat = Нагрівання
+bar.cooldown = Cooldown
bar.instability = Нестабільність
bar.heatamount = Нагрівання: {0}
bar.heatpercent = Нагрівання: {0} ({1}%)
@@ -1088,6 +1131,7 @@ bullet.interval = [stat]{0} за сек. [lightgray] період між кул
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] відкидання
bullet.pierce = [stat]{0}[lightgray]x пробиття
bullet.infinitepierce = [stat]пробиття
@@ -1096,6 +1140,8 @@ bullet.healamount = [stat]{0}[lightgray] безпосереднього ремо
bullet.multiplier = [stat]{0}[lightgray]x патронів
bullet.reload = [stat]{0}%[lightgray] швидкість перезаряджання
bullet.range = [stat]{0}[lightgray] плиток
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = блоки
unit.blockssquared = блоків²
@@ -1112,6 +1158,7 @@ unit.minutes = хв.
unit.persecond = за сек.
unit.perminute = за хв.
unit.timesspeed = x швидкість
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = міцність щита
unit.items = предм.
@@ -1156,18 +1203,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Масштабування користувацького інтерфейсу
setting.uiscale.description = Потрібен перезапуск для застосування змін.
setting.swapdiagonal.name = Завжди діагональне розміщення
-setting.difficulty.training = Навчання
-setting.difficulty.easy = Легка
-setting.difficulty.normal = Нормальна
-setting.difficulty.hard = Важка
-setting.difficulty.insane = Неможлива
-setting.difficulty.name = Складність:
setting.screenshake.name = Тряска екрану
setting.bloomintensity.name = Інтенсивність світіння
setting.bloomblur.name = Розмиття світіння
setting.effects.name = Ефекти
setting.destroyedblocks.name = Показувати зруйновані блоки
setting.blockstatus.name = Показувати стан блоку
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Пошук шляху для встановлення конвеєрів
setting.sensitivity.name = Чутливість контролера
setting.saveinterval.name = Інтервал збереження
@@ -1194,11 +1236,13 @@ setting.mutemusic.name = Заглушити музику
setting.sfxvol.name = Гучність звукових ефектів
setting.mutesound.name = Заглушити звук
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = Автоматичне створення збережень
setting.steampublichost.name = Загальнодоступність гри
setting.playerlimit.name = Обмеження гравців
setting.chatopacity.name = Непрозорість чату
setting.lasersopacity.name = Непрозорість лазерів енергопостачання
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = Непрозорість мостів
setting.playerchat.name = Показувати хмару чата над гравцями
setting.showweather.name = Показувати погоду
@@ -1251,6 +1295,7 @@ keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Команда одиниці: завантажити вантаж
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Відбудувати регіон
keybind.schematic_select.name = Вибрати ділянку
keybind.schematic_menu.name = Меню схем
@@ -1328,12 +1373,16 @@ rules.wavetimer = Таймер для хвиль
rules.wavesending = Ручне надсилання хвиль
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = Хвилі
rules.airUseSpawns = Air units use spawn points
rules.attack = Режим атаки
rules.buildai = Базовий ШІ-будівельник
rules.buildaitier = Рівень ШІ-будівельника
rules.rtsai = ШІ зі стратегій реального часу
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = Мінімальний розмір загону
rules.rtsmaxsquadsize = Максимальний розмір загону
rules.rtsminattackweight = Мінімальна ударна вага
@@ -1349,12 +1398,14 @@ rules.unitcostmultiplier = Множник вартості одиниць
rules.unithealthmultiplier = Множник здоров’я бойових одиниць
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = Множник сонячної енергії
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
rules.unitcap = Початкове обмеження одиниць
rules.limitarea = Обмежити територію мапи
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Інтервал хвиль:[lightgray] (секунди)
rules.initialwavespacing = Початковий інтервал хвиль:[lightgray] (секунди)
rules.buildcostmultiplier = Множник затрат на будування
@@ -1376,6 +1427,12 @@ rules.title.teams = Команди
rules.title.planet = Планета
rules.lighting = Світлотінь
rules.fog = Туман війни
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = Вогонь
rules.anyenv = <Будь-яка>
rules.explosions = Шкода від вибухів блоків і одиниць
@@ -1384,6 +1441,7 @@ rules.weather = Погода
rules.weather.frequency = Повторюваність:
rules.weather.always = Завжди
rules.weather.duration = Тривалість:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1528,6 +1586,8 @@ block.graphite-press.name = Графітний прес
block.multi-press.name = Мультипрес
block.constructing = {0}\n[lightgray](У процесі)
block.spawn.name = Місце появи противника
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = Ядро «Уламок»
block.core-foundation.name = Ядро «Штаб»
block.core-nucleus.name = Ядро «Атом»
@@ -1691,6 +1751,8 @@ block.meltdown.name = Розплавлювач
block.foreshadow.name = Передвісник
block.container.name = Сховище
block.launch-pad.name = Пусковий майданчик
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = Сегмент
block.ground-factory.name = Наземний завод
block.air-factory.name = Повітряний завод
@@ -1787,6 +1849,7 @@ block.electric-heater.name = Електричний нагрівач
block.slag-heater.name = Шлаковий нагрівач
block.phase-heater.name = Фазовий нагрівач
block.heat-redirector.name = Перенаправляч тепла
+block.small-heat-redirector.name = Small Heat Redirector
block.heat-router.name = Тепловий маршрутизатор
block.slag-incinerator.name = Шлаковий сміттєспалювальний завод
block.carbide-crucible.name = Карбідний тигель
@@ -1834,6 +1897,7 @@ block.chemical-combustion-chamber.name = Камера хімічного зго
block.pyrolysis-generator.name = Пиролізовий генератор
block.vent-condenser.name = Джерельний конденсатор
block.cliff-crusher.name = Дробарка скель
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = Плазмовий бурильник
block.large-plasma-bore.name = Великий плазмовий бурильник
block.impact-drill.name = Імпульсний бур
@@ -2071,6 +2135,10 @@ block.phase-wall.description = Англійська назва: Phase Wall\nЗа
block.phase-wall-large.description = Англійська назва: Phase Wall Large\nЗахищає споруди від ворожих снарядів, відбиває більшість куль у разі зіткненні.
block.surge-wall.description = Англійська назва: Surge Wall\nЗахищає споруди від ворожих снарядів, періодично випускає електричні дуги в разі зіткненні.
block.surge-wall-large.description = Англійська назва: Surge Wall Large\nЗахищає споруди від ворожих снарядів, періодично випускає електричні дуги в разі зіткненні.
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = Англійська назва: Door\nСтіна, яку можна відчинити й зачинити.
block.door-large.description = Англійська назва: Door Large\nСтіна, яку можна відчинити й зачинити.
block.mender.description = Англійська назва: Mender\nПеріодично ремонтує блоки у своєму радіусі дії.\nЗа бажанням можна використати кремній задля підвищення радіусу дії й ефективності.
@@ -2137,7 +2205,9 @@ block.vault.description = Англійська назва: Vault\nЗберіга
block.container.description = Англійська назва: Container\nЗберігає малу кількість предметів кожного типу. Блок розвантажувача може використовуватися для отримання предметів зі сховища.
block.unloader.description = Англійська назва: Unloader\nВивантажує предмети з найближчих блоків
block.launch-pad.description = Англійська назва: Launch Pad\nЗапускає партії предметів без необхідності запуску ядра.
-block.launch-pad.details = Суборбітальна система для транспортування ресурсів від точки А до точки Б. Корпуси вантажу крихкі й не здатні вижити при повторному вході.
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = Англійська назва: Duo\nВистрілює чергами куль у ворогів.
block.scatter.description = Англійська назва: Scatter\nВистрілює скупченням свинцю, брухту чи метаскла в повітряних противників.
block.scorch.description = Англійська назва: Scorch\nПідпалює будь-яких наземних противників поблизу. Високоефективна на близькій відстані.
@@ -2200,6 +2270,7 @@ block.electric-heater.description = Англійська назва: Electric He
block.slag-heater.description = Англійська назва: Slag Heater\nНагріває лицьові блоки. Потребує шлаку.
block.phase-heater.description = Англійська назва: Phase Heater\nНагріває лицьові блоки. Потрібна фазова тканина.
block.heat-redirector.description = Англійська назва: Heat Redirector\nПеренаправляє отримане тепло на інші блоки.
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
block.heat-router.description = Англійська назва: Heat Router\nРозподіляє отримане тепло в трьох вихідних напрямках.
block.electrolyzer.description = Англійська назва: Electrolyzer\nПеретворює воду на водень та озоновий газ.
block.atmospheric-concentrator.description = Англійська назва: Atmospheric Concentrator\nВбирає азот з атмосфери. Потребує тепла.
@@ -2212,6 +2283,7 @@ block.vent-condenser.description = Англійська назва: Vent Condens
block.plasma-bore.description = Англійська назва: Plasma Bore\nПри розміщенні лицем до рудної стіни видає предмети нескінченно довго. Потребує невеликої кількості енергії.
block.large-plasma-bore.description = Англійська назва: Large Plasma Bore\nБільший плазмовий бурильник. Здатний видобувати вольфрам і торій. Потребує водню та енергії.
block.cliff-crusher.description = Англійська назва: Cliff Crusher\nДробить стіни, виводячи пісок нескінченно довго. Вимагає енергію. Ефективність залежить від типу стіни.
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
block.impact-drill.description = Англійська назва: Impact Drill\nПри розміщенні на руді видає предмети серіями до нескінченності. Потребує енергії та води.
block.eruption-drill.description = Англійська назва: Eruption Drill\nПоліпшений імпульсний бур. Здатний видобувати торій. Потребує водню.
block.reinforced-conduit.description = Англійська назва: Reinforced Conduit\nПереміщує рідини вперед. Не приймає нетрубоповідні входи з боків.
@@ -2336,6 +2408,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
lst.read = Зчитує число із з’єднаної комірки пам’яті.
lst.write = Записує числу у з’єднану комірку пам’яті.
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Замінити наступний замінник у текстовому буфері значенням.\nНе робить нічого, якщо шаблон заповнювача є недійсним.\nШаблон заповнювача: "{[accent]number 0-9[]}"\nПриклад:\n[accent]print "test {0}"\nformat "example"
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
@@ -2575,3 +2648,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_vi.properties b/core/assets/bundles/bundle_vi.properties
index 7c5d32a36a..32d1674a50 100644
--- a/core/assets/bundles/bundle_vi.properties
+++ b/core/assets/bundles/bundle_vi.properties
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]Đã bật
mod.disabled = [red]Đã tắt
mod.multiplayer.compatible = [gray]Tương thích với chế độ nhiều người chơi
mod.disable = Tắt
+mod.version = Phiên bản:
mod.content = Nội dung:
mod.delete.error = Không thể xóa mod. Tệp có thể đang được sử dụng.
@@ -196,7 +197,8 @@ campaign.select = Chọn chiến dịch khởi đầu
campaign.none = [lightgray]Chọn một hành tinh để bắt đầu.\nCó thể thay đổi sang hành tinh khác bất cứ lúc nào.
campaign.erekir = Nội dung mới và được trau chuốt. Quá trình chiến dịch liền mạch hơn.\n\nKhó hơn. Bản đồ chất lượng hơn và trải nghiệm tổng thể tốt hơn.
campaign.serpulo = Nội dung cũ; trải nghiệm cơ bản. Tiến trình mở hơn, nhiều nội dung hơn.\n\nRất có thể vẫn còn cơ chế bản đồ và chiến dịch bị mất cân bằng. Ít được trau chuốt.
-completed = [accent]Hoàn tất
+campaign.difficulty = Độ khó
+completed = [accent]Đã nghiên cứu
techtree = Cây công nghệ
techtree.select = Chọn nhánh công nghệ
techtree.serpulo = Serpulo
@@ -229,7 +231,7 @@ server.kicked.customClient = Máy chủ này không hỗ trợ bản dựng tùy
server.kicked.gameover = Trò chơi kết thúc!
server.kicked.serverRestarting = Máy chủ đang khởi động lại.
server.versions = Phiên bản của bạn:[accent] {0}[]\nPhiên bản máy chủ:[accent] {1}[]
-host.info = Nút [accent]Mở máy chủ[] mở máy chủ trên cổng [scarlet]6567[]. \nBất kỳ ai trên cùng [lightgray]wifi hoặc mạng cục bộ[] sẽ có thể thấy máy chủ của bạn trong danh sách máy chủ của họ.\n\nNếu bạn muốn mọi người có thể kết nối từ mọi nơi bằng IP, [accent]điều hướng cổng (port forwarding)[] là bắt buộc.\n\n[lightgray]Lưu ý: Nếu ai đó đang gặp sự cố khi kết nối với máy chủ trong mạng LAN của bạn, đảm bảo rằng bạn đã cho phép Mindustry truy cập vào mạng cục bộ của mình trong cài đặt tường lửa. Lưu ý rằng các mạng công cộng đôi khi không cho phép khám phá máy chủ.
+host.info = Nút [accent]Mở máy chủ[] mở máy chủ trên cổng [scarlet]6567[].\nBất kỳ ai trên cùng [lightgray]wifi hoặc mạng cục bộ[] sẽ có thể thấy máy chủ của bạn trong danh sách máy chủ của họ.\n\nNếu bạn muốn mọi người có thể kết nối từ mọi nơi bằng IP, [accent]chuyển tiếp cổng (port forwarding)[] là bắt buộc.\n\n[lightgray]Lưu ý: Nếu ai đó đang gặp sự cố khi kết nối với máy chủ trong mạng LAN của bạn, đảm bảo rằng bạn đã cho phép Mindustry truy cập vào mạng cục bộ của mình trong cài đặt tường lửa. Lưu ý rằng các mạng công cộng đôi khi không cho phép khám phá máy chủ.
join.info = Tại đây, bạn có thể nhập [accent]IP máy chủ[] kết nối, hoặc khám phá [accent]mạng cục bộ[] hay kết nối đến máy chủ [accent]toàn cầu[].\nCả mạng LAN và WAN đều được hỗ trợ.\n\n[lightgray]Nếu bạn muốn kết nối với ai đó bằng IP, bạn sẽ cần phải hỏi IP của họ, có thể được tìm thấy bằng cách tra google với từ khóa "my ip" trên thiết bị của họ.
hostserver = Mở máy chủ nhiều người chơi
invitefriends = Mời bạn bè
@@ -298,13 +300,14 @@ disconnect.error = Lỗi kết nối.
disconnect.closed = Kết nối đã bị đóng.
disconnect.timeout = Hết thời gian chờ.
disconnect.data = Không tải được dữ liệu thế giới!
+disconnect.snapshottimeout = Đã hết thời gian trong khi nhận ảnh chụp nhanh UDP.\nĐiều này xảy ra do mạng hoặc kết nối không ổn định.
cantconnect = Không thể tham gia trò chơi ([accent]{0}[]).
connecting = [accent]Đang kết nối...
reconnecting = [accent]Đang kết nối lại...
connecting.data = [accent]Đang tải dữ liệu thế giới...
server.port = Cổng:
-server.addressinuse = Địa chỉ đang được sử dụng!
server.invalidport = Số cổng không hợp lệ!
+server.error.addressinuse = [scarlet]Mở máy chủ trên cổng 6567 thất bại.[]\n\nChắc rằng không có máy chủ Mindustry nào đang chạy trên thiết bị hoặc mạng của bạn!
server.error = [scarlet]Lỗi tạo máy chủ.
save.new = Bản lưu mới
save.overwrite = Bạn có chắc muốn ghi đè\nbản lưu này?
@@ -357,6 +360,7 @@ command.enterPayload = Nhập Khối hàng vào Công trình
command.loadUnits = Nhận Đơn vị
command.loadBlocks = Nhận Khối công trình
command.unloadPayload = Dỡ Khối hàng
+command.loopPayload = Lặp vận chuyển đơn vị
stance.stop = Hủy Mệnh lệnh
stance.shoot = Tư thế: Bắn
stance.holdfire = Tư thế: Ngừng bắn
@@ -501,6 +505,7 @@ wavemode.counts = số lượng
wavemode.totals = tổng số
wavemode.health = độ bền
+all = Tất cả
editor.default = [lightgray]
details = Chi tiết...
edit = Chỉnh sửa
@@ -672,7 +677,6 @@ requirement.capture = Chiếm {0}
requirement.onplanet = Kiểm soát khu vực {0}
requirement.onsector = Đáp xuống khu vực: {0}
launch.text = Phóng
-research.multiplayer = Chỉ máy chủ mới có thể nghiên cứu các mục.
map.multiplayer = Chỉ máy chủ mới có thể xem các khu vực.
uncover = Khám phá
configure = Cấu hình vật phẩm khởi đầu
@@ -716,22 +720,26 @@ objective.enemyescelating = [accent]Kẻ địch leo thang sản xuất sau [lig
objective.enemyairunits = [accent]Kẻ địch bắt đầu sản xuất đơn vị bay sau [lightgray]{0}[]
objective.destroycore = [accent]Phá huỷ lõi kẻ địch
objective.command = [accent]Mệnh lệnh đơn vị
-objective.nuclearlaunch = [accent]⚠ Phát hiện việc phóng tên lửa hạt nhân: [lightgray]{0}
+objective.nuclearlaunch = [accent]⚠ Phát hiện việc phóng tên lửa: [lightgray]{0}
-announce.nuclearstrike = [red]⚠ TÊN LỬA HẠT NHÂN SẮP VA CHẠM ⚠\nxây lõi dự phòng ngay
+announce.nuclearstrike = [red]⚠ TÊN LỬA SẮP VA CHẠM ⚠\nxây lõi dự phòng ngay
loadout = Vật phẩm khởi đầu
resources = Tài nguyên
resources.max = Tối đa
bannedblocks = Khối bị cấm
+unbannedblocks = Unbanned Blocks
objectives = Mục tiêu nhiệm vụ
bannedunits = Đơn vị bị cấm
+unbannedunits = Unbanned Units
bannedunits.whitelist = Chỉ dùng các đơn vị bị cấm
bannedblocks.whitelist = Chỉ dùng các khối bị cấm
addall = Thêm tất cả
launch.from = Đang phóng từ: [accent]{0}
-launch.capacity = Sức chứa vật phẩm khi phóng: [accent]{0}
+launch.capacity = Trữ lượng vật phẩm khi phóng: [accent]{0}
launch.destination = Đích đến: {0}
+landing.sources = Khu vực nguồn: [accent]{0}[]
+landing.import = Tổng nhập tối đa: {0}[accent]{1}[lightgray]/phút
configure.invalid = Số lượng phải là số trong khoảng 0 đến {0}.
add = Thêm...
guardian = Trùm
@@ -739,13 +747,14 @@ guardian = Trùm
connectfail = [scarlet]Lỗi kết nối:\n\n[accent]{0}
error.unreachable = Không thể truy cập máy chủ.\nĐịa chỉ liệu có đúng không?
error.invalidaddress = Địa chỉ không hợp lệ.
-error.timedout = Hết thời gian chờ!\nĐảm bảo máy chủ đã thiết lập điều hướng cổng, và địa chỉ đó là chính xác!
+error.timedout = Hết thời gian chờ!\nĐảm bảo máy chủ đã thiết lập chuyển tiếp cổng, và địa chỉ đó là chính xác!
error.mismatch = Lỗi gói tin:\nphiên bản máy khách/máy chủ có thể không khớp.\nĐảm bảo bạn và máy chủ có phiên bản Mindustry mới nhất!
error.alreadyconnected = Đã kết nối rồi.
error.mapnotfound = Không tìm thấy tệp bản đồ!
error.io = Lỗi mạng đầu vào/ra.
error.any = Lỗi mạng không xác định.
error.bloom = Không khởi tạo được hiệu ứng phát sáng.\nThiết bị của bạn có thể không hỗ trợ.
+error.moddex = Mindustry không thể nạp bản mod này.\nThiết bị của bạn đang chặn nhập mod Java do thay đổi gần đây trong Android.\nVấn đề này không thể sửa được. Không có giải pháp tạm thời nào cho vấn đề này.
weather.rain.name = Mưa
weather.snowing.name = Tuyết
@@ -770,7 +779,9 @@ sectors.stored = Lưu trữ:
sectors.resume = Tiếp tục
sectors.launch = Phóng
sectors.select = Chọn
+sectors.launchselect = Chọn đích phóng
sectors.nonelaunch = [lightgray]không có (mặt trời)
+sectors.redirect = Chuyển hướng bệ phóng
sectors.rename = Đổi tên khu vực
sectors.enemybase = [scarlet]Căn cứ địch
sectors.vulnerable = [scarlet]Dễ bị tổn thất
@@ -798,6 +809,12 @@ threat.high = Cao
threat.extreme = Cực cao
threat.eradication = Hủy diệt
+difficulty.casual = Giải trí
+difficulty.easy = Dễ
+difficulty.normal = Vừa
+difficulty.hard = Khó
+difficulty.eradication = Hủy diệt
+
planets = Hành tinh
planet.serpulo.name = Serpulo
@@ -819,9 +836,19 @@ sector.fungalPass.name = Fungal Pass
sector.biomassFacility.name = Biomass Synthesis Facility
sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = Planetary Launch Terminal
sector.coastline.name = Coastline
sector.navalFortress.name = Naval Fortress
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = Vị trí tối ưu để bắt đầu một lần nữa. Mối đe dọa của kẻ địch thấp. Ít tài nguyên.\nThu thập càng nhiều đồng và chì càng tốt.\nTiến lên.
sector.frozenForest.description = Dù ở đây, gần núi cao, các bào tử vẫn bắt đầu phát tán. Nhiệt độ lạnh giá không thể giữ chúng lại mãi.\n\nBắt đầu tạo năng lượng. Hãy xây dựng máy phát điện đốt. Học cách sử dụng máy sửa chữa.
@@ -841,6 +868,20 @@ sector.impact0078.description = Đây là tàn tích của tàu vận chuyển g
sector.planetaryTerminal.description = Mục tiêu cuối cùng.\n\nCăn cứ ven biển này chứa một cấu trúc có khả năng phóng các lõi tới các hành tinh lân cận. Nó được bảo vệ cực kỳ cẩn thận.\n\nSản xuất đơn vị hải quân. Loại bỏ kẻ địch càng nhanh càng tốt. Nghiên cứu cấu trúc phóng.
sector.coastline.description = Phát hiện tàn dư công nghệ của các đơn vị hải quân tại địa điểm này. Đẩy lùi các cuộc tấn công của kẻ địch, chiếm khu vực này, và lấy công nghệ.
sector.navalFortress.description = Kẻ địch đã thiết lập một căn cứ từ xa, trên đảo tự nhiên. Phá hủy tiền đồn này. Chiếm công nghệ chế tạo đơn vị hải quân tiên tiến của địch và nghiên cứu nó.
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+
+#do not translate
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = The Onset
sector.aegis.name = Aegis
@@ -993,7 +1034,7 @@ stat.speed = Vận tốc
stat.buildspeed = Tốc độ xây
stat.minespeed = Tốc độ đào
stat.minetier = Cấp độ đào
-stat.payloadcapacity = Sức chứa khối hàng
+stat.payloadcapacity = Tải trọng
stat.abilities = Khả năng
stat.canboost = Có thể tăng cường
stat.flying = Bay
@@ -1007,6 +1048,7 @@ stat.buildspeedmultiplier = Hệ số tốc độ xây dựng
stat.reactive = Phản ứng
stat.immunities = Miễn nhiễm
stat.healing = Hồi phục
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Khiên trường lực
ability.forcefield.description = Phát một khiên trường lực hấp thụ các loại đạn
@@ -1040,7 +1082,8 @@ ability.liquidexplode.description = Tràn chất lỏng khi chết
ability.stat.firingrate = tốc độ bắn [stat]{0}/giây[lightgray]
ability.stat.regen = [stat]{0}[lightgray] độ bền/giây
-ability.stat.shield = [stat]{0}[lightgray] khiên
+ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
+ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi phục
@@ -1053,14 +1096,16 @@ ability.stat.buildtime = thời gian xây [stat]{0} giây[lightgray]
bar.onlycoredeposit = Chỉ được phép đưa vào lõi
bar.drilltierreq = Cần máy khoan tốt hơn
+bar.nobatterypower = Thiếu năng lượng pin
bar.noresources = Thiếu tài nguyên
bar.corereq = Yêu cầu lõi cơ bản
bar.corefloor = Yêu cầu ô nền lõi
-bar.cargounitcap = Đã đạt sức chứa khối hàng tối đa
+bar.cargounitcap = Đã đạt tải trọng tối đa
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.powerbuffer = Pin: {0}/{1}
bar.powerbalance = Năng lượng: {0}/giây
bar.powerstored = Lưu trữ: {0}/{1}
bar.poweramount = Năng lượng: {0}
@@ -1071,6 +1116,7 @@ bar.capacity = Sức chứa: {0}
bar.unitcap = {0} {1}/{2}
bar.liquid = Chất lỏng
bar.heat = Nhiệt lượng
+bar.cooldown = Hồi phục
bar.instability = Bất ổn định
bar.heatamount = Nhiệt lượng: {0}
bar.heatpercent = Nhiệt lượng: {0} ({1}%)
@@ -1095,6 +1141,7 @@ bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng:
bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh:
bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương
bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
bullet.pierce = [stat]{0}[lightgray]x xuyên thấu
bullet.infinitepierce = [stat]xuyên thấu
@@ -1103,6 +1150,8 @@ bullet.healamount = [stat]{0}[lightgray] sửa chữa trực tiếp
bullet.multiplier = [stat]{0}[lightgray] đạn/vật phẩm
bullet.reload = [stat]{0}%[lightgray] tốc độ bắn
bullet.range = [stat]{0}[lightgray] ô phạm vi
+bullet.notargetsmissiles = [stat] phớt lờ tên lửa
+bullet.notargetsbuildings = [stat] phớt lờ công trình
unit.blocks = khối
unit.blockssquared = khối²
@@ -1119,6 +1168,7 @@ unit.minutes = phút
unit.persecond = /giây
unit.perminute = /phút
unit.timesspeed = x tốc độ
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = độ bền khiên
unit.items = vật phẩm
@@ -1163,18 +1213,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = Tỉ lệ giao diện
setting.uiscale.description = Cần khởi động lại để áp dụng các thay đổi.
setting.swapdiagonal.name = Luôn đặt theo đường chéo
-setting.difficulty.training = Luyện tập
-setting.difficulty.easy = Dễ
-setting.difficulty.normal = Vừa
-setting.difficulty.hard = Khó
-setting.difficulty.insane = Điên loạn
-setting.difficulty.name = Độ khó:
setting.screenshake.name = Rung chuyển khung hình
setting.bloomintensity.name = Mức độ phát sáng
setting.bloomblur.name = Xoá mờ phát sáng
setting.effects.name = Hiển thị hiệu ứng
setting.destroyedblocks.name = Hiển thị khối bị phá
setting.blockstatus.name = Hiển thị trạng thái khối
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = Tìm đường dẫn băng chuyền khi đặt
setting.sensitivity.name = Độ nhạy điều khiển
setting.saveinterval.name = Khoảng thời gian lưu
@@ -1201,11 +1246,13 @@ setting.mutemusic.name = Tắt nhạc
setting.sfxvol.name = Âm lượng hiệu ứng âm thanh (SFX)
setting.mutesound.name = Tắt âm
setting.crashreport.name = Gửi báo cáo sự cố ẩn danh
+setting.communityservers.name = Lấy danh sách máy chủ cộng đồng
setting.savecreate.name = Tự động tạo bản lưu
setting.steampublichost.name = Hiển thị trò chơi công khai
setting.playerlimit.name = Giới hạn người chơi
setting.chatopacity.name = Độ mờ trò chuyện
setting.lasersopacity.name = Độ mờ kết nối năng lượng
+setting.unitlaseropacity.name = Độ mờ tia khai khoáng của đơn vị
setting.bridgeopacity.name = Độ mờ cầu
setting.playerchat.name = Hiển thị bong bóng trò chuyện của người chơi
setting.showweather.name = Hiện đồ họa thời tiết
@@ -1260,6 +1307,7 @@ keybind.unit_command_load_units.name = Mệnh lệnh đơn vị: Nhập đơn v
keybind.unit_command_load_blocks.name = Mệnh lệnh đơn vị: Nhập khối công trình
keybind.unit_command_unload_payload.name = Mệnh lệnh đơn vị: Dỡ khối hàng
keybind.unit_command_enter_payload.name = Mệnh lệnh đơn vị: Vào khối hàng
+keybind.unit_command_loop_payload.name = Mệnh lệnh đơn vị: Lặp vận chuyển đơn vi
keybind.rebuild_select.name = Xây dựng lại khu vực
keybind.schematic_select.name = Chọn khu vực
@@ -1326,75 +1374,88 @@ mode.attack.description = Phá hủy căn cứ của kẻ địch. \n[gray]Cần
mode.custom = Tùy chỉnh quy tắc
rules.invaliddata = Dữ liệu bộ nhớ tạm không hợp lệ.
-rules.hidebannedblocks = Ẩn các khối bị cấm
-rules.infiniteresources = Tài nguyên vô hạn
-rules.onlydepositcore = Chỉ cho phép đưa tài nguyên vào lõi
-rules.derelictrepair = Cho phép sửa khối bỏ hoang
-rules.reactorexplosions = Nổ lò phản ứng
-rules.coreincinerates = Hủy vật phẩm khi lõi đầy
-rules.disableworldprocessors = Vô hiệu hoá bộ xử lý thế giới
-rules.schematic = Cho phép dùng bản thiết kế
-rules.wavetimer = Đếm ngược đợt
+rules.hidebannedblocks = Ẩn Các Khối Bị Cấm
+rules.infiniteresources = Tài Nguyên Vô Hạn
+rules.onlydepositcore = Chỉ Cho Phép Đưa Tài Nguyên Vào Lõi
+rules.derelictrepair = Cho Phép Sửa Khối Bỏ Hoang
+rules.reactorexplosions = Nổ Nò Phản Ứng
+rules.coreincinerates = Hủy Vật Phẩm Khi Lõi Đầy
+rules.disableworldprocessors = Vô Hiệu Hoá Bộ Xử Lý Thế Giới
+rules.schematic = Cho Phép Dùng Bản Thiết Kế
+rules.wavetimer = Đếm Ngược Đợt
rules.wavesending = Gửi đợt
-rules.allowedit = Cho phép sửa quy tắc
+rules.allowedit = Cho Phép Sửa Quy Tắc
rules.allowedit.info = Khi được bật, người chơi có thể chỉnh sửa các quy tắc trong lúc chơi thông qua nút ở góc dưới bên trái của Trình đơn tạm dừng.
+rules.alloweditworldprocessors = Cho Phép Chỉnh Sửa Bộ Xử Lý Thế Giới
+rules.alloweditworldprocessors.info = Khi bật, Bộ xử lý thế giới có thể được đặt và chỉnh sửa ngay cả bên ngoài trình chỉnh sửa.
rules.waves = Đợt
-rules.airUseSpawns = Các đơn vị không quân dùng điểm xuất hiện
-rules.attack = Chế độ tấn công
-rules.buildai = AI Xây dựng căn cứ
-rules.buildaitier = Cấp độ AI xây dựng
-rules.rtsai = AI Chiến thuật [red](WIP - Đang hoàn thiện)
-rules.rtsminsquadsize = Kích thước đội hình tối thiểu
-rules.rtsmaxsquadsize = Kích thước đội hình tối đa
-rules.rtsminattackweight = Sức tấn công tối thiểu
-rules.cleanupdeadteams = Dọn sạch công trình của đội bị đánh bại (PvP)
-rules.corecapture = Chiếm lõi khi phá hủy
-rules.polygoncoreprotection = Bảo vệ lõi kiểu đa giác
-rules.placerangecheck = Kiểm tra phạm vi xây dựng
-rules.enemyCheat = Tài nguyên kẻ địch vô hạn
-rules.blockhealthmultiplier = Hệ số độ bền khối
-rules.blockdamagemultiplier = Hệ số sát thương của khối
-rules.unitbuildspeedmultiplier = Hệ số tốc độ sản xuất đơn vị
-rules.unitcostmultiplier = Hệ số chi phí sản xuất đơn vị
-rules.unithealthmultiplier = Hệ số độ bền của đơn vị
-rules.unitdamagemultiplier = Hệ số sát thương của đơn vị
-rules.unitcrashdamagemultiplier = Hệ số sát thương của đơn vị khi bị bắn rơi
-rules.solarmultiplier = Hệ số năng lượng mặt trời
-rules.unitcapvariable = Lõi tăng giới hạn đơn vị
-rules.unitpayloadsexplode = Khối hàng mang theo phát nổ cùng đơn vị
-rules.unitcap = Giới hạn đơn vị ban đầu
-rules.limitarea = Giới hạn kích thước bản đồ
-rules.enemycorebuildradius = Bán kính không xây dựng từ lõi của kẻ địch:[lightgray] (ô)
-rules.wavespacing = Giãn cách đợt:[lightgray] (giây)
-rules.initialwavespacing = Giãn cách đợt đầu:[lightgray] (giây)
-rules.buildcostmultiplier = Hệ số chi phí xây dựng
-rules.buildspeedmultiplier = Hệ số tốc độ xây dựng
-rules.deconstructrefundmultiplier = Hệ số số hoàn trả khi phá dỡ
-rules.waitForWaveToEnd = Đợt chờ hết kẻ địch
-rules.wavelimit = Bản đồ kết thúc sau đợt
-rules.dropzoneradius = Bán kính vùng thả:[lightgray] (ô)
-rules.unitammo = Đơn vị cần đạn [red](có thể bị loại bỏ)
-rules.enemyteam = Đội kẻ địch
-rules.playerteam = Đội người chơi
+rules.airUseSpawns = Các Đơn Vị Không Quân Dùng Điểm Xuất Hiện
+rules.attack = Chế Độ Tấn Công
+rules.buildai = AI Xây Dựng Căn Cứ
+rules.buildaitier = Cấp Độ AI Xây Dựng
+rules.rtsai = AI Chiến Thuật [red](WIP - Đang hoàn thiện)
+rules.rtsai.campaign = AI chiến thuật tấn công
+rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
+rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
+rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
+rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
+rules.cleanupdeadteams = Dọn Sạch Công Trình Của Đội Bị Đánh Bại (PvP)
+rules.corecapture = Chiếm Lõi Khi Phá Hủy
+rules.polygoncoreprotection = Bảo Vệ Lõi Kiểu Đa Giác
+rules.placerangecheck = Kiểm Tra Phạm Vi Xây Dựng
+rules.enemyCheat = Tài Nguyên Kẻ Địch Vô Hạn
+rules.blockhealthmultiplier = Hệ Số Độ Bền Khối
+rules.blockdamagemultiplier = Hệ Số Sát Thương Của Khối
+rules.unitbuildspeedmultiplier = Hệ Số Tốc Độ Sản Xuất Đơn Vị
+rules.unitcostmultiplier = Hệ Số Chi Phí Sản Xuất Đơn Vị
+rules.unithealthmultiplier = Hệ Số Độ Bền Của Đơn Vị
+rules.unitdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị
+rules.unitcrashdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị Khi Bị Bắn Rơi
+rules.unitminespeedmultiplier = Hệ Số Tốc Độ Khai Khoáng Đơn Vị
+rules.solarmultiplier = Hệ Số Năng Lượng Mặt Trời
+rules.unitcapvariable = Lõi Tăng Giới Hạn Đơn Vị
+rules.unitpayloadsexplode = Khối Hàng Mang Theo Phát Nổ Cùng Đơn Vị
+rules.unitcap = Giới Hạn Đơn Vị Ban Đầu
+rules.limitarea = Giới Hạn Kích Thước Bản Đồ
+rules.enemycorebuildradius = Bán Kính Không Xây Dựng Từ Lõi Của Kẻ Địch:[lightgray] (ô)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
+rules.wavespacing = Giãn Cách Đợt:[lightgray] (giây)
+rules.initialwavespacing = Giãn Cách Đợt Đầu:[lightgray] (giây)
+rules.buildcostmultiplier = Hệ Số Chi Phí Xây Dựng
+rules.buildspeedmultiplier = Hệ Số Tốc Độ Xây Dựng
+rules.deconstructrefundmultiplier = Hệ Số Hoàn Trả Khi Phá Dỡ
+rules.waitForWaveToEnd = Đợt Chờ Hết Kẻ Địch
+rules.wavelimit = Bản Đồ Kết Thúc Sau Đợt
+rules.dropzoneradius = Bán Kính Vùng Thả:[lightgray] (ô)
+rules.unitammo = Đơn Vị Cần Có Đạn [red](có thể bị loại bỏ)
+rules.enemyteam = Đội Kẻ Địch
+rules.playerteam = Đội Người Chơi
rules.title.waves = Đợt
-rules.title.resourcesbuilding = Tài nguyên & Xây dựng
-rules.title.enemy = Kẻ địch
-rules.title.unit = Đơn vị
-rules.title.experimental = Thử nghiệm
-rules.title.environment = Môi trường
+rules.title.resourcesbuilding = Tài Nguyên & Xây Dựng
+rules.title.enemy = Kẻ Dịch
+rules.title.unit = Đơn Vị
+rules.title.experimental = Thử Nghiệm
+rules.title.environment = Môi Trường
rules.title.teams = Đội
-rules.title.planet = Hành tinh
-rules.lighting = Ánh sáng
-rules.fog = Sương mù chiến tranb
+rules.title.planet = Hành Tinh
+rules.lighting = Ánh Sáng
+rules.fog = Sương Mù Chiến Tranh
+rules.invasions = Kẻ Địch Xâm Lược Khu Vực
+rules.legacylaunchpads = Cơ chế bệ phóng di sản
+rules.legacylaunchpads.info = Cho phép dùng bệ phóng mà không cần bệ đáp, như trong bản 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Đã tắt[lightgray] (Bệ phóng di sản được bật)
+rules.showspawns = Hiện Khu Kẻ Địch Xuất Hiện
+rules.randomwaveai = Đợt Tấn Công AI Không Đoán Trước
rules.fire = Lửa
rules.anyenv =
-rules.explosions = Sát thương nổ của Khối/Đơn vị
-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:
+rules.explosions = Sát Thương Nổ Của Khối/Đơn Vị
+rules.ambientlight = Ánh Sáng Môi Trường
+rules.weather = Thời Tiết
+rules.weather.frequency = Tần Suất:
+rules.weather.always = Luôn Có
+rules.weather.duration = Thời Lượng:
+rules.randomwaveai.info = Làm các đơn vị xuất hiện trong các lượt nhắm vào công trình ngẫu nhiên thay vì tấn công trực tiếp vào lõi hoặc máy phát năng lượng.
rules.placerangecheck.info = Ngăn chặn người chơi khỏi việc đặt bất kỳ thứ gì gần công trình kẻ địch. Khi cố đặt một bệ súng, phạm vi sẽ bị tăng lên, để bệ súng không thể bắn tới kẻ địch.
rules.onlydepositcore.info = Ngăn chặn các đơn vị khỏi việc thả vật phẩm vào bất kỳ công trình nào ngoài lõi.
@@ -1539,6 +1600,8 @@ 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 = Điểm tạo ra kẻ địch
+block.remove-wall.name = Loại bỏ tường
+block.remove-ore.name = Loại bỏ khoáng sản
block.core-shard.name = Lõi: Cơ sở
block.core-foundation.name = Lõi: Trụ sở
block.core-nucleus.name = Lõi: Trung tâm
@@ -1701,7 +1764,10 @@ block.spectre.name = Spectre
block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow
block.container.name = Thùng chứa
-block.launch-pad.name = Bệ phóng
+block.launch-pad.name = Bệ phóng [lightgray](Di sản)
+block.advanced-launch-pad.name = Bệ phóng
+block.landing-pad.name = Bệ đáp
+
block.segment.name = Segment
block.ground-factory.name = Nhà máy Bộ binh
block.air-factory.name = Nhà máy Không quân
@@ -1798,6 +1864,7 @@ block.electric-heater.name = Máy nhiệt từ điện
block.slag-heater.name = Máy nhiệt từ xỉ
block.phase-heater.name = Máy nhiệt từ lượng tử
block.heat-redirector.name = Khối điều hướng nhiệt
+block.small-heat-redirector.name = Khối điều hướng nhiệt nhỏ
block.heat-router.name = Khối phân phát nhiệt
block.slag-incinerator.name = Lò xỉ huỷ vật phẩm
block.carbide-crucible.name = Máy nấu Carbide
@@ -1845,8 +1912,9 @@ block.chemical-combustion-chamber.name = Bể điện hoá
block.pyrolysis-generator.name = Máy phát điện nhiệt phân
block.vent-condenser.name = Máy ngưng tụ hơi nước
block.cliff-crusher.name = Máy nghiền vách đá
+block.large-cliff-crusher.name = Máy nghiền vách đá cao cấp
block.plasma-bore.name = Khoan plasma
-block.large-plasma-bore.name = Khoan plasma lớn
+block.large-plasma-bore.name = Khoan plasma cao cấp
block.impact-drill.name = Máy khoan động lực
block.eruption-drill.name = Máy khoan siêu động lực
block.core-bastion.name = Lõi: Pháo đài
@@ -1998,7 +2066,7 @@ split.container = Tương tự như thùng chứa, đơn vị cũng có thể đ
item.copper.description = Dùng trong tất cả các loại xây dựng và các loại đạn dược.
item.copper.details = Đồng. Kim loại nhiều bất thường trên Serpulo. Có cấu trúc yếu trừ khi được tôi luyện.
item.lead.description = Được dùng trong vận chuyển chất lỏng và cấu trúc liên quan đến điện.
-item.lead.details = Đặc. Trơ. Dùng cực nhiều trong pin.\nLưu ý: Có thể độc hại đối với các dạng sống sinh học. Không phải vì nó còn nhiều ở xung quanh đây.
+item.lead.details = Đặc. Trơ. Dùng cực nhiều trong pin.\nLưu ý: Có thể độc hại đối với các dạng sống sinh học; không phải vì nó còn nhiều ở xung quanh đây.
item.metaglass.description = Được dùng trong cấu trúc phân phối/lưu trữ chất lỏng.
item.graphite.description = Được dùng trong các bộ phận điện và đạn súng.
item.sand.description = Được dùng để sản xuất các vật liệu tinh chế khác.
@@ -2079,11 +2147,15 @@ block.phase-wall.description = Bảo vệ các công trình khỏi đạn của
block.phase-wall-large.description = Bảo vệ các công trình khỏi đạn của kẻ địch, phản hầu hết đạn khi va chạm.
block.surge-wall.description = Bảo vệ các công trình khỏi đạn của kẻ địch, thường phóng ra các tia điện khi đạn va chạm.
block.surge-wall-large.description = Bảo vệ các công trình khỏi đạn của kẻ địch, thường phóng ra các tia điện khi đạn va chạm.
+block.scrap-wall.description = Bảo vệ các công trình khỏi đạn của kẻ địch.
+block.scrap-wall-large.description = Bảo vệ các công trình khỏi đạn của kẻ địch.
+block.scrap-wall-huge.description = Bảo vệ các công trình khỏi đạn của kẻ địch.
+block.scrap-wall-gigantic.description = Bảo vệ các công trình khỏi đạn của kẻ địch.
block.door.description = Một bức tường có thể mở và đóng.
block.door-large.description = Một bức tường có thể mở và đóng.
block.mender.description = Sửa chữa định kỳ các khối trong vùng lân cận.\nTùy chọn sử dụng silicon để tăng phạm vi và hiệu quả.
block.mend-projector.description = Sửa chữa các khối lân cận.\nTùy chọn sử dụng sợi lượng tử để tăng phạm vi và hiệu quả.
-block.overdrive-projector.description = Tăng tốc độ làm việc của các công trình gần đó.\nTùy chọn sử dụng sợi lượng tử để tăng phạm vi và hiệu quả.
+block.overdrive-projector.description = Tăng tốc độ làm việc của các công trình gần đó.\nTùy chọn sử dụng sợi lượng tử để tăng phạm vi và hiệu quả. Không cộng dồn.
block.force-projector.description = Tạo ra một trường lực lục giác xung quanh nó, bảo vệ các công trình và đơn vị bên trong khỏi bị hư hại.\nQuá nóng nếu chịu quá nhiều sát thương. Tùy chọn sử dụng chất làm mát để chống quá nhiệt. Sử dụng sợi lượng tử để tăng kích thước lá chắn.
block.shock-mine.description = Giải phóng tia điện khi tiếp xúc với đơn vị đối phương.
block.conveyor.description = Vận chuyển vật phẩm về phía trước.
@@ -2145,7 +2217,9 @@ block.vault.description = Lưu trữ lượng lớn vật phẩm mỗi loại. M
block.container.description = Lưu trữ lượng nhỏ vật phẩm mỗi loại. Mở rộng kho lưu trữ khi đặt kế bên một lõi. Nội dung có thể được lấy ra với điểm dỡ hàng.
block.unloader.description = Lấy các vật phẩm được chọn từ các khối gần đó.
block.launch-pad.description = Phóng lô vật phẩm vào khu vực được chọn.
-block.launch-pad.details = Hệ thống quỹ đạo phụ để vận chuyển tài nguyên từ điểm này sang điểm khác. Các nhóm khối hàng rất dễ vỡ và không có khả năng tồn tại khi tái nhập.
+block.advanced-launch-pad.description = Phóng lô vật phẩm vào khu vực được chọn. Chỉ nhận một kiểu vật phẩm một lúc.
+block.advanced-launch-pad.details = Hệ thống tiểu quỹ đạo để vận chuyển tài nguyên từ điểm này đến điểm khác.
+block.landing-pad.description = Nhận vật phẩm từ bệ phóng ở khu vực khác. Cần một lượng nước lớn để bảo vệ chống lại va chạm khi đáp.
block.duo.description = Bắn xen kẽ đạn vào kẻ địch.
block.scatter.description = Bắn khối chì, phế liệu hoặc thuỷ tinh vào kẻ địch trên không.
block.scorch.description = Đốt mọi kẻ địch trên mặt đất ở gần. Hiệu quả cao ở tầm gần.
@@ -2167,7 +2241,7 @@ block.parallax.description = Bắn một tia kéo mục tiêu trên không và l
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 nhiệt thạch làm nguồn nhiệt phụ. Có hiệu quả cao hơn khi ở nơi nóng.
block.disassembler.description = Tách xỉ thành lượng nhỏ các thành phần khoáng chất lạ với hiệu suất thấp. Có thể sản xuất thori.
-block.overdrive-dome.description = Tăng tốc độ làm việc của các công trình lân cận. Sử dụng sợi lượng tử và silicon để hoạt động.
+block.overdrive-dome.description = Tăng tốc độ làm việc của các công trình lân cận. Sử dụng sợi lượng tử và silicon để hoạt động. Không cộng dồn.
block.payload-conveyor.description = Di chuyển những khối hàng lớn, chẳng hạn như các đơn vị từ nhà máy. Từ tính. Sử dụng ở những môi trường không trọng lực.
block.payload-router.description = Tách những khối hàng đầu vào thành 3 hướng đầu ra. Hoạt động như một bộ lọc khi được thiết lập. Từ tính. Sử dụng ở những môi trường không trọng lực.
block.ground-factory.description = Sản xuất đơn vị bộ binh. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
@@ -2192,7 +2266,7 @@ block.repair-turret.description = Sửa chữa những đơn vị bị hư hỏn
block.core-bastion.description = Trung tâm của căn cứ. Bọc giáp. Một khi bị phá hủy, khu vực sẽ mất.
block.core-citadel.description = Trung tâm của căn cứ. Bọc giáp tốt hơn. Lưu trữ nhiều vật phẩm hơn lõi Pháo đài.
block.core-acropolis.description = Trung tâm của căn cứ. Được bọc giáp rất tốt. Lưu trữ nhiều vật phẩm hơn lõi Thủ Phủ.
-block.breach.description = Bắn đạn beryl hoặc tungsten xuyên thấu vào kẻ địch.
+block.breach.description = Bắn các loại đạn xuyên thấu vào kẻ địch.
block.diffuse.description = Bắn một loạt đạn mảnh theo hình nón. Đẩy kẻ địch về phía sau.
block.sublimate.description = Thổi tia lửa mạnh liên tục vào kẻ địch. Xuyên giáp.
block.titan.description = Bắn đạn pháo nổ khổng lồ vào các mục tiêu trên mặt đất. Yêu cầu hy-đrô lỏng.
@@ -2208,6 +2282,7 @@ block.electric-heater.description = Làm nóng công trình. Yêu cầu một l
block.slag-heater.description = Làm nóng công trinh. Yêu cầu xỉ.
block.phase-heater.description = Làm nóng công trình. Yêu cầu sợi lượng tử.
block.heat-redirector.description = Chuyển lượng nhiệt nhận được sang các khối khác.
+block.small-heat-redirector.description = Chuyển lượng nhiệt nhận được sang các khối khác.
block.heat-router.description = Phân phát nhiệt nhận được sang ba hướng đầu ra.
block.electrolyzer.description = Chuyển đổi nước thành hy-đrô lỏng và khí ô-zôn. Các khí xuất hai hướng đối nhau, được đánh dấu bằng các màu tương ứng.
block.atmospheric-concentrator.description = Cô đặc ni-tơ từ khí quyển. Yêu cầu nhiệt.
@@ -2220,6 +2295,7 @@ block.vent-condenser.description = Ngưng tụ khí từ lỗ hơi nước để
block.plasma-bore.description = Khi được đặt đối diện với một bức tường quặng, sản xuất vô hạn vật phẩm. Yêu cầu một lượng điện nhỏ.\nTùy chọn sử dụng hy-đrô lỏng để tăng hiệu suất.
block.large-plasma-bore.description = Một máy khoan plasma lớn hơn. Có thể khoan tungsten và thori. Yêu cầu hy-đrô lỏng và điện.\nTùy chọn sử dụng ni-tơ lỏng để tăng hiệu suất.
block.cliff-crusher.description = Nghiền vách đá, xuất ra cát vô hạn. Yêu cầu năng lượng. Hiệu quả thay đổi dựa theo loại vách đá.
+block.large-cliff-crusher.description = Nghiền vách đá, xuất ra cát vô hạn. Yêu cầu năng lượng và ôzôn. Hiệu quả thay đổi dựa theo loại vách đá. Tùy chọn tiêu thụ tungsten để gia tăng hiệu suất.
block.impact-drill.description = Khi được đặt lên một loại quặng, sản xuất vô hạn vật phẩm. Yêu cầu điện và nước.
block.eruption-drill.description = Phiên bản cải tiến của máy khoan động lực. Có thể khoan thori. Yêu cầu hy-đrô lỏng.
block.reinforced-conduit.description = Di chuyển chất lỏng về phía trước. Không nhận đầu vào nếu không phải ống dẫn từ các bên.
@@ -2344,6 +2420,7 @@ unit.emanate.description = Xây công trình để phòng thủ lõi Đại đô
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 đệm in.\nKhông hiển thị gì cho đến khi [accent]Print Flush[] được sử dụng.
+lst.printchar = Thêm một ký tự UTF-16 hoặc biểu tượng nội dung vào bộ đệm in.\nKhông hiển thị gì cho đến khi [accent]Print Flush[] được sử dụng.
lst.format = Thay thế từ giữ chỗ tiếp theo trong bộ đệm văn bản bằng giá trị.\nKhông làm gì nếu khuôn mẫu từ giữ chỗ không hợp lệ.\nKhuôn mẫu từ giữ chỗ: "{[accent]số 0-9[]}"\nVí dụ:\n[accent]print "ví dụ {0}"\nformat "mẫu"
lst.draw = Thêm một thao tác vào bộ đệm vẽ.\nKhông hiển thị gì cho đến khi [accent]Draw Flush[] được sử dụng.
lst.drawflush = Đẩy các thao tác [accent]Draw[] theo trình tự đến màn hình.
@@ -2592,3 +2669,29 @@ lenum.autoscale = Có chia tỷ lệ điểm đánh dấu tương ứng với m
lenum.posi = Vị trí theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là vị trí đầu tiên.
lenum.uvi = Vị trí của kết cấu trong phạm vi từ 0 đến 1, dùng cho đánh dấu tứ giác.
lenum.colori = Màu theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là màu đầu tiên.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/bundles/bundle_zh_CN.properties b/core/assets/bundles/bundle_zh_CN.properties
index 501585397c..5dca28b211 100644
--- a/core/assets/bundles/bundle_zh_CN.properties
+++ b/core/assets/bundles/bundle_zh_CN.properties
@@ -57,7 +57,7 @@ mods.browser.sortstars = 按星数排序
schematic = 蓝图
schematic.add = 保存蓝图…
schematics = 蓝图
-schematic.search = Search schematics...
+schematic.search = 查找蓝图中…
schematic.replace = 存在同名蓝图,是否覆盖?
schematic.exists = 存在同名蓝图。
schematic.import = 导入蓝图…
@@ -144,6 +144,7 @@ mod.enabled = [lightgray]已启用
mod.disabled = [scarlet]未启用
mod.multiplayer.compatible = [gray]多人游戏兼容性
mod.disable = 禁用
+mod.version = Version:
mod.content = 内容:
mod.delete.error = 无法删除模组。 文件可能正被占用。
@@ -195,6 +196,7 @@ campaign.select = 选择战役出发点
campaign.none = [lightgray]选择初始星球。\n可以在任意时刻切换。
campaign.erekir = 更新,更精致的内容。 战役大部分是线性的。\n\n难度更高,但地图质量与整体体验也更好。
campaign.serpulo = 较旧的内容; 经典的体验。 更加开放,且内容更丰富。\n\n地图与战役机制可能不平衡。 更不完美。
+campaign.difficulty = Difficulty
completed = [accent]己研究
techtree = 科技树
techtree.select = 切换科技树
@@ -295,13 +297,14 @@ disconnect.error = 连接错误。
disconnect.closed = 连接关闭。
disconnect.timeout = 连接超时。
disconnect.data = 地图加载失败!
+disconnect.snapshottimeout = 接收 UDP 快照时超时。\n这可能是由不稳定的网络或连接引起的。
cantconnect = 无法加入游戏([accent]{0}[])。
connecting = [accent]连接中…
reconnecting = [accent]重新连接中…
connecting.data = [accent]地图加载中…
server.port = 端口:
-server.addressinuse = 地址已被占用!
server.invalidport = 无效的端口!
+server.error.addressinuse = [scarlet]无法在端口 6567 上打开服务器。[]\n\n确保您的设备或网络上没有其他 Mindustry 服务器正在运行!
server.error = [scarlet]创建服务器错误。
save.new = 新存档
save.overwrite = 确定要覆盖这个存档吗?
@@ -354,6 +357,7 @@ command.enterPayload = 进入载荷建筑
command.loadUnits = 拾取单位
command.loadBlocks = 拾取建筑
command.unloadPayload = 卸载载荷
+command.loopPayload = Loop Unit Transfer
stance.stop = 取消指令
stance.shoot = 姿态: 射击
stance.holdfire = 姿态: 停火
@@ -441,11 +445,11 @@ editor.rules = 规则
editor.generation = 生成
editor.objectives = 目标
editor.locales = 本地化语言包
-editor.worldprocessors = World Processors
-editor.worldprocessors.editname = Edit Name
-editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
-editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
-editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
+editor.worldprocessors = 世界处理器
+editor.worldprocessors.editname = 命名
+editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的\ue813 添加按钮。
+editor.worldprocessors.nospace = 没有足够空间放置世界处理器!\n您是否在地图上布满了建筑?为什么要这样做?
+editor.worldprocessors.delete.confirm = 你确定要删除这个世界处理器吗?\n\n如果其周围有环境墙体,将由环境墙体取代。
editor.ingame = 游戏内编辑
editor.playtest = 游戏内测试
editor.publish.workshop = 上传到创意工坊
@@ -497,12 +501,13 @@ waves.units.show = 全部显示
wavemode.counts = 数目
wavemode.totals = 总数
wavemode.health = 生命值
+all = All
editor.default = [lightgray]<默认>
details = 详情…
edit = 编辑…
variables = 变量
-logic.clear.confirm = Are you sure you want to clear all code from this processor?
+logic.clear.confirm = 您确定要清除该处理器的所有代码吗?
logic.globals = 内置变量
editor.name = 名称:
editor.spawn = 生成单位
@@ -667,7 +672,6 @@ requirement.capture = 占领{0}
requirement.onplanet = 控制区块{0}
requirement.onsector = 着陆区块:{0}
launch.text = 发射
-research.multiplayer = 只有服务器创建者能研究科技。
map.multiplayer = 只有服务器创建者能查看区块。
uncover = 已解锁
configure = 设定装运的物资
@@ -719,14 +723,18 @@ loadout = 装运
resources = 资源
resources.max = 最大
bannedblocks = 禁用建筑
+unbannedblocks = Unbanned Blocks
objectives = 任务目标
bannedunits = 禁用单位
+unbannedunits = Unbanned Units
bannedunits.whitelist = 仅启用选中的单位
bannedblocks.whitelist = 仅启用选中的建筑
addall = 全部装运
launch.from = 发射自:[accent]{0}
launch.capacity = 装运物品: [accent]{0}
launch.destination = 目的地:{0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = 数量必须在0到{0}之间。
add = 添加…
guardian = Boss
@@ -741,6 +749,7 @@ error.mapnotfound = 找不到地图文件!
error.io = 网络I/O错误。
error.any = 未知网络错误。
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
+error.moddex = Mindustry 无法加载此模组。\n您的设备由于最近的 Android 系统更新,正在阻止导入 Java 模组。\n目前对此问题尚无已知的解决方法
weather.rain.name = 降雨
weather.snowing.name = 降雪
@@ -765,7 +774,9 @@ sectors.stored = 贮存:
sectors.resume = 继续
sectors.launch = 发射
sectors.select = 选择
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]无(自动销毁)
+sectors.redirect = Redirect Launch Pads
sectors.rename = 重命名区块
sectors.enemybase = [scarlet]敌方基地
sectors.vulnerable = [scarlet]易受攻击
@@ -792,6 +803,11 @@ threat.medium = 中度
threat.high = 高度
threat.extreme = 极高
threat.eradication = 毁灭
+difficulty.casual = Casual
+difficulty.easy = Easy
+difficulty.normal = Normal
+difficulty.hard = Hard
+difficulty.eradication = Eradication
planets = 行星
@@ -814,9 +830,19 @@ sector.fungalPass.name = 真菌通道
sector.biomassFacility.name = 生物质合成区
sector.windsweptIslands.name = 风吹群岛
sector.extractionOutpost.name = 萃取前哨
+sector.facility32m.name = 工业区 32 M
+sector.taintedWoods.name = 孢染丛林
+sector.infestedCanyons.name = 菌疫峡谷
sector.planetaryTerminal.name = 行星发射终端
sector.coastline.name = 边际海湾
sector.navalFortress.name = 海军要塞
+sector.polarAerodrome.name = 极地空港
+sector.atolls.name = 环礁群岛
+sector.testingGrounds.name = 实验禁区
+sector.seaPort.name = 边海港口
+sector.weatheredChannels.name = 风化海峡
+sector.mycelialBastion.name = 菌丝堡垒
+sector.frontier.name = 边陲哨站
sector.groundZero.description = 踏上旅程的最佳位置。 这里的敌人威胁很小,但资源也少。\n\n尽你所能收集铅和铜,出发吧!
sector.frozenForest.description = 一个靠近山脉的地方。 哪怕是在这里,也有了孢子扩散的痕迹。\n连极寒也无法长久地约束它们。\n\n开始运用电力,建造火力发电机并学会使用修理器。
@@ -836,6 +862,18 @@ sector.impact0078.description = 最初进入这个星系的星际运输船,残
sector.planetaryTerminal.description = 最终目标。\n这座滨海基地有一个可以将核心发射到其他行星的建筑,防卫森严。\n\n制造海军单位,尽快消灭敌人,研究发射建筑。
sector.coastline.description = 这里探测到了海军单位科技的遗迹。 击退敌人的进攻,占领区块,获取技术。
sector.navalFortress.description = 敌人在一个有天然防御屏障的偏远岛屿上建立了基地。 摧毁它,并研究高级海军科技。
+sector.cruxscape.name = 赤色总部
+sector.geothermalStronghold.name = 熔石要塞
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
sector.onset.name = 始发地区
sector.aegis.name = 庇护前哨
@@ -1002,6 +1040,7 @@ stat.buildspeedmultiplier = 建造速度倍率
stat.reactive = 反应
stat.immunities = 免疫
stat.healing = 治疗
+stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = 力墙场
ability.forcefield.description = 投射一个能吸收子弹的力场护盾
@@ -1034,6 +1073,7 @@ ability.liquidexplode = 死亡溢液
ability.liquidexplode.description = 死亡时释放液体
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射速
ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] 护盾
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
@@ -1048,6 +1088,7 @@ ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
bar.onlycoredeposit = 仅核心可丢入资源
bar.drilltierreq = 需要更高级的钻头
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = 资源不足
bar.corereq = 需要核心基座
bar.corefloor = 需要核心地板
@@ -1056,6 +1097,7 @@ bar.drillspeed = 挖掘速度:{0}/秒
bar.pumpspeed = 泵送速度:{0}/秒
bar.efficiency = 效率:{0}%
bar.boost = 超速:+{0}%
+bar.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = 电力:{0}/秒
bar.powerstored = 电力储存:{0}/{1}
bar.poweramount = 电力:{0}
@@ -1066,6 +1108,7 @@ bar.capacity = 容量:{0}
bar.unitcap = {0} {1}/{2}
bar.liquid = 液体
bar.heat = 热量
+bar.cooldown = Cooldown
bar.instability = 不稳定性
bar.heatamount = 热量: {0}
bar.heatpercent = 热量: {0} ({1}%)
@@ -1090,6 +1133,7 @@ bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray]击退
bullet.pierce = [stat]{0}[lightgray]x穿透
bullet.infinitepierce = [stat]无限穿透
@@ -1098,6 +1142,8 @@ bullet.healamount = [stat]{0}[lightgray]修复量
bullet.multiplier = [stat]{0}[lightgray]x装填倍数
bullet.reload = [stat]{0}%[lightgray]开火速率
bullet.range = [stat]{0}[lightgray]射程(格)
+bullet.notargetsmissiles = [stat] ignores buildings
+bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = 格
unit.blockssquared = 格²
@@ -1114,6 +1160,7 @@ unit.minutes = 分
unit.persecond = /秒
unit.perminute = /分
unit.timesspeed = x速度
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = 护盾容量
unit.items = 物品
@@ -1130,8 +1177,8 @@ category.items = 物品
category.crafting = 输入/输出
category.function = 功能
category.optional = 强化(可选)
-setting.alwaysmusic.name = Always Play Music
-setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
+setting.alwaysmusic.name = 始终播放音乐
+setting.alwaysmusic.description = 启用时,音乐将在游戏中始终循环播放。\n禁用时,音乐仅会在随机间隔播放。
setting.skipcoreanimation.name = 跳过核心发射与着陆动画
setting.landscape.name = 锁定横屏
setting.shadows.name = 影子
@@ -1158,18 +1205,13 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI缩放比例
setting.uiscale.description = 需要重新启动
setting.swapdiagonal.name = 总是斜线建造
-setting.difficulty.training = 训练
-setting.difficulty.easy = 简单
-setting.difficulty.normal = 普通
-setting.difficulty.hard = 困难
-setting.difficulty.insane = 疯狂
-setting.difficulty.name = 难度:
setting.screenshake.name = 屏幕抖动
setting.bloomintensity.name = 光效强度
setting.bloomblur.name = 光效模糊
setting.effects.name = 建筑特效
setting.destroyedblocks.name = 显示已摧毁的建筑
setting.blockstatus.name = 显示建筑状态
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = 传送带自动寻路
setting.sensitivity.name = 控制器灵敏度
setting.saveinterval.name = 自动保存间隔
@@ -1196,11 +1238,13 @@ setting.mutemusic.name = 禁用音乐
setting.sfxvol.name = 音效音量
setting.mutesound.name = 禁用音效
setting.crashreport.name = 发送匿名的崩溃报告
+setting.communityservers.name = 获取社区服务器列表
setting.savecreate.name = 自动创建存档
setting.steampublichost.name = 公共游戏可见性
setting.playerlimit.name = 玩家数量限制
setting.chatopacity.name = 聊天界面不透明度
setting.lasersopacity.name = 电力连接线不透明度
+setting.unitlaseropacity.name = 单位采矿光束不透明度
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
@@ -1243,16 +1287,18 @@ keybind.unit_stance_hold_fire.name = 单位姿态:停火
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
keybind.unit_stance_patrol.name = 单位姿态:巡逻
keybind.unit_stance_ram.name = 单位姿态:冲锋
-keybind.unit_command_move.name = Unit Command: Move
-keybind.unit_command_repair.name = Unit Command: Repair
-keybind.unit_command_rebuild.name = Unit Command: Rebuild
-keybind.unit_command_assist.name = Unit Command: Assist
-keybind.unit_command_mine.name = Unit Command: Mine
-keybind.unit_command_boost.name = Unit Command: Boost
-keybind.unit_command_load_units.name = Unit Command: Load Units
-keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
-keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
-keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
+keybind.unit_command_move.name = 单位命令: 移动
+keybind.unit_command_repair.name = 单位命令: 修复
+keybind.unit_command_rebuild.name = 单位命令: 重建
+keybind.unit_command_assist.name = 单位命令: 协助
+keybind.unit_command_mine.name = 单位命令: 采矿
+keybind.unit_command_boost.name = 单位命令: 助推
+keybind.unit_command_load_units.name = 单位命令: 装载单位
+keybind.unit_command_load_blocks.name = 单位命令: 转载建筑
+keybind.unit_command_unload_payload.name = 单位命令: 卸载有效载荷
+keybind.unit_command_enter_payload.name = 单位命令: 进入入有效载荷
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
+
keybind.rebuild_select.name = 重建建筑
keybind.schematic_select.name = 框选建筑
keybind.schematic_menu.name = 蓝图目录
@@ -1328,14 +1374,19 @@ rules.disableworldprocessors = 禁用世界处理器
rules.schematic = 允许使用蓝图
rules.wavetimer = 波次计时器
rules.wavesending = 波次可跳波
-rules.allowedit = Allow Editing Rules
-rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.allowedit = 允许编辑规则
+rules.allowedit.info = 启用后,玩家可以通过暂停菜单左下角的按钮在游戏中编辑规则。
+rules.alloweditworldprocessors = 允许编辑世界处理器
+rules.alloweditworldprocessors.info = 启用后,世界逻辑块可以即使在编辑器外也能被放置和编辑。
+
rules.waves = 波次
-rules.airUseSpawns = Air units use spawn points
+rules.airUseSpawns = 空军单位刷怪点
rules.attack = 进攻模式
rules.buildai = 基础建筑者 AI
rules.buildaitier = 建筑者 AI 等级
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = 在攻击地图中,使单位能够组队并以更智能的方式攻击玩家基地。
rules.rtsminsquadsize = 最小部队规模
rules.rtsmaxsquadsize = 最大部队规模
rules.rtsminattackweight = 最低进攻强度
@@ -1351,12 +1402,14 @@ rules.unitcostmultiplier = 单位生产花费倍率
rules.unithealthmultiplier = 单位生命倍率
rules.unitdamagemultiplier = 单位伤害倍率
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
rules.solarmultiplier = 太阳能发电倍率
rules.unitcapvariable = 核心可增加单位上限
rules.unitpayloadsexplode = 单位携带载荷与单位一起爆炸
rules.unitcap = 基础单位上限
rules.limitarea = 限制地图有效区域
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = 波次间隔:[lightgray](秒)
rules.initialwavespacing = 第一波间隔:[lightgray](秒)
rules.buildcostmultiplier = 建造花费倍率
@@ -1378,6 +1431,12 @@ rules.title.teams = 队伍
rules.title.planet = 星球
rules.lighting = 环境光
rules.fog = 战争迷雾
+rules.invasions = 敌方区块入侵
+rules.legacylaunchpads = 旧版发射台机制
+rules.legacylaunchpads.info = 允许在没有着陆垫的情况下使用发射台,如同 7.0 版本。
+landingpad.legacy.disabled = [scarlet]\ue815 禁用[lightgray] (旧版发射台已启用)
+rules.showspawns = 显示敌方刷怪点
+rules.randomwaveai = 不可预测的波次 AI
rules.fire = 允许火焰产生并蔓延
rules.anyenv = <任意>
rules.explosions = 建筑/单位爆炸伤害
@@ -1386,8 +1445,10 @@ rules.weather = 天气
rules.weather.frequency = 周期:
rules.weather.always = 永久
rules.weather.duration = 时长:
-rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
-rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
+rules.randomwaveai.info = 使波次生成的单位攻击随机结构,而不是直接攻击核心或发电机组。
+rules.placerangecheck.info = 防止玩家在敌方建筑附近放置任何东西。在尝试放置炮塔时,范围会增大,因此炮塔无法接近敌人。
+rules.onlydepositcore.info = 阻止单位向除核心区以外的任何建筑物存放物品。
+
content.item.name = 物品
content.liquid.name = 液体
@@ -1395,7 +1456,7 @@ content.unit.name = 单位
content.block.name = 建筑
content.status.name = 状态效果
content.sector.name = 战役区块
-content.team.name = 派系
+content.team.name = 队伍
wallore = (墙)
@@ -1530,6 +1591,8 @@ block.graphite-press.name = 石墨压缩机
block.multi-press.name = 多重压缩机
block.constructing = {0}[lightgray](建造中)
block.spawn.name = 敌人出生点
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = 初代核心
block.core-foundation.name = 次代核心
block.core-nucleus.name = 终代核心
@@ -1609,7 +1672,7 @@ block.inverted-sorter.name = 反向分类器
block.message.name = 信息板
block.reinforced-message.name = 强化信息板
block.world-message.name = 世界信息板
-block.world-switch.name = World Switch
+block.world-switch.name = 世界开关
block.illuminator.name = 照明器
block.overflow-gate.name = 溢流门
block.underflow-gate.name = 反向溢流门
@@ -1693,6 +1756,8 @@ block.meltdown.name = 熔毁
block.foreshadow.name = 厄兆
block.container.name = 容器
block.launch-pad.name = 发射台
+block.advanced-launch-pad.name = 新发射台
+block.landing-pad.name = 着陆台
block.segment.name = 裂解
block.ground-factory.name = 陆军工厂
block.air-factory.name = 空军工厂
@@ -1789,6 +1854,7 @@ block.electric-heater.name = 电制热机
block.slag-heater.name = 矿渣制热机
block.phase-heater.name = 相织制热机
block.heat-redirector.name = 热量传输机
+block.small-heat-redirector.name = 小型热量传输机
block.heat-router.name = 热量路由器
block.slag-incinerator.name = 矿渣焚化炉
block.carbide-crucible.name = 碳化物坩埚
@@ -1836,6 +1902,7 @@ block.chemical-combustion-chamber.name = 化学燃烧室
block.pyrolysis-generator.name = 热解发生器
block.vent-condenser.name = 排气冷凝器
block.cliff-crusher.name = 墙壁粉碎机
+block.large-cliff-crusher.name = 高级墙壁粉碎机
block.plasma-bore.name = 等离子钻机
block.large-plasma-bore.name = 大型等离子钻机
block.impact-drill.name = 冲击钻头
@@ -1979,7 +2046,7 @@ onset.cores = 你可以在[accent]核心地块[]上建造新的核心。\n新核
onset.detect = 敌军将在2分钟内发现你。\n设立防御,挖掘矿物,并建造生产设施。
onset.commandmode = 按住[accent]shift[]键进入[accent]指挥模式[]。\n按住[accent]鼠标左键[]框选单位。\n[accent]右键[]指挥所选单位移动或攻击。
onset.commandmode.mobile = 点击左下角的[accent]指挥[]进入[accent]指挥模式[]。\n按住屏幕,[accent]拖动[]框选单位。\n[accent]点击[]指挥所选单位移动或攻击。
-aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
+aegis.tungsten = 钨可以使用[accent]冲击钻[]进行开采。\n该结构需要[accent]水[]和[accent]电力[]。
split.pickup = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(默认使用快捷键“[”拾取载荷,“]“放下载荷)
split.pickup.mobile = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(长按以拾取或放下载荷)
@@ -2071,6 +2138,10 @@ block.phase-wall.description = 保护己方建筑,挡下敌方炮弹。 受大
block.phase-wall-large.description = 保护己方建筑,挡下敌方炮弹。 受大多数子弹攻击时有概率将其反弹。
block.surge-wall.description = 保护己方建筑,挡下敌方炮弹。 受攻击时间断释放电弧。
block.surge-wall-large.description = 保护己方建筑,挡下敌方炮弹。 受攻击时间断释放电弧。
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = 可以开关的墙。
block.door-large.description = 可以开关的墙。
block.mender.description = 定期修复附近的建筑。\n可使用硅提高范围和效率。
@@ -2137,7 +2208,9 @@ block.vault.description = 大量存储各种类型的物品。 可使用装卸
block.container.description = 少量存储各种类型的物品。 可使用装卸器卸载物品。
block.unloader.description = 从周围的建筑卸载指定物品。
block.launch-pad.description = 将货物发射至指定区块。
-block.launch-pad.details = 用于资源点对点运输的亚轨道系统。 载荷仓很脆弱,再入大气时无法保留。
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = 交替向敌人发射子弹。
block.scatter.description = 向敌方战机发射铅、 废料或钢化玻璃高射炮弹。
block.scorch.description = 焚烧任何靠近它的地面敌人。 近距离内十分有效。
@@ -2200,6 +2273,7 @@ block.electric-heater.description = 加热朝向的建筑。 需要大量电力
block.slag-heater.description = 加热朝向的建筑。 需要矿渣。
block.phase-heater.description = 加热朝向的建筑。 需要相织布。
block.heat-redirector.description = 将累积的热量传输到其他建筑。
+block.small-heat-redirector.description = 将累积的热量传输到其他建筑。
block.heat-router.description = 将累积的热量平均分配到其它3个方向。
block.electrolyzer.description = 将水电解为氢和臭氧气体。
block.atmospheric-concentrator.description = 从大气中浓缩氮气。 需要热量。
@@ -2212,6 +2286,7 @@ block.vent-condenser.description = 将排出的水蒸气冷凝成水。 消耗
block.plasma-bore.description = 面向矿壁放置时,以缓慢的速度无限产出物品。 需要少量电力。
block.large-plasma-bore.description = 更大的等离子钻机。 能够开采钨和钍。 需要氢气和电力。
block.cliff-crusher.description = 粉碎墙壁,以缓慢的速度无限产出沙子。 需要电力。 效率因墙的类型而异。
+block.large-cliff-crusher.description = 粉碎墙壁,持续产出沙子。 需要电力和臭氧。 效率因墙的类型而异。 可选消耗钨以提高效率。
block.impact-drill.description = 放置在矿物上时,以缓慢的速度无限产出物品。 需要电力和水。
block.eruption-drill.description = 改进过的冲击钻头。 能够开采钍。 需要氢。
block.reinforced-conduit.description = 向前传输流体。 不接受侧面的非导管输入。
@@ -2299,10 +2374,10 @@ unit.poly.description = 自动重建被摧毁的建筑,并协助其他单位
unit.mega.description = 自动修复受损建筑。 能够携带建筑和小型地面单位。
unit.quad.description = 向地面目标投掷等离子炸弹,修复己方建筑并摧毁敌人。 能够携带中型地面单位。
unit.oct.description = 用它的再生护盾保护附近的己方单位。 能够携带大多数地面单位。
-unit.risso.description = 向敌人发射一串导弹和子弹。
+unit.risso.description = 向敌人发射一串导弹与子弹。
unit.minke.description = 向敌人发射炮弹和标准子弹。
unit.bryde.description = 向敌人发射远程炮弹和导弹。
-unit.sei.description = 向敌人发射一串导弹和穿甲弹。
+unit.sei.description = 向敌人发射一串导弹与穿甲弹。
unit.omura.description = 向敌人发射远程穿透轨道炮。 自动生产星辉单位。
unit.alpha.description = 保护初代核心,可建造建筑。
unit.beta.description = 保护次代核心,可建造建筑。
@@ -2336,7 +2411,8 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
lst.read = 从连接的内存读取数字
lst.write = 向连接的内存写入数字
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
-lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
+lst.printchar = 向打印缓存添加一个 UTF-16 字符或内容图标。\n直到使用 [accent]Print Flush[] 后才会真正显示。
+lst.format = 用一个值替换文本缓冲区中的下一个占位符。\n如果占位符模式无效,则不会执行任何操作。\n占位模式: "{[accent]number 0-9[]}"\n示例:\n[accent]print "test {0}"\n格式 "示例"
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
@@ -2374,7 +2450,7 @@ lst.getflag = 检查是否设置了全局标志。
lst.setprop = 设置单位或建筑物的属性。
lst.effect = 创建一个粒子效果。
lst.sync = 在网络中同步一个变量。\n最多每秒调用10次。
-lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
+lst.playsound = 播放声音。\n音量和声场位置可以是全局值,也可以根据位置计算得出。
lst.makemarker = 在世界中创建一个新的逻辑标记。\n必须提供一个用于标识此标记的ID。\n目前每个世界限制最多20000个标记。
lst.setmarker = 为标记设置属性。\n使用的ID必须与制作标记指令中的相同。
lst.localeprint = 将地图本地化文本属性值添加到文本缓冲区中。\n要在地图编辑器中设置地图本地化包,请检查 [accent]地图信息 > 本地化包[]。\n如果客户端是移动设备,则尝试首先打印以 ".mobile" 结尾的属性。
@@ -2547,7 +2623,7 @@ unitlocate.building = 找到的建筑存入此变量
unitlocate.outx = 存入找到的X轴坐标
unitlocate.outy = 存入找到的Y轴坐标
unitlocate.group = 所搜寻的建筑分类
-playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
+playsound.limit = 如果为真,则阻止此声音在同一帧内重复播放。
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
lenum.stop = 停止移动/采矿/建造动作
@@ -2566,7 +2642,7 @@ lenum.payenter = 进入/降落到单位下方的荷载方块中
lenum.flag = 给单位赋予数字形式的标记
lenum.mine = 从某个位置采集矿物
lenum.build = 建造建筑
-lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
+lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
lenum.within = 检查单位是否接近了某个位置
lenum.boost = 开始/停止助推
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
@@ -2576,3 +2652,30 @@ lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
+
+lenum.wavetimer = 波次是否自动出现在计时器上。如果没有,按下播放按钮时会出现波次
+lenum.wave = 当前波数,可以是非波次模式下的任何值
+lenum.currentwavetime = 波次倒计时(以tick为单位)
+lenum.waves = 波次是否可以生成
+lenum.wavesending = 是否可以通过播放按钮手动生成波次
+lenum.attackmode = 确定游戏模式是否为攻击模式
+lenum.wavespacing = 波形之间的时间(以tick为单位)
+lenum.enemycorebuildradius = 敌人核心半径周围无建筑区
+lenum.dropzoneradius = 敌人出生点周围的半径
+lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
+lenum.lighting = 是否启用环境照明
+lenum.buildspeed = 建筑速度倍率
+lenum.unithealth = 单位受伤减免, 计算方式是伤害除以减免值
+lenum.unitbuildspeed = 单元工厂建造单元的速度
+lenum.unitcost = 单位建设所需资源的倍率
+lenum.unitdamage = 单位造成多少伤害
+lenum.blockhealth = 方块受伤减免, 计算方式是伤害除以减免值
+lenum.blockdamage = 方块(炮塔)造成的伤害有多大
+lenum.rtsminweight = 进攻小队所需的最小“优势”。越高->越谨慎
+lenum.rtsminsquad = 攻击小队的最小规模
+lenum.maparea = 设置区域范围
+lenum.ambientlight = 环境光颜色,启用照明时使用
+lenum.solarmultiplier = 太阳能电池板的功率输出倍率
+lenum.dragmultiplier = 环境阻力乘数
+lenum.ban = 无法放置或构建的块或单元
+lenum.unban = 取消ban
diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties
index 03e630d368..316460d853 100644
--- a/core/assets/bundles/bundle_zh_TW.properties
+++ b/core/assets/bundles/bundle_zh_TW.properties
@@ -13,7 +13,7 @@ link.google-play.description = Google Play 商店頁面
link.f-droid.description = F-Droid 目錄頁面
link.wiki.description = 官方 Mindustry 維基
link.suggestions.description = 建議新功能
-link.bug.description = 找到臭蟲?在這裡回報
+link.bug.description = 發現錯誤?在這裡回報
linkopen = 網路連結由伺服器提供。確定要打開連結?\n\n[sky]{0}
linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
screenshot = 截圖儲存到{0}
@@ -57,7 +57,7 @@ mods.browser.sortstars = 以星數篩選
schematic = 藍圖
schematic.add = 儲存藍圖……
schematics = 藍圖
-schematic.search = Search schematics...
+schematic.search = 搜尋藍圖...
schematic.replace = 相同名稱的藍圖已經存在。是否取代它?
schematic.exists = 相同名稱的藍圖已經存在。
schematic.import = 匯入藍圖……
@@ -70,22 +70,22 @@ schematic.shareworkshop = 分享到工作坊
schematic.flip = [accent][[{0}][]/[accent][[{1}][]:翻轉藍圖
schematic.saved = 藍圖已儲存。
schematic.delete.confirm = 該藍圖將被完全清除。
-schematic.edit = Edit Schematic
+schematic.edit = 編輯藍圖
schematic.info = {0}x{1}, {2}方塊
-schematic.disabled = [scarlet]藍圖被進用[]\n你不能在這個[accent]地圖[] 或 [accent]伺服器中使用藍圖.
+schematic.disabled = [scarlet]藍圖被進用[]\n您不能在這個[accent]地圖[]或[accent]伺服器中使用藍圖.
schematic.tags = 標籤:
schematic.edittags = 編輯標籤
schematic.addtag = 新增標籤
schematic.texttag = 文字標籤
schematic.icontag = 圖像標籤
schematic.renametag = 重新命名
-schematic.tagged = {0} tagged
+schematic.tagged = {0} 已被加上標籤
schematic.tagdelconfirm = 確認刪除此標籤?
schematic.tagexists = 該標籤已存在。
stats = 統計
stats.wave = 防守波數
-stats.unitsCreated = 生産單位
+stats.unitsCreated = 生產單位
stats.enemiesDestroyed = 摧毀敵人
stats.built = 建造建築
stats.destroyed = 摧毁建築
@@ -144,25 +144,28 @@ mod.enabled = [lightgray]已啟用
mod.disabled = [scarlet]已禁用
mod.multiplayer.compatible = [gray]與多人模式相容
mod.disable = 禁用
+mod.version = Version:
mod.content = 內容:
mod.delete.error = 無法刪除模組,檔案可能在使用中。
-mod.incompatiblegame = [red]Outdated Game
-mod.incompatiblemod = [red]Incompatible
-mod.blacklisted = [red]Unsupported
-mod.unmetdependencies = [red]Unmet Dependencies
+mod.incompatiblegame = [red]遊戲版本過低
+mod.incompatiblemod = [red]無法兼容
+mod.blacklisted = [red]不支持
+mod.unmetdependencies = [red]缺少前置模組
mod.erroredcontent = [scarlet]內容錯誤
-mod.circulardependencies = [red]Circular Dependencies
-mod.incompletedependencies = [red]Incomplete Dependencies
-mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
-mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
-mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
-mod.missingdependencies.details = This mod is missing dependencies: {0}
-mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
-mod.circulardependencies.details = This mod has dependencies that depends on each other.
-mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
-mod.requiresversion = Requires game version: [red]{0}
+mod.circulardependencies = [red]循環依賴錯誤
+mod.incompletedependencies = [red]依賴項缺失
+mod.requiresversion.details = 所需最低遊戲版本: [accent]{0}[]\n您的遊戲版本過低。此模組需要更新的遊戲版本(通常是beta/alpha版本)才能運作
+
+mod.outdatedv7.details = 這個模組與遊戲的最新版本不相容。作者必須將其更新,並在其 mod.json 文件中添加 [accent]minGameVersion: 136[]。
+mod.blacklisted.details = 這個模組已被手動列入黑名單,因為它在此版本的遊戲中引起崩潰或其他問題。請勿使用。
+mod.missingdependencies.details = 此模組缺少依賴項:{0}
+mod.erroredcontent.details = 此模組在加載時引發錯誤。請求模組作者修復它們。
+mod.circulardependencies.details = 這個模組具有相互依賴的依賴項。
+mod.incompletedependencies.details = 由於無效或缺失的依賴項,此模組無法加載:{0}。
+mod.requiresversion = 需要遊戲版本:[red]{0}
mod.errors = 載入內容時發生錯誤
-mod.noerrorplay = [scarlet]你使用了有問題的模組。[] 遊戲前請先停用相關模組或修正問題。
+mod.noerrorplay = [scarlet]您使用了有問題的模組。[] 遊戲前請先停用相關模組或修正問題。
+mod.nowdisabled = [scarlet]「{0}」模組缺少依賴關係:[accent] {1}\n[lightgray]必須先下載這些模組。\n此模組將被自動停用。
mod.enable = 啟用
mod.requiresrestart = 遊戲將立即關閉以套用模組變更。
mod.reloadrequired = [scarlet]需要重新載入
@@ -188,15 +191,17 @@ filename = 檔案名稱︰
unlocked = 已解鎖新內容!
available = 可研究新科技!
unlock.incampaign = <在戰役中解鎖>
-campaign.select = Select Starting Campaign
-campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
-campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
-campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
+campaign.select = 選擇戰役出發點
+campaign.none = [lightgray]選擇初始星球。\n星球隨時都可以切換。
+campaign.erekir = 更新、更精緻的內容。戰役大部分都是連貫性的。\n\n難度更高,但有高品質的地圖和整體的經驗。
+campaign.serpulo = 較舊的內容,經典的體驗。更加開放且有更多內容。\n\n有可能會有不平衡的地圖以及戰役機制,較不完美。
+campaign.difficulty = Difficulty
+
completed = [accent]完成
techtree = 科技樹
techtree.select = 選擇科技樹
techtree.serpulo = 蕈孢星
-techtree.erekir = 瑞克爾
+techtree.erekir = 熾熱之境
research.load = 載入
research.discard = 放棄
research.list = [lightgray]研究︰
@@ -219,8 +224,8 @@ server.kicked.typeMismatch = 該伺服器與您的版本不相容。
server.kicked.playerLimit = 該伺服器已滿。請等待玩家離開。
server.kicked.recentKick = 您最近曾被踢出伺服器。\n請稍後再進行連線。
server.kicked.nameInUse = 伺服器中已經\n有人有相同的名稱了。
-server.kicked.nameEmpty = 你的名稱必須至少包含一個字母或數字。
-server.kicked.idInUse = 你已經在伺服器中!不允許使用兩個帳號。
+server.kicked.nameEmpty = 您的名稱必須至少包含一個字母或數字。
+server.kicked.idInUse = 您已經在伺服器中!不允許使用兩個帳號。
server.kicked.customClient = 這個伺服器不支援自訂的客戶端,請下載官方版本。
server.kicked.gameover = 遊戲結束!
server.kicked.serverRestarting = 伺服器正在重新啟動。
@@ -259,14 +264,14 @@ trace.mobile = 行動客戶端:[accent]{0}
trace.modclient = 自訂客戶端:[accent]{0}
trace.times.joined = 加入次數:[accent]{0}
trace.times.kicked = 踢除次數:[accent]{0}
-trace.ips = IPs:
-trace.names = Names:
+trace.ips = IP:
+trace.names = 名字:
invalidid = 無效的客戶端 ID!請遞交錯誤回報。
-player.ban = Ban
-player.kick = Kick
-player.trace = Trace
-player.admin = Toggle Admin
-player.team = Change Team
+player.ban = 封鎖
+player.kick = 踢除
+player.trace = 追蹤
+player.admin = 切換管理員
+player.team = 切換隊伍
server.bans = 封鎖
server.bans.none = 沒有玩家被封鎖!
server.admins = 管理員
@@ -283,8 +288,8 @@ confirmkick = 您確定要踢出「[white]{0}[]」嗎?
confirmunban = 您確定要解除封鎖這個玩家嗎?
confirmadmin = 您確定要晉升「[white]{0}[]」為管理員嗎?
confirmunadmin = 您確定要解除「[white]{0}[]」的管理員嗎?
-votekick.reason = Vote-Kick Reason
-votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
+votekick.reason = 投票踢出原因
+votekick.reason.message = 確定要投票踢出玩家"{0}[white]"?\n如果是,請輸入理由:
joingame.title = 加入遊戲
joingame.ip = IP 位置:
disconnect = 已中斷連線。
@@ -292,17 +297,18 @@ disconnect.error = 連線錯誤。
disconnect.closed = 連線關閉。
disconnect.timeout = 連線逾時。
disconnect.data = 無法載入地圖資料!
+disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
cantconnect = 無法加入遊戲 ([accent]{0}[]).
connecting = [accent]連線中……
reconnecting = [accent]重新連接中……
connecting.data = [accent]地圖資料載入中……
server.port = 連接埠:
-server.addressinuse = 該位置已被使用!
server.invalidport = 無效的連接埠!
+server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
server.error = [crimson]建立伺服器時發生錯誤。
save.new = 新存檔
save.overwrite = 您確定要覆寫存檔嗎?
-save.nocampaign = Individual save files from the campaign cannot be imported.
+save.nocampaign = 無法匯入單一戰役中的存檔。
overwrite = 覆寫
save.none = 找不到存檔!
savefail = 存檔失敗!
@@ -346,17 +352,19 @@ command.repair = 修復
command.rebuild = 重建
command.assist = 協助玩家
command.move = 移動
-command.boost = Boost
-command.enterPayload = Enter Payload Block
-command.loadUnits = Load Units
-command.loadBlocks = Load Blocks
-command.unloadPayload = Unload Payload
-stance.stop = Cancel Orders
-stance.shoot = Stance: Shoot
-stance.holdfire = Stance: Hold Fire
-stance.pursuetarget = Stance: Pursue Target
-stance.patrol = Stance: Patrol Path
-stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
+command.boost = 推進
+command.enterPayload = 進入負荷方塊
+command.loadUnits = 拾取單位
+command.loadBlocks = 拾取方塊
+command.unloadPayload = 卸下負載
+command.loopPayload = Loop Unit Transfer
+stance.stop = 取消指令
+stance.shoot = 狀態:射擊
+stance.holdfire = 狀態: 停火
+stance.pursuetarget = 狀態:追逐目標
+stance.patrol = 狀態:路徑巡邏
+stance.ram = 狀態:衝鋒\n[lightgray]直線移動,不進行尋路。
+
openlink = 開啟連結
copylink = 複製連結
back = 返回
@@ -382,10 +390,10 @@ 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。
-commandmode.name = [accent]Command Mode
+commandmode.name = [accent]指揮模式
commandmode.nounits = [no units]
wave = [accent]第{0}波
-wave.cap = [accent]Wave {0}/{1}
+wave.cap = [accent]波 {0}/{1}
wave.waiting = [lightgray]將於{0}秒後抵達
wave.waveInProgress = [lightgray]波次進行中
waiting = [lightgray]等待中……
@@ -436,7 +444,7 @@ editor.nodescription = 在地圖發佈前必須有至少四個字以上的描述
editor.waves = 波次:
editor.rules = 規則:
editor.generation = 自動生成:
-editor.objectives = Objectives
+editor.objectives = 目標
editor.locales = Locale Bundles
editor.worldprocessors = World Processors
editor.worldprocessors.editname = Edit Name
@@ -455,8 +463,8 @@ editor.filters.type = 地圖種類:
editor.filters.search = 搜尋的資料夾:
editor.filters.author = 作者
editor.filters.description = 描述
-editor.shiftx = Shift X
-editor.shifty = Shift Y
+editor.shiftx = X位移
+editor.shifty = Y位移
workshop = 工作坊
waves.title = 波次
waves.remove = 移除
@@ -474,7 +482,7 @@ waves.max = 最大單位數
waves.guardian = 守衛者
waves.preview = 預覽
waves.edit = 編輯……
-waves.random = Random
+waves.random = 隨機
waves.copy = 複製到剪貼簿
waves.load = 從剪貼簿載入
waves.invalid = 剪貼簿中的波次無效。
@@ -485,8 +493,8 @@ waves.sort.reverse = 反向排序
waves.sort.begin = 開始
waves.sort.health = 血量
waves.sort.type = 兵種
-waves.search = Search waves...
-waves.filter = Unit Filter
+waves.search = 搜尋波...
+waves.filter = 單位過濾
waves.units.hide = 全部隱藏
waves.units.show = 全部顯示
@@ -494,13 +502,15 @@ waves.units.show = 全部顯示
wavemode.counts = 數量
wavemode.totals = 總數
wavemode.health = 生命值
+all = All
editor.default = [lightgray](預設)
details = 詳細資訊……
edit = 編輯……
variables = 變數
logic.clear.confirm = Are you sure you want to clear all code from this processor?
-logic.globals = Built-in Variables
+logic.globals = 內建變數
+
editor.name = 名稱:
editor.spawn = 重生單位
editor.removeunit = 移除單位
@@ -512,19 +522,19 @@ 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。
editor.errorname = 地圖沒有定義名稱。
-editor.errorlocales = Error reading invalid locale bundles.
+editor.errorlocales = 讀取語言包時出錯。
editor.update = 更新
editor.randomize = 隨機化
-editor.moveup = Move Up
-editor.movedown = Move Down
-editor.copy = Copy
+editor.moveup = 向上移動
+editor.movedown = 向下移動
+editor.copy = 複製
editor.apply = 使用
editor.generate = 產生
editor.sectorgenerate = 產生地區
editor.resize = 調整大小
editor.loadmap = 載入地圖
editor.savemap = 儲存地圖
-editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
+editor.savechanges = [scarlet]您有尚未保存的更改!\n\n[]您想要保存這些更改嗎?
editor.saved = 已儲存!
editor.save.noname = 您的地圖沒有名稱!在「地圖資訊」畫面設定一個名稱。
editor.save.overwrite = 您的地圖覆寫了內建的地圖!在「地圖資訊」畫面設定其他名稱。
@@ -563,13 +573,13 @@ toolmode.eraseores = 清除礦物
toolmode.eraseores.description = 僅清除礦物。
toolmode.fillteams = 填充團隊
toolmode.fillteams.description = 填充團隊而非方塊。
-toolmode.fillerase = Fill Erase
-toolmode.fillerase.description = Erase blocks of the same type.
+toolmode.fillerase = 清除相同
+toolmode.fillerase.description = 清除相同種類的方塊。
toolmode.drawteams = 繪製團隊
toolmode.drawteams.description = 繪製團隊而非方塊。
#unused
-toolmode.underliquid = Under Liquids
-toolmode.underliquid.description = Draw floors under liquid tiles.
+toolmode.underliquid = 水下地形
+toolmode.underliquid.description = 繪製液體下的地形
filters.empty = [lightgray]沒有過濾器!使用下面的按鈕新增一個。
@@ -589,7 +599,7 @@ filter.clear = 清除
filter.option.ignore = 忽略
filter.scatter = 分散
filter.terrain = 地形
-filter.logic = Logic
+filter.logic = 邏輯
filter.option.scale = 規模
filter.option.chance = 機會
@@ -661,10 +671,9 @@ requirement.core = 在{0}摧毀敵人核心
requirement.research = 研究 {0}
requirement.produce = 生產 {0}
requirement.capture = 捕獲 {0}
-requirement.onplanet = Control Sector On {0}
-requirement.onsector = Land On Sector: {0}
+requirement.onplanet = 控制區域:{0}
+requirement.onsector = 登陸區域:{0}
launch.text = 發射
-research.multiplayer = 只有管理者可以使用這個物品
map.multiplayer = 只有管理者可以查看地圖
uncover = 探索
configure = 資源配置
@@ -704,26 +713,31 @@ objective.build = [accent]建造:[][lightgray]{0}[]x\n{1}[lightgray]{2}
objective.buildunit = [accent]產生單位:[][lightgray]{0}[]x\n{1}[lightgray]{2}
objective.destroyunits = [accent]摧毀:[][lightgray]{0}[]x 單位
objective.enemiesapproaching = [accent]的人在 [lightgray]{0} 到達[]
-objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
-objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
-objective.destroycore = [accent]摧毀敵人核心
-objective.command = [accent]Command Units
-objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
+objective.enemyescelating = [accent]敵人在[lightgray]{0}[]後擴大單位生產
+objective.enemyairunits = [accent]敵人在[lightgray]{0}[]後產生空軍單位
-announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
+objective.destroycore = [accent]摧毀敵人核心
+objective.command = [accent]指揮單位
+objective.nuclearlaunch = [accent]⚠ 偵測到核彈打擊: [lightgray]{0}
+
+announce.nuclearstrike = [red]⚠ 核彈打擊入侵警告 ⚠
loadout = 裝載
resources = 資源
resources.max = 最大
bannedblocks = 禁用方塊
+unbannedblocks = Unbanned Blocks
objectives = 目標
bannedunits = 禁用單位
+unbannedunits = Unbanned Units
bannedunits.whitelist = Banned Units As Whitelist
bannedblocks.whitelist = Banned Blocks As Whitelist
addall = 全部加入
launch.from = 發射來源:[accent]{0}
launch.capacity = 發射物品容量:[accent]{0}
launch.destination = 目的地:{0}
+landing.sources = Source Sectors: [accent]{0}[]
+landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
configure.invalid = 數值必須介於 0 到 {0}。
add = 新增……
guardian = 頭目
@@ -738,13 +752,14 @@ error.mapnotfound = 找不到地圖!
error.io = 網路錯誤。
error.any = 未知網路錯誤。
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
+error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
-weather.rain.name = 雨
-weather.snowing.name = 雪
+weather.rain.name = 降雨
+weather.snowing.name = 降雪
weather.sandstorm.name = 沙塵暴
weather.sporestorm.name = 孢子風暴
weather.fog.name = 霧
-campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
+campaign.playtime = \uf129 [lightgray]地區遊玩時間: {0}
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
sectorlist = 地區
@@ -761,12 +776,14 @@ sectors.stored = 儲存:
sectors.resume = 繼續
sectors.launch = 發射
sectors.select = 選取
+sectors.launchselect = Select Launch Destination
sectors.nonelaunch = [lightgray]無(太陽)
+sectors.redirect = Redirect Launch Pads
sectors.rename = 重新命名區域
sectors.enemybase = [scarlet]敵方基地
sectors.vulnerable = [scarlet]易受攻擊
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
-sectors.underattack.nodamage = [scarlet]Uncaptured
+sectors.underattack.nodamage = [scarlet]尚未佔領
sectors.survives = [accent]存活 {0} 波次
sectors.go = 進入
sector.abandon = 放棄
@@ -776,8 +793,8 @@ sector.curlost = 已失去該地區
sector.missingresources = [scarlet]核心資源不足
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
sector.lost = 地區 [accent]{0}[white] 戰敗!
-sector.capture = Sector [accent]{0}[white]Captured!
-sector.capture.current = Sector Captured!
+sector.capture = Sector [accent]{0}[white]已佔領!
+sector.capture.current = 地區已佔領!
sector.changeicon = 更改圖標
sector.noswitch.title = 無法切換地區
sector.noswitch = 當前地區遭受攻擊時,無法切換地區\n\n地區: [accent]{0}[] 於 [accent]{1}[]
@@ -788,11 +805,16 @@ threat.medium = 中
threat.high = 高
threat.extreme = 極高
threat.eradication = 毀滅性
+difficulty.casual = 休閒模式
+difficulty.easy = 簡單模式
+difficulty.normal = 普通模式
+difficulty.hard = 困難模式
+difficulty.eradication = 滅絕模式
planets = 行星
planet.serpulo.name = 蕈孢星
-planet.erekir.name = Erekir
+planet.erekir.name = 熾熱之境
planet.sun.name = 太陽
sector.impact0078.name = 衝擊0078
@@ -804,15 +826,25 @@ sector.stainedMountains.name = 多色山脈
sector.desolateRift.name = 荒谷
sector.nuclearComplex.name = 核能電網
sector.overgrowth.name = 雜草叢生
-sector.tarFields.name = 油田
+sector.tarFields.name = 焦油田
sector.saltFlats.name = 鹽灘
-sector.fungalPass.name = 真菌走廊
+sector.fungalPass.name = 真菌廊道
sector.biomassFacility.name = 生物質合成工廠
sector.windsweptIslands.name = 風之島
sector.extractionOutpost.name = 萃取哨站
+sector.facility32m.name = Facility 32 M
+sector.taintedWoods.name = Tainted Woods
+sector.infestedCanyons.name = Infested Canyons
sector.planetaryTerminal.name = 星際發射站
sector.coastline.name = 海岸
sector.navalFortress.name = 海上要塞
+sector.polarAerodrome.name = Polar Aerodrome
+sector.atolls.name = Atolls
+sector.testingGrounds.name = Testing Grounds
+sector.seaPort.name = Sea Port
+sector.weatheredChannels.name = Weathered Channels
+sector.mycelialBastion.name = Mycelial Bastion
+sector.frontier.name = Frontier
sector.groundZero.description = 再次開始的最佳位置。敵人威脅程度低。資源少。\n盡可能地採集鉛與銅。\n繼續前進。
sector.frozenForest.description = 即使是在如此靠近山脈的地方,孢子也已經擴散了。低溫無法永遠遏止它們。\n\n開始探索電力。建造火力發電機。學習如何修理方塊。
@@ -830,26 +862,39 @@ sector.windsweptIslands.description = 坐落於海岸線外的一串群島。紀
sector.extractionOutpost.description = 由敵方建造的遠端哨站,用來發射資源到其他地區。\n\n跨地區運輸是征服星球不可或缺的技術。摧毀該基地。研究他們的發射台。
sector.impact0078.description = 沉睡在此的是第一個進入本星系的星際運輸船。\n\n回收任何能利用的東西。研究任何殘存的科技。
sector.planetaryTerminal.description = 最終目標。\n\n這麼濱海基地具有能夠發射核心到其他行星的建築。 其防禦非常嚴密。\n\n生產海上單位。盡速摧毀敵人。研究該發射建築。
-sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
-sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
+sector.coastline.description = 偵測到海軍單位科技的遺跡。擊退敵人的進攻,佔領地區,並獲得科技。
+sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏遠島嶼設置了一座海軍基地。摧毀它。獲得海上科技的進階科技。
+sector.cruxscape.name = Cruxscape
+sector.geothermalStronghold.name = Geothermal Stronghold
+sector.facility32m.description = WIP, map submission by Stormride_R
+sector.taintedWoods.description = WIP, map submission by Stormride_R
+sector.atolls.description = WIP, map submission by Stormride_R
+sector.frontier.description = WIP, map submission by Stormride_R
+sector.infestedCanyons.description = WIP, map submission by Skeledragon
+sector.polarAerodrome.description = WIP, map submission by hhh i 17
+sector.testingGrounds.description = WIP, map submission by dnx2019
+sector.seaPort.description = WIP, map submission by inkognito626
+sector.weatheredChannels.description = WIP, map submission by Skeledragon
+sector.mycelialBastion.description = WIP, map submission by Skeledragon
-sector.onset.name = 著陸點
-sector.aegis.name = 神盾
-sector.lake.name = 橙色湖泊
-sector.intersect.name = 交會點
+
+sector.onset.name = 啟程之處
+sector.aegis.name = 神盾領域
+sector.lake.name = 岩漿之湖
+sector.intersect.name = 交會之地
sector.atlas.name = 亞特拉斯
-sector.split.name = 分岔點
-sector.basin.name = 搖籃
-sector.marsh.name = Marsh
-sector.peaks.name = Peaks
-sector.ravine.name = Ravine
-sector.caldera-erekir.name = Caldera
-sector.stronghold.name = Stronghold
-sector.crevice.name = Crevice
-sector.siege.name = Siege
-sector.crossroads.name = Crossroads
-sector.karst.name = Karst
-sector.origin.name = Origin
+sector.split.name = 分割地帶
+sector.basin.name = 沉積盆地
+sector.marsh.name = 芳油沼澤
+sector.peaks.name = 峰頂之境
+sector.ravine.name = 運輸深谷
+sector.caldera-erekir.name = 熔岩群島
+sector.stronghold.name = 壁壘要塞
+sector.crevice.name = 狹縫之界
+sector.siege.name = 平行窄道
+sector.crossroads.name = 十字路口
+sector.karst.name = 岩溶洞窟
+sector.origin.name = 終局之戰
sector.onset.description = 新手教學地區。尚無作戰目標,請等候後續指示。
sector.aegis.description = 敵人受護盾保護。一個在實驗階段的護盾破壞器坐落在此區域,找到並提供鎢原料啟用它。摧毀敵方基地。
@@ -857,17 +902,17 @@ sector.lake.description = 本地區的熔渣湖嚴重限縮普通單位的機動
sector.intersect.description = 掃描顯示本區域會在降落後遭受多面攻擊。快速築起防禦,加速擴張。必須建造\n [accent]機甲[] 單位通過陡峭的地形。
sector.atlas.description = 本地區有多樣地形,建造不同單位以有效進攻。這裡偵測到大型敵方基地,可能需要用升級過的單位突破。\n研究 [accent]電解槽[] 和 [accent]戰車重塑者[]。
sector.split.description = 較少敵軍活動適合本地區測試最新的運輸科技。
-sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
-sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
-sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
-sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
-sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
-sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
-sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
-sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
-sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
-sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
-sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
+sector.basin.description = 本區域有大量敵軍。\n儘快建造單位並摧毀敵方基地以在此地立足。
+sector.marsh.description = 本地區有大量芳油,但只有少數的噴口。 \n建造[accent]化學燃燒發電機[]以發電。
+sector.peaks.description = 本地區的山區地形使得大多數單位無法正常發揮。需要使用飛行單位。\n請注意敵軍的防空設備,切斷這些設備的輔助建築即可使其停止發射。
+sector.ravine.description = 雖然在本地區沒有發現任何的敵人基地,但此地其實是敵軍的一個重要運輸路線。\n 請準備好對抗多種敵軍。\n儘快生產[accent]波浪合金[]並建造[accent]折磨[]砲塔。
+sector.caldera-erekir.description = 根據偵測,本區域的資源分佈在多個島嶼上。\n研究並部署無人機運輸設備。
+sector.stronghold.description = 本地區的敵軍基地的守護者大量的[accent]釷[]\n使用它來研究高級的單位和炮塔。
+sector.crevice.description = 敵軍會派遣猛烈的打擊攻擊來徹底擊潰您的基地。\n盡快研究[accent]碳化鎢[]及[accent]熱解發電機[]以確保生存。
+sector.siege.description = 本區域的兩條平行山谷使得不得不進行兩線作戰。\n研究[accent]氰氣[]以生產更強的戰車單位。\n警告:偵測到敵方長距離的導彈,導彈爆炸前可以被攔截。
+sector.crossroads.description = 本區域的敵軍基地建立在多種的地形上。嘗試研究不同的單位以適應此環境。\n還有,有些敵軍基地是被護盾保護的,找出他們是如何被供電的。
+sector.karst.description = 本區域的資源豐富,但敵人在一降落就會馬上發動攻勢。\n利用資源優勢以研究[accent]相織布[].
+sector.origin.description = 終局之戰,敵人數量極多。\n所有研究均已完畢,只需專注摧毀所有的人基地。
status.burning.name = 燃燒
status.freezing.name = 凍結
@@ -900,9 +945,9 @@ settings.clearall.confirm = [scarlet]警告![]\n這會清除所有資料,包
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
-settings.clearresearch.confirm = 你確定要清除所有研究?
+settings.clearresearch.confirm = 您確定要清除所有研究?
settings.clearcampaignsaves = 清除戰役紀錄
-settings.clearcampaignsaves.confirm = 你確定要清除所有戰役紀錄?
+settings.clearcampaignsaves.confirm = 您確定要清除所有戰役紀錄?
paused = [accent](已暫停)
clear = 清除
banned = [scarlet]已被封鎖
@@ -952,7 +997,7 @@ stat.repairspeed = 修復速度
stat.weapons = 武器
stat.bullet = 子彈
stat.moduletier = 模組等級
-stat.unittype = Unit Type
+stat.unittype = 單位類別
stat.speedincrease = 速度提升
stat.range = 範圍
stat.drilltier = 可鑽取礦物
@@ -989,60 +1034,64 @@ stat.abilities = 能力
stat.canboost = 推進器
stat.flying = 飛行單位
stat.ammouse = 彈藥使用
-stat.ammocapacity = Ammo Capacity
+stat.ammocapacity = 彈藥容量
stat.damagemultiplier = 傷害加成
stat.healthmultiplier = 血量加成
stat.speedmultiplier = 速度加成
stat.reloadmultiplier = 射速加成
stat.buildspeedmultiplier = 建造速度加成
stat.reactive = 狀態傷害加成
-stat.immunities = Immunities
+stat.immunities = 免疫
stat.healing = 治癒
+stat.efficiency = [stat]{0}% Efficiency
-ability.forcefield = 防護罩
-ability.forcefield.description = Projects a force shield that absorbs bullets
+ability.forcefield = 防護力場
+ability.forcefield.description = 投射一個可以吸收子彈的防護力場
ability.repairfield = 維修力場
-ability.repairfield.description = Repairs nearby units
+ability.repairfield.description = 修復周圍的單位
ability.statusfield = 狀態力場
-ability.statusfield.description = Applies a status effect to nearby units
+ability.statusfield.description = 對周圍的單位施加狀態效果
ability.unitspawn = 工廠
-ability.unitspawn.description = Constructs units
+ability.unitspawn.description = 建造單位
ability.shieldregenfield = 護盾充能力場
-ability.shieldregenfield.description = Regenerates shields of nearby units
+ability.shieldregenfield.description = 為周圍的單位重新生成護盾
ability.movelightning = 移動閃電
-ability.movelightning.description = Releases lightning while moving
-ability.armorplate = Armor Plate
-ability.armorplate.description = Reduces damage taken while shooting
-ability.shieldarc = Shield Arc
-ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
-ability.suppressionfield = Regen Suppression Field
-ability.suppressionfield.description = Stops nearby repair buildings
-ability.energyfield = 能量場:
-ability.energyfield.description = Zaps nearby enemies
-ability.energyfield.healdescription = Zaps nearby enemies and heals allies
-ability.regen = Regeneration
-ability.regen.description = Regenerates own health over time
-ability.liquidregen = Liquid Absorption
-ability.liquidregen.description = Absorbs liquid to heal itself
-ability.spawndeath = Death Spawns
-ability.spawndeath.description = Releases units on death
-ability.liquidexplode = Death Spillage
-ability.liquidexplode.description = Spills liquid on death
-ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
-ability.stat.regen = [stat]{0}[lightgray] health/sec
-ability.stat.shield = [stat]{0}[lightgray] shield
-ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
-ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
-ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
-ability.stat.maxtargets = [stat]{0}[lightgray] max targets
-ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
-ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
-ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
-ability.stat.duration = [stat]{0} sec[lightgray] duration
-ability.stat.buildtime = [stat]{0} sec[lightgray] build time
+ability.movelightning.description = 在移動時放出閃電
+ability.armorplate = 裝甲板
+ability.armorplate.description = 減少射擊時所受到的傷害
+ability.shieldarc = 電弧護盾
+ability.shieldarc.description = 投射一個弧形的力場護盾,能吸收子彈
+ability.suppressionfield = 抑制修復力場
+ability.suppressionfield.description = 停止周遭的修復建築工作
+ability.energyfield = 能量場
+ability.energyfield.description = 對周圍敵人發射電擊
+ability.energyfield.healdescription = 對周圍敵人發射電極並治療友方
+ability.regen = 再生
+ability.regen.description = 隨著時間的推移恢復自己的生命值
+ability.liquidregen = 液體吸收
+ability.liquidregen.description = 吸收液體以治療自己
+ability.spawndeath = 死亡產生單位
+ability.spawndeath.description = 在死亡時產生單位
+ability.liquidexplode = 死亡溢液
+ability.liquidexplode.description = 在死亡時產生液體
+ability.stat.firingrate = [stat]{0}/秒[lightgray] 射擊速度
+ability.stat.regen = [stat]{0}[lightgray]生命恢復/秒
+ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
+ability.stat.shield = [stat]{0}[lightgray]護盾
+ability.stat.repairspeed = [stat]{0}/秒[lightgray]修復速度
+ability.stat.slurpheal = [stat]{0}[lightgray]生命/液體單位
+ability.stat.cooldown = [stat]{0}秒[lightgray]冷卻時間
+ability.stat.maxtargets = [stat]{0}[lightgray]最大目標數
+ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray]同類型修復數量
+ability.stat.damagereduction = [stat]{0}%[lightgray]傷害減免
+ability.stat.minspeed = [stat]{0} 格/秒[lightgray]最低速度
+ability.stat.duration = [stat]{0} 秒[lightgray]持續時間
+ability.stat.buildtime = [stat]{0} 秒[lightgray]建造時間
+
bar.onlycoredeposit = 僅允許向核心放置物品
bar.drilltierreq = 需要更好的鑽頭
+bar.nobatterypower = Insufficieny Battery Power
bar.noresources = 缺少資源
bar.corereq = 需由核心升級
bar.corefloor = 需要核心地塊
@@ -1051,6 +1100,7 @@ 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.powerbuffer = Battery Power: {0}/{1}
bar.powerbalance = 能量變化:{0}
bar.powerstored = 能量存量:{0}/{1}
bar.poweramount = 能量:{0}
@@ -1061,6 +1111,7 @@ bar.capacity = 容量:{0}
bar.unitcap = {0} {1}/{2}
bar.liquid = 液體
bar.heat = 熱
+bar.cooldown = Cooldown
bar.instability = 不穩定度
bar.heatamount = 熱: {0}
bar.heatpercent = 熱: {0} ({1}%)
@@ -1079,12 +1130,13 @@ bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
bullet.incendiary = [stat]燃燒
bullet.homing = [stat]追蹤
bullet.armorpierce = [stat]穿甲
-bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
-bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
-bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
+bullet.maxdamagefraction = [stat]{0}%[lightgray]傷害上限
+bullet.suppression = [stat]{0}秒[lightgray]抑制修復 ~ [stat]{1}[lightgray]格
+bullet.interval = [stat]{0}/秒[lightgray]分裂子彈:
bullet.frags = [stat]{0}[lightgray]x 集束子彈:
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
+bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray]擊退
bullet.pierce = [stat]{0}[lightgray]×穿刺
bullet.infinitepierce = [stat]穿刺
@@ -1092,12 +1144,15 @@ bullet.healpercent = [stat]{0}[lightgray]% 回復
bullet.healamount = [stat]{0}[lightgray] 直接回復
bullet.multiplier = [stat]{0}[lightgray]×彈藥倍數
bullet.reload = [stat]{0}[lightgray]×射擊速率
-bullet.range = [stat]{0}[lightgray] 方塊射程
+bullet.range = [stat]{0}[lightgray]射程(格)
+bullet.notargetsmissiles = [stat] ignores missiles
+bullet.notargetsbuildings = [stat] ignores buildings
-unit.blocks = 方塊
-unit.blockssquared = 方塊²
+
+unit.blocks = 格
+unit.blockssquared = 格²
unit.powersecond = 能量單位/秒
-unit.tilessecond = 方格/秒
+unit.tilessecond = 格/秒
unit.liquidsecond = 液體單位/秒
unit.itemssecond = 物品/秒
unit.liquidunits = 液體單位
@@ -1109,13 +1164,14 @@ unit.minutes = 分
unit.persecond = /秒
unit.perminute = /分
unit.timesspeed = ×速度
+unit.multiplier = x
unit.percent = %
unit.shieldhealth = 護盾生命值
unit.items = 物品
unit.thousands = K
unit.millions = M
unit.billions = B
-unit.shots = shots
+unit.shots = 發
unit.pershot = /發
category.purpose = 用途
category.general = 一般
@@ -1138,7 +1194,7 @@ setting.backgroundpause.name = 背景執行時暫停遊戲
setting.buildautopause.name = 自動暫停建築
setting.doubletapmine.name = 連續點擊以挖礦
setting.commandmodehold.name = 長按進入指揮模式
-setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
+setting.distinctcontrolgroups.name = 每單位限制一個編隊
setting.modcrashdisable.name = 閃退後停用模組
setting.animatedwater.name = 顯示液面動畫
setting.animatedshields.name = 顯示護盾動畫
@@ -1153,18 +1209,13 @@ setting.fpscap.text = {0}FPS
setting.uiscale.name = 操作介面大小
setting.uiscale.description = 需要重新啟動遊戲以更改大小
setting.swapdiagonal.name = 預設對角線放置
-setting.difficulty.training = 訓練
-setting.difficulty.easy = 簡單
-setting.difficulty.normal = 普通
-setting.difficulty.hard = 困難
-setting.difficulty.insane = 瘋狂
-setting.difficulty.name = 難度:
setting.screenshake.name = 畫面抖動
setting.bloomintensity.name = 火花強度
setting.bloomblur.name = 火花模糊
setting.effects.name = 顯示特效
setting.destroyedblocks.name = 顯示被破壞的方塊
setting.blockstatus.name = 顯示方塊狀態
+setting.displayselection.name = Display Block Configs on Hover
setting.conveyorpathfinding.name = 自動輸送帶放置規劃
setting.sensitivity.name = 控制器靈敏度
setting.saveinterval.name = 自動存檔間隔
@@ -1185,25 +1236,27 @@ setting.position.name = 顯示玩家位置
setting.mouseposition.name = 顯示滑鼠座標
setting.musicvol.name = 音樂音量
setting.atmosphere.name = 顯示星球大氣層
-setting.drawlight.name = Draw Darkness/Lighting
+setting.drawlight.name = 繪製陰影/光照
setting.ambientvol.name = 環境音量
setting.mutemusic.name = 靜音
setting.sfxvol.name = 音效音量
setting.mutesound.name = 靜音
setting.crashreport.name = 傳送匿名當機回報
+setting.communityservers.name = Fetch Community Server List
setting.savecreate.name = 自動建立存檔
-setting.steampublichost.name = Public Game Visibility
+setting.steampublichost.name = 公開遊戲可見性
setting.playerlimit.name = 玩家數限制
setting.chatopacity.name = 聊天框不透明度
setting.lasersopacity.name = 雷射不透明度
+setting.unitlaseropacity.name = Unit Mining Beam Opacity
setting.bridgeopacity.name = 橋透明度
setting.playerchat.name = 在遊戲中顯示聊天視窗
setting.showweather.name = 顯示天氣動畫
setting.hidedisplays.name = 隱藏邏輯顯示
setting.macnotch.name = 使界面適應顯示槽口
setting.macnotch.description = 需要重新啟動遊戲以更改大小
-steam.friendsonly = Friends Only
-steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
+steam.friendsonly = 僅限好友
+steam.friendsonly.tooltip = 是否只有 Steam 好友可以加入您的遊戲。\n取消勾選後,遊戲為公開的,任何人都可以加入。
public.beta = 請注意,該遊戲的Beta版本無法公開遊戲大廳。
uiscale.reset = 使用者介面縮放已變更\n按下「確定」確認這個比例\n[scarlet][accent] {0}[] 秒後退出並還原設定
uiscale.cancel = 取消並退出
@@ -1212,7 +1265,7 @@ keybind.title = 重新綁定按鍵
keybinds.mobile = [scarlet]此處的大多數快捷鍵在行動裝置上均無法運作。僅支援基本移動。
category.general.name = 一般
category.view.name = 查看
-category.command.name = Unit Command
+category.command.name = 單位指揮
category.multiplayer.name = 多人
category.blocks.name = 選取方塊
placement.blockselectkeys = \n[lightgray]按鍵:[{0},
@@ -1230,25 +1283,26 @@ keybind.mouse_move.name = 跟隨滑鼠
keybind.pan.name = 平移鏡頭
keybind.boost.name = 加速
keybind.command_mode.name = 指揮模式
-keybind.command_queue.name = Unit Command Queue
-keybind.create_control_group.name = Create Control Group
-keybind.cancel_orders.name = Cancel Orders
-keybind.unit_stance_shoot.name = Unit Stance: Shoot
-keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
-keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
-keybind.unit_stance_patrol.name = Unit Stance: Patrol
-keybind.unit_stance_ram.name = Unit Stance: Ram
-keybind.unit_command_move.name = Unit Command: Move
-keybind.unit_command_repair.name = Unit Command: Repair
-keybind.unit_command_rebuild.name = Unit Command: Rebuild
-keybind.unit_command_assist.name = Unit Command: Assist
-keybind.unit_command_mine.name = Unit Command: Mine
-keybind.unit_command_boost.name = Unit Command: Boost
-keybind.unit_command_load_units.name = Unit Command: Load Units
-keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
+keybind.command_queue.name = 單位指揮隊列
+keybind.create_control_group.name = 創建操控隊伍
+keybind.cancel_orders.name = 取消指令
+keybind.unit_stance_shoot.name = 單位狀態:射擊
+keybind.unit_stance_hold_fire.name = 單位狀態:停火
+keybind.unit_stance_pursue_target.name = 單位狀態:追逐目標
+keybind.unit_stance_patrol.name = 單位狀態:巡邏
+keybind.unit_stance_ram.name = 單位狀態:冲鋒
+keybind.unit_command_move.name = 單位指令:移動
+keybind.unit_command_repair.name = 單位指令:修理
+keybind.unit_command_rebuild.name = 單位指令:重建
+keybind.unit_command_assist.name = 單位指令:協助
+keybind.unit_command_mine.name = 單位指令:挖礦
+keybind.unit_command_boost.name = 單位指令:推進
+keybind.unit_command_load_units.name = 單位指令:裝載單位
+keybind.unit_command_load_blocks.name = 單位指令:裝載方塊
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
-keybind.rebuild_select.name = Rebuild Region
+keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
+keybind.rebuild_select.name = 重建區域
keybind.schematic_select.name = 選擇區域
keybind.schematic_menu.name = 藍圖目錄
keybind.schematic_flip_x.name = X軸翻轉
@@ -1274,8 +1328,8 @@ keybind.select.name = 選取
keybind.diagonal_placement.name = 對角線放置
keybind.pick.name = 選擇方塊
keybind.break_block.name = 移除方塊
-keybind.select_all_units.name = Select All Units
-keybind.select_all_unit_factories.name = Select All Unit Factories
+keybind.select_all_units.name = 選擇所有單位
+keybind.select_all_unit_factories.name = 選擇所有單位工廠
keybind.deselect.name = 取消選取
keybind.pickupCargo.name = 撿起貨物
keybind.dropCargo.name = 丟棄貨物
@@ -1311,12 +1365,12 @@ mode.pvp.description = 和其他玩家競爭、戰鬥。\n[gray]地圖中需要
mode.attack.name = 進攻
mode.attack.description = 目標是摧毀敵人的基地。\n[gray]地圖中需要有一個紅色核心。
mode.custom = 自訂規則
-rules.invaliddata = Invalid clipboard data.
-rules.hidebannedblocks = Hide Banned Blocks
+rules.invaliddata = 無效的剪貼板數據
+rules.hidebannedblocks = 隱藏禁用的建築
rules.infiniteresources = 無限資源
rules.onlydepositcore = 僅允許向核心放置物品
-rules.derelictrepair = Allow Derelict Block Repair
+rules.derelictrepair = 允許修復殘骸建築
rules.reactorexplosions = 反應爐爆炸
rules.coreincinerates = 核心銷毀物品
rules.disableworldprocessors = 停用世界處理器
@@ -1325,12 +1379,16 @@ rules.wavetimer = 波次時間
rules.wavesending = Wave Sending
rules.allowedit = Allow Editing Rules
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
+rules.alloweditworldprocessors = Allow Editing World Processors
+rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
rules.waves = 波次
rules.airUseSpawns = Air units use spawn points
rules.attack = 攻擊模式
-rules.buildai = Base Builder AI
-rules.buildaitier = Builder AI Tier
+rules.buildai = 基地建築者 AI
+rules.buildaitier = 建築者 AI 等級
rules.rtsai = RTS AI
+rules.rtsai.campaign = RTS Attack AI
+rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
rules.rtsminsquadsize = 最小隊伍規模
rules.rtsmaxsquadsize = 最大隊伍規模
rules.rtsminattackweight = 最小攻擊力
@@ -1342,16 +1400,19 @@ rules.enemyCheat = 電腦無限資源
rules.blockhealthmultiplier = 建築物耐久度加成
rules.blockdamagemultiplier = 建築物傷害加成
rules.unitbuildspeedmultiplier = 單位建設速度加成
-rules.unitcostmultiplier = Unit Cost Multiplier
+rules.unitcostmultiplier = 單位生產花費倍率
rules.unithealthmultiplier = 單位血量加成
rules.unitdamagemultiplier = 單位傷害加成
-rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
+rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
+rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
+
rules.solarmultiplier = 太陽能電加成
rules.unitcapvariable = 核心限制單位上限
-rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
+rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
rules.unitcap = 基礎單位上限
rules.limitarea = 限制地圖區域
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
+rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
rules.wavespacing = 波次間距︰[lightgray](秒)
rules.initialwavespacing = 初始等待時間:[lightgray](秒)
rules.buildcostmultiplier = 建設成本倍數
@@ -1373,14 +1434,21 @@ rules.title.teams = 分隊
rules.title.planet = 星球
rules.lighting = 光照
rules.fog = 戰爭迷霧
+rules.invasions = Enemy Sector Invasions
+rules.legacylaunchpads = Legacy Launch Pad Mechanics
+rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
+landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
+rules.showspawns = Show Enemy Spawns
+rules.randomwaveai = Unpredictable Wave AI
rules.fire = 火
-rules.anyenv =
+rules.anyenv = <任意>
rules.explosions = 方塊/單位爆炸傷害
rules.ambientlight = 環境光照
rules.weather = 天氣
rules.weather.frequency = 頻率:
rules.weather.always = 永遠
rules.weather.duration = 持續時間:
+rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
@@ -1488,8 +1556,8 @@ unit.incite.name = 激發
unit.emanate.name = 擴張
unit.manifold.name = 貨運無人機
unit.assembly-drone.name = 裝配無人機
-unit.latum.name = Latum
-unit.renale.name = Renale
+unit.latum.name = 囊胞蟲
+unit.renale.name = 子囊胞蟲
block.parallax.name = 視差
block.cliff.name = 峭壁
@@ -1525,6 +1593,8 @@ block.graphite-press.name = 石墨壓縮機
block.multi-press.name = 多重壓縮機
block.constructing = {0}\n[lightgray](建設中)
block.spawn.name = 敵人生成
+block.remove-wall.name = Remove Wall
+block.remove-ore.name = Remove Ore
block.core-shard.name = 核心:碎片
block.core-foundation.name = 核心:基地
block.core-nucleus.name = 核心:核子
@@ -1602,8 +1672,8 @@ block.distributor.name = 大型分配器
block.sorter.name = 分類器
block.inverted-sorter.name = 反向分類器
block.message.name = 訊息板
-block.reinforced-message.name = Reinforced Message
-block.world-message.name = World Message
+block.reinforced-message.name = 強化訊息版
+block.world-message.name = 世界訊息版
block.world-switch.name = World Switch
block.illuminator.name = 照明燈
block.overflow-gate.name = 溢流器
@@ -1688,6 +1758,8 @@ block.meltdown.name = 熔毀砲
block.foreshadow.name = 狙擊砲
block.container.name = 容器
block.launch-pad.name = 小型發射台
+block.advanced-launch-pad.name = Launch Pad
+block.landing-pad.name = Landing Pad
block.segment.name = 片段
block.ground-factory.name = 地面工廠
block.air-factory.name = 航空工廠
@@ -1701,7 +1773,7 @@ block.payload-router.name = 重物分配器
block.duct.name = 類真空管
block.duct-router.name = 真空管分配器
block.duct-bridge.name = 真空管橋
-block.large-payload-mass-driver.name = Large Payload Mass Driver
+block.large-payload-mass-driver.name = 巨型重物質量驅動器
block.payload-void.name = 原料虛空
block.payload-source.name = 原料源
block.disassembler.name = 還原機
@@ -1744,7 +1816,7 @@ block.carbon-vent.name = 碳噴口
block.arkyic-vent.name = 琥珀石噴口
block.yellow-stone-vent.name = 黃岩噴口
block.red-stone-vent.name = 紅岩噴口
-block.crystalline-vent.name = Crystalline Vent
+block.crystalline-vent.name = 晶岩噴口
block.redmat.name = 紅地板
block.bluemat.name = 藍地板
block.core-zone.name = 核心地塊
@@ -1783,8 +1855,9 @@ block.oxidation-chamber.name = 氧化室
block.electric-heater.name = 電加熱器
block.slag-heater.name = 熔渣加熱器
block.phase-heater.name = 相織布加熱器
-block.heat-redirector.name = 熱重定向器
-block.heat-router.name = Heat Router
+block.heat-redirector.name = 熱量重新定向器
+block.small-heat-redirector.name = Small Heat Redirector
+block.heat-router.name = 熱量分配器
block.slag-incinerator.name = 熔渣焚化爐
block.carbide-crucible.name = 碳化鎢坩堝
block.slag-centrifuge.name = 熔渣離心機
@@ -1831,6 +1904,7 @@ block.chemical-combustion-chamber.name = 化學燃燒發電機
block.pyrolysis-generator.name = 熱解發電機
block.vent-condenser.name = 氣體冷凝器
block.cliff-crusher.name = 牆體挖鑿機
+block.large-cliff-crusher.name = Advanced Cliff Crusher
block.plasma-bore.name = 電漿鑽頭
block.large-plasma-bore.name = 大型電漿鑽頭
block.impact-drill.name = 衝擊鑽頭
@@ -1864,16 +1938,16 @@ block.tank-fabricator.name = 戰車兵工廠
block.mech-fabricator.name = 機甲兵工廠
block.ship-fabricator.name = 飛船兵工廠
block.prime-refabricator.name = 高級單位重塑者
-block.unit-repair-tower.name = 維修塔
+block.unit-repair-tower.name = 單位維修塔
block.diffuse.name = 擴散
block.basic-assembler-module.name = 支援組裝廠
-block.smite.name = Smite
-block.malign.name = Malign
-block.flux-reactor.name = Flux Reactor
-block.neoplasia-reactor.name = Neoplasia Reactor
+block.smite.name = 天譴
+block.malign.name = 熱核
+block.flux-reactor.name = 通量反應爐
+block.neoplasia-reactor.name = 囊胞反應爐
-block.switch.name = 按鈕
-block.micro-processor.name = 微處理器
+block.switch.name = 開關
+block.micro-processor.name = 微型處理器
block.logic-processor.name = 邏輯處理器
block.hyper-processor.name = 超級處理器
block.logic-display.name = 顯示器
@@ -1890,36 +1964,37 @@ team.blue.name = 藍
hint.skip = 跳過
hint.desktopMove = 使用[accent][[WASD][]來移動。
-hint.zoom = 滾動 [accent]滾輪[] 來放大縮小畫面。
+hint.zoom = 滾動[accent]滾輪[]來放大縮小畫面。
hint.desktopShoot = [accent][[點擊左鍵][]射擊。
hint.depositItems = 從船身拖曳到核心以存放採完的礦物。
hint.respawn = 按[accent][[V][]以重生。
-hint.respawn.mobile = 你目前在控制單位/建築。[accent]點擊左上角的頭像[]重生。
+hint.respawn.mobile = 您目前在控制單位/建築。[accent]點擊左上角的頭像[]重生。
hint.desktopPause = 按[accent][[空白鍵][]暫停、繼續遊戲。
hint.breaking = [accent]按住右鍵[]並拖曳以破壞方塊。
hint.breaking.mobile = 點亮右下角的 \ue817 [accent]鐵鎚[]圖案並點擊畫面可直接拆除方塊。\n\n按住畫面超過一秒後拖曳以連續摧毀多個方塊。
hint.blockInfo = 點擊各種方塊的[accent][[?][]按鈕以檢視該方塊的資訊
-hint.derelict = [accent]殘骸[] 地圖上有先前基地留下的殘骸。\n\n可以[accent]銷毀[]這些建築獲得資源。
-hint.research = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
-hint.research.mobile = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
+hint.derelict = [accent]殘骸[]地圖上有先前基地留下的殘骸。\n\n可以[accent]銷毀[]這些建築獲得資源。
+hint.research = 使用\ue875[accent]研究[]按鈕來研究新科技。
+hint.research.mobile = 使用\ue875[accent]研究[]按鈕來研究新科技。
hint.unitControl = 按住[accent][[L-ctrl][]並[accent]點擊[]以控制我方的機甲和砲台。
hint.unitControl.mobile = [accent][[點擊兩下][]以控制我方的機甲和砲台。
-hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
-hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
-hint.launch = 一旦蒐集到足夠的資源,你可以透過右下角的 \ue827 [accent]地圖[]來選取你要[accent]發射[]的區域。
-hint.launch.mobile = 一旦蒐集到足夠的資源,你可以透過選單中的 \ue827 [accent]地圖[]來選取你要[accent]發射[]的區域。
-hint.schematicSelect = 按住[accent][[F][]並拖曳可以選取方塊並貼上。\n\n按下[accent][[滑鼠中鍵][]可以複製單一方塊。
-hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
-hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
+hint.unitSelectControl = 若要控制單位,請按住[accent]L-Shift[]鍵進入[accent]指揮模式[]。\n在指揮模式下,左鍵點擊並拖曳以選取單位。[accent]右鍵[]點擊地點或目標來命令單位移動或攻擊。
+hint.unitSelectControl.mobile = 若要控制單位,請按左下角的[accent]指揮[]按鈕進入 [accent]指揮模式[]。\n在指揮模式下,長按並拖曳以選取單位。點擊地點或目標來命令單位移動或攻擊。
+hint.launch = 一旦蒐集到足夠的資源,您可以透過右下角的\ue827[accent]地圖[]來選取您要[accent]發射[]的區域。
+hint.launch.mobile = 一旦蒐集到足夠的資源,您可以透過選單中的\ue827[accent]地圖[]來選取您要[accent]發射[]的區域。
+hint.schematicSelect = 按住[accent][[F][]鍵並拖曳以選取建築並複製、貼上。\n\n點擊[accent][滑鼠中鍵][]可以複製單一建築。
+hint.rebuildSelect = 按住[accent][[B][]鍵並拖曳以選取被摧毀的建築。\n這將自動重建它們。
+hint.rebuildSelect.mobile = 選擇\ue874複製按鈕,然後點擊\ue80f重建按鈕並拖曳以選取被摧毀的建築。\n這將自動重建它們。
+
hint.conveyorPathfind = 在建造輸送帶時按下[accent][[L-Ctrl][]可以自動產生路徑。
hint.conveyorPathfind.mobile = 啟用 \ue844 [accent]對角線模式[]可以在建造輸送帶時自動產生路徑。
-hint.boost = 按住[accent][[L-Shift][]可以帶著你的機甲一起飛越障礙物\n\n只有少數陸行機甲有推進器。
+hint.boost = 按住[accent][[L-Shift][]可以帶著您的機甲一起飛越障礙物\n\n只有少數陸行機甲有推進器。
hint.payloadPickup = 按下 [accent][[[] 拾起小方塊或機甲。
hint.payloadPickup.mobile = [accent]長按[]一個方塊或單位可將其拾起。
hint.payloadDrop = 按下 [accent]][] 可以放下持有的方塊或單位。
hint.payloadDrop.mobile = [accent]長按[]任何空白處可以放下持有的方塊或單位。
hint.waveFire = 以[accent]水[]裝填的[accent]波浪[]會自動撲滅附近火勢。
-hint.generator = \uf879 [accent]燃燒發電機[]消耗煤炭產生能源給相鄰的方塊。\n\n使用 \uf87f [accent]能量節點[]增加電力涵蓋範圍。
+hint.generator = \uf879 [accent]燃燒發電機[]消耗煤炭產生電力給相鄰的方塊。\n\n使用\uf87f[accent]能量節點[]增加電力涵蓋範圍。
hint.guardian = [accent]頭目[]擁有厚實的裝甲。較弱的彈藥如[accent]銅[]和[accent]鉛[]並[scarlet]沒有效果[].\n\n使用更高等的砲臺或以\uf835 [accent]石墨[]配合\uf861雙砲、\uf859齊射砲摧毀頭目。
hint.coreUpgrade = 核心可以透過在上面[accent]覆蓋一個更高等級的核心[]來升級。\n\n放置 \uf868 [accent]核心:基地[] 到 \uf869 [accent]核心:碎片[] 上. 確保沒有其他障礙物。
hint.presetLaunch = 灰色的[accent]降落地區[],例如[accent]冰凍森林[],可由任何地區發射。這類地區無須由相鄰地區進攻。\n\n[accent]數字編號地區[]則是一般的區域,可自由佔領,不影響戰役的完成。
@@ -1927,58 +2002,59 @@ hint.presetDifficulty = 此地區為[scarlet]高危險等級[]區域。\n[accent
hint.coreIncinerate = 當任一物品的核心庫存滿了後,後續進入的同種資源會被[accent]銷毀[]。
hint.factoryControl = 若要設置兵工廠的[accent]集結點[],在指揮模式中點選工廠,再右鍵點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
hint.factoryControl.mobile = 若要設置兵工廠的[accent]集結點[],在指揮模式中選取工廠,再點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
-gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
-gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
-gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
-gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
-gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
-gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
-gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
-gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
-gz.moveup = \ue804 Move up for further objectives.
-gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
-gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
-gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
-gz.defend = Enemy incoming, prepare to defend.
-gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
-gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
-gz.supplyturret = [accent]Supply Turret
-gz.zone1 = This is the enemy drop zone.
-gz.zone2 = Anything built in the radius is destroyed when a wave starts.
-gz.zone3 = A wave will begin now.\nGet ready.
-gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
-onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
-onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
-onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
-onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
-onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
-onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
-onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
-onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
-onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
-onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
-onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
-onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
-onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
-onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
-onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
-onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
-onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
-onset.enemies = Enemy incoming, prepare to defend.
-onset.defenses = [accent]Set up defenses:[lightgray] {0}
-onset.attack = The enemy is vulnerable. Counter-attack.
-onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
-onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
+gz.mine = 接近在地上的\uf8c4 [accent]銅礦[],然後點擊它來開始挖掘。
+gz.mine.mobile = 接近地上的\uf8c4[accent]銅礦[],然後點擊它來開始挖掘。
+gz.research = 打開\ue875科技樹。\n研究\uf870[accent]機械鑽頭[],然後在右下角的選單中將其選取。\n點擊銅礦放置鑽頭。
+gz.research.mobile = 打開\ue875科技樹。\n研究\uf870[accent]機械鑽頭[],然後在右下角的選單中將其選取。\n點擊銅礦放置鑽頭。\n\n點擊右下角的\ue800[accent]勾[]以確認。
+gz.conveyors = 研究並放置\uf896[accent]傳送帶[]\n將鑽頭挖掘的礦物移至核心。\n\n點擊並拖動以連續放置傳送帶。\n滾動[accent]滑鼠滾輪[]以轉向。
+gz.conveyors.mobile = 研究並放置\uf896[accent]傳送帶[]\n將鑽頭挖掘的礦物移至核心。\n\n長按一秒,然後拖動以連續放置傳送帶。
+gz.drills = 擴大挖掘規模。\n放置更多的機械鑽頭。\n挖掘100個銅。
+gz.lead = \uf837[accent]鉛[]是另一種常用資源。\n用鑽頭挖掘鉛礦。
+gz.moveup = \ue804擴張以推進任務。
+gz.turrets = 研究並放置2個\uf861[accent]雙砲[]保衛核心。\n雙砲需要傳送帶供給\uf838[accent]彈藥[]。
+gz.duoammo = 用傳送帶給雙砲供給[accent]銅[]。
+gz.walls = [accent]牆[]可以防止建築受到損壞。\n在砲塔周圍放置一些\uf8ae[accent]銅牆[]。
+gz.defend = 敵人來襲,準備防禦。
+gz.aa = 普通砲塔難以快速擊落空中單位。\n\uf860[accent]驅離者[]防空能力出色,但使用[accent]鉛[]彈藥。
+gz.scatterammo = 用傳送帶給驅離者供給[accent]鉛[]。
+gz.supplyturret = [accent]給砲塔供彈
+gz.zone1 = 這是敵人的出生點。
+gz.zone2 = 波次開始時,範圍內的所有建築都會被摧毀。
+gz.zone3 = 波次即將開始。\n做好準備。
+gz.finish = 建造更多砲塔,挖掘更多資源,\n擊退所有波次以[accent]佔領區域[]。
+onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
+onset.mine.mobile = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。
+onset.research = 打開\ue875科技樹。\n研究\uf73e[accent]渦輪冷凝器[],然後將其放置在噴口上。\n這將產生[accent]電力[]。
+onset.bore = 研究並放置\uf741[accent]電漿鑽頭[]。\n它可以自動從牆壁上挖掘資源。
+onset.power = 為了提供電漿鑽頭[accent]電力[],研究並放置一個\uf73d[accent]光束節點[]。\n將渦輪冷凝器連接到電漿鑽頭。
+onset.ducts = 研究並放置\uf799[accent]類真空管[]將電漿鑽頭挖掘的礦物移至核心。\n\n點擊並拖動以連續放置類真空管。\n滾動[accent]滑鼠滾輪[]以旋轉。
+onset.ducts.mobile = 研究並放置\uf799[accent]類真空管[]將電漿鑽頭挖掘的礦物移至核心。\n\n長按一秒,然後拖動以連續放置類真空管。
+onset.moremine = 擴大開採規模。\n放置更多的電漿鑽頭,並使用光束節點和類真空管來支持它們。\n開採200個鈹。
+onset.graphite = 較複雜的方塊需要\uf835[accent]石墨[]。\n使用電漿鑽頭開採石墨。
+onset.research2 = 開始研究[accent]工廠[]。\n研究\uf74d[accent]牆體挖鑿機[]和\uf779[accent]電弧冶矽爐[]。
+onset.arcfurnace = 電弧冶矽爐需要\uf834[accent]沙[]和\uf835[accent]石墨[]來冶煉\uf82f[accent]矽[]。\n同時也需要[accent]電力[]。
+onset.crusher = 使用\uf74d[accent]牆體挖鑿機[]來開採沙。
+onset.fabricator = 使用[accent]單位[]探索地圖,保衛建築物並進行攻擊。\n研究並放置一個\uf6a2[accent]戰車製造廠[]。
+onset.makeunit = 生產單位。\n點擊"?"以查看所選工廠的需求資源。
+onset.turrets = 單位對於防禦很有效,但合理使用[accent]炮塔[]可以提供更好的防禦能力。\n放置一個\uf6eb[accent]突破者[]炮塔。\n炮塔需要供給\uf748[accent]彈藥[]。
+onset.turretammo = 為炮塔供應[accent]鈹[]彈藥。
+onset.walls = [accent]牆[]可以防止建築受到傷害。\n在炮塔周圍放置一些\uf6ee[accent]鈹牆[]。
+onset.enemies = 敵人即將到來,準備防禦。
+onset.defenses = [accent]建立防禦:[lightgray] {0}
+onset.attack = 敵軍基地非常脆弱。發動反擊。
+onset.cores = 可以在[accent]核心地磚[]上建立新的核心。\n新的核心功能類似前進基地,並與其他基地共享資源倉庫。\n放置一個\uf725核心。
+onset.detect = 敵軍將在 2 分鐘內發現您。\n設置防禦、開採礦物和建造生產設施。
+onset.commandmode = 按住[accent]Shift[]進入[accent]指揮模式[]。\n[accent]左鍵點擊並拖曳[]以選擇單位。\n[accent]右鍵點擊[]以命令所選單位移動或進攻。
+onset.commandmode.mobile = 按下[accent]指揮按鈕[]進入[accent]指揮模式[]。\n長按一秒,然後[accent]拖曳[]以選擇單位。\n[accent]點擊[]以命令所選單位移動或進攻。
+
+aegis.tungsten = 鎢可以使用[accent]衝擊鑽頭[]來開採。\n此結構需要[accent]水[]和[accent]電力[]。
+
+split.pickup = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到[accent]重物裝載機[]上。\n(預設撿起與放下的按鍵分別是 [[ 和 ] )
+split.pickup.mobile = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到 [accent]重物裝載機[] 上。\n(要撿起或放下東西,請長按該物品。)
+split.acquire = 您必須獲取一些鎢才能建造單位。
+split.build = 單位必須被運送到牆的另一邊。\n在牆的兩側各放一個[accent]重物質量驅動器[]。\n通過按壓其中一個來設置連結,然後選擇另一個。
+split.container = 類似於容器,單位也可以使用[accent]重物質量驅動器[]進行運輸。\n將一個單位兵工廠放置在重物裝載機旁邊以裝載它們,然後將它們送到牆的另一側以進攻敵方基地。
-#Don't translate these yet!
-onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
-onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
-aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
-split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
-split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
-split.acquire = You must acquire some tungsten to build units.
-split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
-split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
item.copper.details = 銅,蕈孢星上異常常見的金屬。加工前結構脆弱。
@@ -1991,7 +2067,7 @@ item.coal.description = 遠在「播種」事件前就形成的植物化石。
item.coal.details = 看似植物化石,形成時間遠早於「播種」事件。
item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛行載具。
item.thorium.description = 一種高密度的放射性金屬,用作結構支撐和核燃料。
-item.scrap.description = 舊結構和單位的殘骸。含有微量的各種金屬。
+item.scrap.description = 舊建築和單位的殘骸。含有微量的各種金屬。
item.scrap.details = 古老建築、兵器留下的殘骸。
item.silicon.description = 一種非常有用的半導體,被用於太陽能電池板、很多複雜的電子設備和追蹤導彈彈藥。
item.plastanium.description = 一種輕量、可延展的材料,用於高級的飛行載具和破片彈藥。
@@ -2001,29 +2077,29 @@ item.spore-pod.description = 孢子莢,從大氣中汲取孢子而合成。用
item.spore-pod.details = 充滿孢子。很可能是人造生物。會釋放對其他生物有毒的氣體。極具侵略性。特定情況下極為易燃。
item.blast-compound.description = 用於炸彈和高爆彈的混合物。
item.pyratite.description = 用於至燃武器和燃燒型發電機的物質。
-item.beryllium.description = Used in many types of construction and ammunition on Erekir.
-item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
-item.oxide.description = Used as a heat conductor and insulator for power.
-item.carbide.description = Used in advanced structures, heavier units, and ammunition.
+item.beryllium.description = 用於熾熱之境的建築和彈藥。
+item.tungsten.description = 用於鑽頭、裝甲和彈藥。在建造更先進的建築有其必要性。
+item.oxide.description = 作為熱導體和絕緣體。
+item.carbide.description = 用於高級的建築、重型單位和彈藥。
liquid.water.description = 最常見的液體。常用於冷卻機器和廢物處理。
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器向敵方單位噴灑。
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
liquid.cryofluid.description = 一種安定,無腐蝕性的液體。具有很高的比熱,廣泛的用作工廠、砲台、或反應爐的冷卻劑。
-liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
-liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
-liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
-liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
-liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
-liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
-liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
+liquid.arkycite.description = 用於發電與合成材料的化學反應。
+liquid.ozone.description = 用於材料製造的氧化劑,以及作為燃料。有中度爆炸性。
+liquid.hydrogen.description = 用於資源開採、單位製造與建築修復。易燃。
+liquid.cyanogen.description = 用於子彈、製造單位與在其他高級建築上的反應。高度易燃。
+liquid.nitrogen.description = 用於資源開採、氣體生產與單位製造。相對惰性。
+liquid.neoplasm.description = 囊胞反應爐所生產出的危險生物性副產物。如果遇到含有水的建築,囊胞液會擴散到那些建築上,並對其造成傷害。有粘性。
+liquid.neoplasm.details = 囊胞液,由一種無法控制並快速分裂的合成細胞團組成,具有像淤泥般的黏稠度。耐熱。對含有水的建築及其危險。\n\n以現在的技術來說,由於其複雜性及其不穩定性,要進行標準分析十分困難。潛在的應用目前未知。建議在熔渣池中焚毀。
block.derelict = [lightgray]殘骸
block.armored-conveyor.description = 以與鈦輸送帶相同的速度移動物品,但擁有更高的防禦。不接受任何從側面輸入的資源。
block.illuminator.description = 小而美的光源。
block.message.description = 儲存一條訊息。用於盟友之間的溝通。
-block.reinforced-message.description = Stores a message for communication between allies.
-block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
+block.reinforced-message.description = 儲存一條訊息。用於盟友之間的溝通。
+block.world-message.description = 一個用於製圖的訊息版。無法被銷毀。
block.graphite-press.description = 將煤炭壓縮成石墨。
block.multi-press.description = 石墨壓縮機的升級版。利用水和電力快速高效地處理煤炭。
block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。
@@ -2060,6 +2136,10 @@ block.phase-wall.description = 沒有釷牆那麼堅固但特殊的相位化合
block.phase-wall-large.description = 沒有釷牆那麼堅固但特殊的相位化合物塗層會使大多的子彈偏離。\n佔據多個方塊。
block.surge-wall.description = 最強的防禦方塊。\n有低機率對攻擊者觸發閃電。
block.surge-wall-large.description = 最強的防禦方塊。\n有低機率對攻擊者觸發閃電。\n佔據多個方塊。
+block.scrap-wall.description = Protects structures from enemy projectiles.
+block.scrap-wall-large.description = Protects structures from enemy projectiles.
+block.scrap-wall-huge.description = Protects structures from enemy projectiles.
+block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
block.door.description = 可以通過點擊打開和關閉的一扇小門。\n如果打開,敵人可以穿過它射擊和移動。
block.door-large.description = 可以通過點擊打開和關閉的一扇大門。\n如果打開,敵人可以穿過它射擊和移動。\n佔據多個方塊。
block.mender.description = 定期修復附近的建築物。在每一波之間保持防禦力的修復。\n可選擇使用矽來提高範圍和效率。
@@ -2080,7 +2160,7 @@ block.router.details = 必要之惡。不建議放置在生產建築旁,不然
block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。
block.overflow-gate.description = 如果前面被阻擋,則向左邊和右邊輸出物品。
block.underflow-gate.description = 反向的溢流器。如果側面被阻擋,則向前方輸出物品。
-block.mass-driver.description = 終極物品運輸方塊。收集大量物品,然後將它們射向另一個質量驅動器。需要能源以運作。
+block.mass-driver.description = 終極物品運輸方塊。收集大量物品,然後將它們射向另一個質量驅動器。需要電力以運作。
block.mechanical-pump.description = 一種便宜的泵,輸出速度慢,但不使用能量。
block.rotary-pump.description = 高級的泵。抽更多液體,但需要能量。
block.impulse-pump.description = 泵送液體。
@@ -2107,7 +2187,7 @@ block.rtg-generator.description = 一種簡單、可靠的發電機,使用放
block.solar-panel.description = 透過太陽產生少量的能量。
block.solar-panel-large.description = 透過太陽產生少量的能量。效率較普通太陽能板高。
block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。產生的能量取決於釷裝載量,滿載時會達到基礎發電功率。
-block.impact-reactor.description = 先進的發電機,在最高效率時能產生大量能量。需要先消耗大量的能源才能啟動。
+block.impact-reactor.description = 先進的發電機,在最高效率時能產生大量能量。需要先消耗大量的電力才能啟動。
block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。只能挖掘基本的原料。
block.pneumatic-drill.description = 一種改進的鑽頭,可以挖掘鈦。比機械鑽頭挖掘的更快。
block.laser-drill.description = 通過雷射技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。
@@ -2126,7 +2206,9 @@ block.vault.description = 儲存大量的每一種物品。當物品需求非恆
block.container.description = 儲存少量的每一種物品。當物品需求非恆定時,使用它來創建緩衝。使用[lightgray]裝卸器[]以從容器提取物品。
block.unloader.description = 將物品從容器、倉庫或核心卸載到傳輸帶上或直接卸貨到相鄰的方塊中。透過點擊卸貨器來更改要卸貨的物品類型。
block.launch-pad.description = 無需發射核心即可直接發射物品。
-block.launch-pad.details = 用於點對點運輸的亞軌道系統。載荷艙很脆弱,進入大氣層時會損毁。
+block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
+block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
+block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
block.duo.description = 一種小而便宜的砲塔。
block.scatter.description = 不可或缺的中型防空砲塔。向敵方單位噴射鉛塊、廢料或是鋼化玻璃彈片。
block.scorch.description = 燃燒所有靠近它的地面敵人。在近距離非常有效。
@@ -2168,98 +2250,101 @@ block.logic-display.description = 顯示由處理器輸出的任意圖像。
block.large-logic-display.description = 顯示由處理器輸出的任意圖像。
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
block.repair-turret.description = 持續修復最靠近的受損單位。能使用冷卻劑。
-block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
-block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
-block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
-block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
-block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
-block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
-block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
-block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
-block.disperse.description = Fires bursts of flak at aerial targets.
-block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
-block.scathe.description = Launches a powerful missile at ground targets over vast distances.
-block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
-block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
-block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
-block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
-block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
-block.slag-heater.description = Heats facing blocks. Requires slag.
-block.phase-heater.description = Heats facing blocks. Requires phase fabric.
-block.heat-redirector.description = Redirects accumulated heat to other blocks.
-block.heat-router.description = Spreads accumulated heat in three output directions.
-block.electrolyzer.description = Converts water into hydrogen and ozone gas.
-block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
-block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
-block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
-block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
-block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
-block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
-block.vent-condenser.description = Condenses vent gases into water. Consumes power.
-block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
-block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
-block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
-block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
-block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
-block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
-block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
-block.reinforced-liquid-tank.description = Stores a large amount of fluids.
-block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
-block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
-block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
-block.beryllium-wall.description = Protects structures from enemy projectiles.
-block.beryllium-wall-large.description = Protects structures from enemy projectiles.
-block.tungsten-wall.description = Protects structures from enemy projectiles.
-block.tungsten-wall-large.description = Protects structures from enemy projectiles.
-block.carbide-wall.description = Protects structures from enemy projectiles.
-block.carbide-wall-large.description = Protects structures from enemy projectiles.
-block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
-block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
-block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
-block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
-block.duct.description = Moves items forward. Only capable of storing a single item.
-block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
-block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
-block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
-block.duct-bridge.description = Moves items over structures and terrain.
-block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
-block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
-block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
-block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
-block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
-block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
-block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
-block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
-block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
-block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
-block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
-block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
-block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
-block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
-block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
-block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
-block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
-block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
-block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
-block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
-block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
-block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
-block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
-block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
-block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
-block.prime-refabricator.description = Upgrades inputted units to the third tier.
-block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
-block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
-block.reinforced-payload-conveyor.description = Moves payloads forward.
-block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
-block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
-block.large-payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
-block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
-block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
-block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
-block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
+block.core-bastion.description = 基地的核心。具有裝甲。一旦所有基地核心被摧毀,此區域即戰敗。
+block.core-citadel.description = 基地的核心。裝甲厚實。儲存的資源比核心:碉堡更多。
+block.core-acropolis.description = 基地的核心。裝甲極佳。儲存的資源比核心:壁壘更多。
+block.breach.description = 對敵方單位發射穿透性的鈹或鎢砲彈。
+block.diffuse.description = 在寬廣的錐形範圍內發射砲彈,擊退敵方單位。
+block.sublimate.description = 對敵方單位發射連續的火焰射流。穿透敵方護盾。
+block.titan.description = 對地面單位發射巨大的爆炸砲彈。需要氫氣。
+block.afflict.description = 發射大型的帶電破片高射炮彈。需要熱量。
+block.disperse.description = 對敵方空中單位發射高射炮彈。
+block.lustre.description = 對敵方單位發射移動緩慢的單一目標雷射。
+block.scathe.description = 對遠處的敵方地面單位發射強大的導彈。
+block.smite.description = 發射穿透性的閃電砲彈。
+block.malign.description = 對敵方單位發射一連串的追蹤雷射導彈。需要大量熱量。
+block.silicon-arc-furnace.description = 從沙和石墨中提煉矽。
+block.oxidation-chamber.description = 將鈹和臭氧轉化為氧化鈹。過程中產生熱量。
+block.electric-heater.description = 加熱面向的建築。需要大量的電力。
+block.slag-heater.description = 加熱面向的建築。需要熔渣。
+block.phase-heater.description = 加熱面向的建築。需要相織布。
+block.heat-redirector.description = 將累積的熱量重新導向到其他建築。
+block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
+block.heat-router.description = 朝三個方向傳播累積的熱量。
+block.electrolyzer.description = 將水轉換為氫氣和臭氧。輸出的兩種氣體於相反方向輸出,由對應的顏色表示。
+block.atmospheric-concentrator.description = 從大氣中濃縮氮氣。需要熱量。
+block.surge-crucible.description = 從熔渣和矽合成波動合金。需要熱量。
+block.phase-synthesizer.description = 從釷、沙子和臭氧合成相織布。需要熱量。
+block.carbide-crucible.description = 將石墨和鎢融合成碳化鎢。需要熱量。
+block.cyanogen-synthesizer.description = 從芳油和石墨合成氰氣。需要熱量。
+block.slag-incinerator.description = 燃燒穩定的物品或液體。需要熔渣。
+block.vent-condenser.description = 將噴口的氣體凝結成水。消耗電力。
+block.plasma-bore.description = 當放置在礦牆面前時,無限的輸出物品。需要少量電力。
+block.large-plasma-bore.description = 更大的電漿鑽頭。能夠挖掘鎢和釷。需要氫氣和電力。
+block.cliff-crusher.description = 粉碎牆壁,無限的輸出沙子。需要電力。效率取決於牆壁類型。
+block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
+block.impact-drill.description = 當放置在礦石上時,無限的輸出物品。需要電力和水。
+block.eruption-drill.description = 改良型衝擊鑽頭。能夠挖掘釷。需要氫氣。
+block.reinforced-conduit.description = 將液體向前移動。不接受側邊的非強化管線輸入。
+block.reinforced-liquid-router.description = 將液體均勻分佈到所有側邊方向。
+block.reinforced-liquid-tank.description = 儲存大量的液體。
+block.reinforced-liquid-container.description = 儲存數量可觀的液體。
+block.reinforced-bridge-conduit.description = 使液體可以穿越建築與地形。
+block.reinforced-pump.description = 泵送並輸出液體。需要氫氣。
+block.beryllium-wall.description = 保護建築免受敵方砲彈的攻擊。
+block.beryllium-wall-large.description = 保護建築免受敵方砲彈的攻擊。
+block.tungsten-wall.description = 保護建築免受敵方砲彈的攻擊。
+block.tungsten-wall-large.description = 保護建築免受敵方砲彈的攻擊。
+block.carbide-wall.description = 保護建築免受敵方砲彈的攻擊。
+block.carbide-wall-large.description = 保護建築免受敵方砲彈的攻擊。
+block.reinforced-surge-wall.description = 保護建築免受敵方砲彈的攻擊,並定期在砲彈接觸時發射電弧。
+block.reinforced-surge-wall-large.description = 保護建築免受敵方砲彈的攻擊,並定期在砲彈接觸時發射電弧。
+block.shielded-wall.description = 保護建築免受敵方砲彈的攻擊。在提供能量時展開一個可以吸收大部分砲彈的護盾。可導電。
+block.blast-door.description = 當友軍地面單位進入範圍時,牆壁開啟。無法手動控制。
+block.duct.description = 將物品向前移動。只能存儲一個物品。
+block.armored-duct.description = 將物品向前移動。不接受側邊的非類真空管輸入。
+block.duct-router.description = 在三個方向上均勻分佈物品。只接受後方的物品。可作為物品分類器。
+block.overflow-duct.description = 只有在前方通道被阻塞時,才向側邊輸出物品。
+block.duct-bridge.description = 使物品可以穿越建築與地形。
+block.duct-unloader.description = 從其後的建築卸載所選擇的物品。無法從基地核心卸載。
+block.underflow-duct.description = 溢流器的相反作用。只有左右通道均被阻塞時,才向前輸出。
+block.reinforced-liquid-junction.description = 在兩個交叉強化管線之間起連接作用。
+block.surge-conveyor.description = 批量移動物品。可以用電力加速。可導電。
+block.surge-router.description = 從波動輸送帶均勻分佈物品到三個方向。可以用能量加速。可導電。
+block.unit-cargo-loader.description = 構造貨物無人機。無人機自動將物品分配到具有選定相同物品的貨物卸載點。
+block.unit-cargo-unload-point.description = 作為貨物無人機的卸載點。接受與過濾器相同的物品。
+block.beam-node.description = 垂直地向其他建築傳送能量。儲存一小部分能量。
+block.beam-tower.description = 垂直地向其他建築傳送能量。儲存大量能量。遠距離。
+block.turbine-condenser.description = 放置在噴口上時生成電力。產生少量水。
+block.chemical-combustion-chamber.description = 從芳油和臭氧產生電力。
+block.pyrolysis-generator.description = 從芳油和熔渣生成大量的電力。產生水作為副產物。
+block.flux-reactor.description = 當加熱時產生大量電力。需要氰氣作為穩定劑。電力輸出和氰氣需求與加熱輸入成正比。\n如果提供的氰氣不足,則會爆炸。
+block.neoplasia-reactor.description = 使用芳油、水和相織布生成大量的電力。產生熱和危險的囊胞液作為副產品。\n如果不通過強化管線從反應器中去除囊胞液,則會發生劇烈爆炸。
+block.build-tower.description = 自動重建範圍內的建築並協助其他單位建造。
+block.regen-projector.description = 慢慢修復周圍範圍內的友軍建築。需要臭氧。
+block.reinforced-container.description = 儲存一小部分物品。內容可以通過卸載器取出。不增加基地核心的儲存容量。
+block.reinforced-vault.description = 儲存大量的物品。內容可以通過卸載器取出。不增加基地核心的儲存容量。
+block.tank-fabricator.description = 建造戰車單位。輸出的單位可以直接使用,或移入戰車重塑者進行升級。
+block.ship-fabricator.description = 建造飛船單位。輸出的單位可以直接使用,或移入飛船重塑者進行升級。
+block.mech-fabricator.description = 建造機甲單位。輸出的單位可以直接使用,或移入機甲重塑者進行升級。
+block.tank-assembler.description = 通過輸入的方塊和單位組裝大型戰車。可以通過支援組裝廠增加輸出等級。
+block.ship-assembler.description = 通過輸入的方塊和單位組裝大型飛船。可以通過支援組裝廠增加輸出等級。
+block.mech-assembler.description = 通過輸入的方塊和單位組裝大型機甲。可以通過支援組裝廠增加輸出等級。
+block.tank-refabricator.description = 將輸入的戰車單位升級到第二級。
+block.ship-refabricator.description = 將輸入的飛船單位升級到第二級。
+block.mech-refabricator.description = 將輸入的機甲單位升級到第二級。
+block.prime-refabricator.description = 將輸入的單位升級到第三級。
+block.basic-assembler-module.description = 當放置在建造邊界旁邊時,可增加組裝廠等級。需要電力。可以用作重物輸入。
+block.small-deconstructor.description = 拆解輸入的建築和單位。返回建造成本的100%。
+block.reinforced-payload-conveyor.description = 將重物向前移動。
+block.reinforced-payload-router.description = 將重物均勻分配到相鄰的方塊。設置過濾器時,可以作為分類器使用。
+block.payload-mass-driver.description = 遠距離重物運輸建築。將接收到的重物射擊到連接的重物質量驅動器。
+block.large-payload-mass-driver.description = 遠距離重物運輸建築。將接收到的重物射擊到連接的重物質量驅動器。
+block.unit-repair-tower.description = 修復其周圍所有單位。需要臭氧。
+block.radar.description = 逐漸顯示大範圍內的地形和敵方單位。需要電力。
+block.shockwave-tower.description = 在一定範圍內破壞和摧毀敵方砲彈。需要氰氣。
+block.canvas.description = 顯示使用預設調色板的簡單圖像。可編輯。
+
unit.dagger.description = 發射普通子彈攻擊附近敵人。
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
@@ -2299,28 +2384,31 @@ unit.oxynoe.description = 射出帶回復建築的火焰。具小型方陣炮。
unit.cyerce.description = 發射追蹤集束飛彈。修復友方單位。
unit.aegires.description = 電擊所有在能量場內的敵方單位、建築。修復友方單位。
unit.navanax.description = 發射電磁脈衝砲彈。能對敵方電力建築造成大量傷害,並修復友方建築。具4座雷射自動砲台攻擊附近敵人。
-unit.stell.description = Fires standard bullets at enemy targets.
-unit.locus.description = Fires alternating bullets at enemy targets.
-unit.precept.description = Fires piercing cluster bullets at enemy targets.
-unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
-unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
-unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
-unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
-unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
-unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
-unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
-unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
-unit.avert.description = Fires twisting pairs of bullets at enemy targets.
-unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
-unit.quell.description = Fires long-range homing missiles at enemy targets. Suppresses enemy structure repair blocks.
-unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks.
-unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
-unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
-unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
+
+#Erekir
+unit.stell.description = 向敵方目標發射標準子彈。
+unit.locus.description = 向敵方目標交替發射子彈。
+unit.precept.description = 向敵方目標發射穿透性集束子彈。
+unit.vanquish.description = 向敵方目標發射大型穿透分裂子彈。
+unit.conquer.description = 向敵方目標發射大型穿透連續子彈串。
+unit.merui.description = 向敵方地面目標發射遠程炮彈。可以跨越大多數地形。
+unit.cleroi.description = 向敵方目標發射雙彈。使用點防禦炮塔瞄準敵方砲彈。可以跨越大多數地形。
+unit.anthicus.description = 向敵方目標發射遠程導彈。可以跨越大多數地形。
+unit.tecta.description = 向敵方目標發射導彈。通過前方謢盾保護自己。可以跨越大多數地形。
+unit.collaris.description = 向敵方目標發射遠程破片炮彈。可以跨越大多數地形。
+unit.elude.description = 向敵方目標發射成對的導彈。可以漂浮在液體上。
+unit.avert.description = 向敵方目標發射螺旋狀子彈對。
+unit.obviate.description = 向敵方目標發射螺旋狀閃電球對。
+unit.quell.description = 向敵方目標發射遠程導彈。抑制敵方建築修復方塊。
+unit.disrupt.description = 向敵方目標發射遠程導彈。抑制敵方建築修復方塊。
+unit.evoke.description = 建造建築以保護核心:碉堡。用光束修復建築。
+unit.incite.description = 建造建築以保護核心:壁壘。用光束修復建築。
+unit.emanate.description = 建造建築以保護核心:衛城。用光束修復建築。
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[], [accent]Flush message[]使用
+lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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
@@ -2420,17 +2508,17 @@ laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup
lcategory.unknown = 未知
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = 輸入和輸出
-lcategory.io.description = Modify contents of memory blocks and processor buffers.
-lcategory.block = Block Control
-lcategory.block.description = Interact with blocks.
-lcategory.operation = Operations
-lcategory.operation.description = Logical operations.
-lcategory.control = Flow Control
-lcategory.control.description = Manage execution order.
-lcategory.unit = Unit Control
-lcategory.unit.description = Give units commands.
-lcategory.world = World
-lcategory.world.description = Control how the world behaves.
+lcategory.io.description = 修改記憶體與處理器快取。
+lcategory.block = 方塊控制
+lcategory.block.description = 與方塊互動。
+lcategory.operation = 操作
+lcategory.operation.description = 邏輯操作。
+lcategory.control = 流程控制
+lcategory.control.description = 控制指令埶行的順序。
+lcategory.unit = 單位控制
+lcategory.unit.description = 給予單位指令。
+lcategory.world = 世界
+lcategory.world.description = 控制世界的行為
graphicstype.clear = 重製版面為指定顏色
graphicstype.color = 為後續所有圖畫指令設定顏色
@@ -2462,13 +2550,13 @@ lenum.xor = 位元 XOR
lenum.min = 兩數取小
lenum.max = 兩數取大
-lenum.angle = 向量與x軸夾角
+lenum.angle = 向量與X軸夾角
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = 向量長度
-lenum.sin = 度數Sin值
-lenum.cos = 度數Cos值
-lenum.tan = 度數Tan值
+lenum.sin = 度數sin值
+lenum.cos = 度數cos值
+lenum.tan = 度數tan值
lenum.asin = Arc sin,輸出度數
lenum.acos = Arc cos,輸出度數
@@ -2560,3 +2648,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
+lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
+lenum.wave = Current wave number. Can be anything in non-wave modes.
+lenum.currentwavetime = Wave countdown in ticks.
+lenum.waves = Whether waves are spawnable at all.
+lenum.wavesending = Whether the waves can be manually summoned with the play button.
+lenum.attackmode = Determines if gamemode is attack mode.
+lenum.wavespacing = Time between waves in ticks.
+lenum.enemycorebuildradius = No-build zone around enemy core radius.
+lenum.dropzoneradius = Radius around enemy wave drop zones.
+lenum.unitcap = Base unit cap. Can still be increased by blocks.
+lenum.lighting = Whether ambient lighting is enabled.
+lenum.buildspeed = Multiplier for building speed.
+lenum.unithealth = How much health units start with.
+lenum.unitbuildspeed = How fast unit factories build units.
+lenum.unitcost = Multiplier of resources that units take to build.
+lenum.unitdamage = How much damage units deal.
+lenum.blockhealth = How much health blocks start with.
+lenum.blockdamage = How much damage blocks (turrets) deal.
+lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
+lenum.rtsminsquad = Minimum size of attack squads.
+lenum.maparea = Playable map area. Anything outside the area will not be interactable.
+lenum.ambientlight = Ambient light color. Used when lighting is enabled.
+lenum.solarmultiplier = Multiplies power output of solar panels.
+lenum.dragmultiplier = Environment drag multiplier.
+lenum.ban = Blocks or units that cannot be placed or built.
+lenum.unban = Unban a unit or block.
diff --git a/core/assets/contributors b/core/assets/contributors
index 17e3262098..0a5768b705 100644
--- a/core/assets/contributors
+++ b/core/assets/contributors
@@ -28,7 +28,7 @@ William So
beito
BeefEX
Lorex
-老滑稽
+老滑稽/酪桦姬
Spico The Spirit Guy
RTOmega
TunacanGamer
@@ -146,7 +146,7 @@ BlueWolf
[Error_27]
code-explorer786
Alex25820
-KayAyeAre
+Nullotte
SMOLKEYS
1stvaliduser(SUS)
GlennFolker
@@ -162,6 +162,7 @@ Gabriel "red" Fondato
CoCo Snow
summoner
OpalSoPL
+apollovy
BalaM314
Redstonneur1256
ApsZoldat
@@ -169,3 +170,6 @@ Mythril
hexagon-recursion
JasonP01
BlueTheCube
+sasha0552
+1ue999
+6-BennyLi-9
diff --git a/core/assets/icons/icons.properties b/core/assets/icons/icons.properties
index 64963dd203..5c3bcdf0de 100755
--- a/core/assets/icons/icons.properties
+++ b/core/assets/icons/icons.properties
@@ -588,3 +588,12 @@
63094=cat|cat
63093=world-switch|block-world-switch-ui
63092=dynamic|status-dynamic-ui
+63091=remove-wall|block-remove-wall-ui
+63090=remove-ore|block-remove-ore-ui
+63089=small-heat-redirector|block-small-heat-redirector-ui
+63088=large-cliff-crusher|block-large-cliff-crusher-ui
+63087=scathe-missile-phase|unit-scathe-missile-phase-ui
+63086=scathe-missile-surge|unit-scathe-missile-surge-ui
+63085=scathe-missile-surge-split|unit-scathe-missile-surge-split-ui
+63084=advanced-launch-pad|block-advanced-launch-pad-ui
+63083=landing-pad|block-landing-pad-ui
diff --git a/core/assets/logicids.dat b/core/assets/logicids.dat
index 26e11eb4c2..e690bd925b 100644
Binary files a/core/assets/logicids.dat and b/core/assets/logicids.dat differ
diff --git a/core/assets/maps/atolls.msav b/core/assets/maps/atolls.msav
new file mode 100644
index 0000000000..42a70ab90c
Binary files /dev/null and b/core/assets/maps/atolls.msav differ
diff --git a/core/assets/maps/biomassFacility.msav b/core/assets/maps/biomassFacility.msav
index 738d890f70..cd355b9c62 100644
Binary files a/core/assets/maps/biomassFacility.msav and b/core/assets/maps/biomassFacility.msav differ
diff --git a/core/assets/maps/coastline.msav b/core/assets/maps/coastline.msav
index 91e8c1db83..63f46969a1 100644
Binary files a/core/assets/maps/coastline.msav and b/core/assets/maps/coastline.msav differ
diff --git a/core/assets/maps/craters.msav b/core/assets/maps/craters.msav
index 9eb3d18444..52aa3f3714 100644
Binary files a/core/assets/maps/craters.msav and b/core/assets/maps/craters.msav differ
diff --git a/core/assets/maps/cruxscape.msav b/core/assets/maps/cruxscape.msav
new file mode 100644
index 0000000000..33489c6854
Binary files /dev/null and b/core/assets/maps/cruxscape.msav differ
diff --git a/core/assets/maps/desolateRift.msav b/core/assets/maps/desolateRift.msav
index d08ee30cfe..11d62928a0 100644
Binary files a/core/assets/maps/desolateRift.msav and b/core/assets/maps/desolateRift.msav differ
diff --git a/core/assets/maps/extractionOutpost.msav b/core/assets/maps/extractionOutpost.msav
index 723cab47a8..6ea0ae63dd 100644
Binary files a/core/assets/maps/extractionOutpost.msav and b/core/assets/maps/extractionOutpost.msav differ
diff --git a/core/assets/maps/facility32m.msav b/core/assets/maps/facility32m.msav
new file mode 100644
index 0000000000..a42a2deb39
Binary files /dev/null and b/core/assets/maps/facility32m.msav differ
diff --git a/core/assets/maps/frontier.msav b/core/assets/maps/frontier.msav
new file mode 100644
index 0000000000..765c4082ce
Binary files /dev/null and b/core/assets/maps/frontier.msav differ
diff --git a/core/assets/maps/fungalPass.msav b/core/assets/maps/fungalPass.msav
index a8ec35c1c4..6ef6328c79 100644
Binary files a/core/assets/maps/fungalPass.msav and b/core/assets/maps/fungalPass.msav differ
diff --git a/core/assets/maps/geothermalStronghold.msav b/core/assets/maps/geothermalStronghold.msav
new file mode 100644
index 0000000000..e76157110d
Binary files /dev/null and b/core/assets/maps/geothermalStronghold.msav differ
diff --git a/core/assets/maps/infestedCanyons.msav b/core/assets/maps/infestedCanyons.msav
new file mode 100644
index 0000000000..02f0c043de
Binary files /dev/null and b/core/assets/maps/infestedCanyons.msav differ
diff --git a/core/assets/maps/mycelialBastion.msav b/core/assets/maps/mycelialBastion.msav
new file mode 100644
index 0000000000..e4d41aab47
Binary files /dev/null and b/core/assets/maps/mycelialBastion.msav differ
diff --git a/core/assets/maps/navalFortress.msav b/core/assets/maps/navalFortress.msav
index b9e583bb1e..2d9dda6171 100644
Binary files a/core/assets/maps/navalFortress.msav and b/core/assets/maps/navalFortress.msav differ
diff --git a/core/assets/maps/overgrowth.msav b/core/assets/maps/overgrowth.msav
index 55a90608fa..e13fd71bf5 100644
Binary files a/core/assets/maps/overgrowth.msav and b/core/assets/maps/overgrowth.msav differ
diff --git a/core/assets/maps/planetaryTerminal.msav b/core/assets/maps/planetaryTerminal.msav
index 2cf2df9dd6..96459e74e0 100644
Binary files a/core/assets/maps/planetaryTerminal.msav and b/core/assets/maps/planetaryTerminal.msav differ
diff --git a/core/assets/maps/polarAerodrome.msav b/core/assets/maps/polarAerodrome.msav
new file mode 100644
index 0000000000..b960bbd922
Binary files /dev/null and b/core/assets/maps/polarAerodrome.msav differ
diff --git a/core/assets/maps/ruinousShores.msav b/core/assets/maps/ruinousShores.msav
index 441fb2044d..22c4fe7908 100644
Binary files a/core/assets/maps/ruinousShores.msav and b/core/assets/maps/ruinousShores.msav differ
diff --git a/core/assets/maps/seaPort.msav b/core/assets/maps/seaPort.msav
new file mode 100644
index 0000000000..47148b8ce9
Binary files /dev/null and b/core/assets/maps/seaPort.msav differ
diff --git a/core/assets/maps/siege.msav b/core/assets/maps/siege.msav
index 0564e38db3..a3be106191 100644
Binary files a/core/assets/maps/siege.msav and b/core/assets/maps/siege.msav differ
diff --git a/core/assets/maps/stainedMountains.msav b/core/assets/maps/stainedMountains.msav
index ee28f1dc23..ca4ad5dc6e 100644
Binary files a/core/assets/maps/stainedMountains.msav and b/core/assets/maps/stainedMountains.msav differ
diff --git a/core/assets/maps/taintedWoods.msav b/core/assets/maps/taintedWoods.msav
new file mode 100644
index 0000000000..237bae65ba
Binary files /dev/null and b/core/assets/maps/taintedWoods.msav differ
diff --git a/core/assets/maps/tarFields.msav b/core/assets/maps/tarFields.msav
index 21f1c29690..36d33eb11c 100644
Binary files a/core/assets/maps/tarFields.msav and b/core/assets/maps/tarFields.msav differ
diff --git a/core/assets/maps/testingGrounds.msav b/core/assets/maps/testingGrounds.msav
new file mode 100644
index 0000000000..b02ba9da54
Binary files /dev/null and b/core/assets/maps/testingGrounds.msav differ
diff --git a/core/assets/maps/weatheredChannels.msav b/core/assets/maps/weatheredChannels.msav
new file mode 100644
index 0000000000..f9ef2030e1
Binary files /dev/null and b/core/assets/maps/weatheredChannels.msav differ
diff --git a/core/assets/maps/windsweptIslands.msav b/core/assets/maps/windsweptIslands.msav
index 690a924716..32daa4dbff 100644
Binary files a/core/assets/maps/windsweptIslands.msav and b/core/assets/maps/windsweptIslands.msav differ
diff --git a/core/assets/music/coreLaunch.ogg b/core/assets/music/coreLaunch.ogg
index b4a1b55a68..4dd82b35b8 100644
Binary files a/core/assets/music/coreLaunch.ogg and b/core/assets/music/coreLaunch.ogg differ
diff --git a/core/assets/music/land.ogg b/core/assets/music/land.ogg
index ef81ccc90a..d9ea5aa88c 100644
Binary files a/core/assets/music/land.ogg and b/core/assets/music/land.ogg differ
diff --git a/core/assets/scripts/global.js b/core/assets/scripts/global.js
index 662c336cbe..d91fe9950c 100755
--- a/core/assets/scripts/global.js
+++ b/core/assets/scripts/global.js
@@ -41,12 +41,11 @@ function extend(/*Base, ..., def*/){
return instance
}
-
importPackage(Packages.arc)
importPackage(Packages.arc.audio)
importPackage(Packages.arc.files)
-importPackage(Packages.arc.func)
importPackage(Packages.arc.flabel)
+importPackage(Packages.arc.func)
importPackage(Packages.arc.graphics)
importPackage(Packages.arc.graphics.g2d)
importPackage(Packages.arc.graphics.gl)
@@ -62,7 +61,6 @@ importPackage(Packages.arc.scene.ui.layout)
importPackage(Packages.arc.scene.utils)
importPackage(Packages.arc.struct)
importPackage(Packages.arc.util)
-importPackage(Packages.arc.util.async)
importPackage(Packages.arc.util.io)
importPackage(Packages.arc.util.noise)
importPackage(Packages.arc.util.pooling)
@@ -90,11 +88,13 @@ importPackage(Packages.mindustry.graphics)
importPackage(Packages.mindustry.graphics.g3d)
importPackage(Packages.mindustry.input)
importPackage(Packages.mindustry.io)
+importPackage(Packages.mindustry.io.versions)
importPackage(Packages.mindustry.logic)
importPackage(Packages.mindustry.maps)
importPackage(Packages.mindustry.maps.filters)
importPackage(Packages.mindustry.maps.generators)
importPackage(Packages.mindustry.maps.planet)
+importPackage(Packages.mindustry.mod)
importPackage(Packages.mindustry.net)
importPackage(Packages.mindustry.service)
importPackage(Packages.mindustry.type)
@@ -143,9 +143,14 @@ const UnitUnloadEvent = Packages.mindustry.game.EventType.UnitUnloadEvent
const UnitSpawnEvent = Packages.mindustry.game.EventType.UnitSpawnEvent
const UnitCreateEvent = Packages.mindustry.game.EventType.UnitCreateEvent
const UnitDrownEvent = Packages.mindustry.game.EventType.UnitDrownEvent
+const UnitDamageEvent = Packages.mindustry.game.EventType.UnitDamageEvent
+const UnitBulletDestroyEvent = Packages.mindustry.game.EventType.UnitBulletDestroyEvent
const UnitDestroyEvent = Packages.mindustry.game.EventType.UnitDestroyEvent
+const BuildingBulletDestroyEvent = Packages.mindustry.game.EventType.BuildingBulletDestroyEvent
+const GeneratorPressureExplodeEvent = Packages.mindustry.game.EventType.GeneratorPressureExplodeEvent
const BlockDestroyEvent = Packages.mindustry.game.EventType.BlockDestroyEvent
const BuildSelectEvent = Packages.mindustry.game.EventType.BuildSelectEvent
+const BuildRotateEvent = Packages.mindustry.game.EventType.BuildRotateEvent
const BlockBuildEndEvent = Packages.mindustry.game.EventType.BlockBuildEndEvent
const BlockBuildBeginEvent = Packages.mindustry.game.EventType.BlockBuildBeginEvent
const ResearchEvent = Packages.mindustry.game.EventType.ResearchEvent
@@ -157,21 +162,30 @@ const TileChangeEvent = Packages.mindustry.game.EventType.TileChangeEvent
const TilePreChangeEvent = Packages.mindustry.game.EventType.TilePreChangeEvent
const BuildDamageEvent = Packages.mindustry.game.EventType.BuildDamageEvent
const GameOverEvent = Packages.mindustry.game.EventType.GameOverEvent
+const BuildingCommandEvent = Packages.mindustry.game.EventType.BuildingCommandEvent
const UnitControlEvent = Packages.mindustry.game.EventType.UnitControlEvent
+const PayloadDropEvent = Packages.mindustry.game.EventType.PayloadDropEvent
const PickupEvent = Packages.mindustry.game.EventType.PickupEvent
const TapEvent = Packages.mindustry.game.EventType.TapEvent
const ConfigEvent = Packages.mindustry.game.EventType.ConfigEvent
const DepositEvent = Packages.mindustry.game.EventType.DepositEvent
const WithdrawEvent = Packages.mindustry.game.EventType.WithdrawEvent
const SectorCaptureEvent = Packages.mindustry.game.EventType.SectorCaptureEvent
+const ClientChatEvent = Packages.mindustry.game.EventType.ClientChatEvent
const PlayerChatEvent = Packages.mindustry.game.EventType.PlayerChatEvent
+const TextInputEvent = Packages.mindustry.game.EventType.TextInputEvent
const MenuOptionChooseEvent = Packages.mindustry.game.EventType.MenuOptionChooseEvent
+const ClientServerConnectEvent = Packages.mindustry.game.EventType.ClientServerConnectEvent
const ClientPreConnectEvent = Packages.mindustry.game.EventType.ClientPreConnectEvent
const SchematicCreateEvent = Packages.mindustry.game.EventType.SchematicCreateEvent
+const SectorLaunchLoadoutEvent = Packages.mindustry.game.EventType.SectorLaunchLoadoutEvent
const SectorLaunchEvent = Packages.mindustry.game.EventType.SectorLaunchEvent
const LaunchItemEvent = Packages.mindustry.game.EventType.LaunchItemEvent
const SectorInvasionEvent = Packages.mindustry.game.EventType.SectorInvasionEvent
const SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent
+const SaveLoadEvent = Packages.mindustry.game.EventType.SaveLoadEvent
+const WorldLoadEndEvent = Packages.mindustry.game.EventType.WorldLoadEndEvent
+const WorldLoadBeginEvent = Packages.mindustry.game.EventType.WorldLoadBeginEvent
const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent
const FileTreeInitEvent = Packages.mindustry.game.EventType.FileTreeInitEvent
const MusicRegisterEvent = Packages.mindustry.game.EventType.MusicRegisterEvent
@@ -183,12 +197,12 @@ const TurretAmmoDeliverEvent = Packages.mindustry.game.EventType.TurretAmmoDeliv
const LineConfirmEvent = Packages.mindustry.game.EventType.LineConfirmEvent
const TurnEvent = Packages.mindustry.game.EventType.TurnEvent
const WaveEvent = Packages.mindustry.game.EventType.WaveEvent
+const HostEvent = Packages.mindustry.game.EventType.HostEvent
const ResetEvent = Packages.mindustry.game.EventType.ResetEvent
const PlayEvent = Packages.mindustry.game.EventType.PlayEvent
const DisposeEvent = Packages.mindustry.game.EventType.DisposeEvent
const ServerLoadEvent = Packages.mindustry.game.EventType.ServerLoadEvent
const ClientCreateEvent = Packages.mindustry.game.EventType.ClientCreateEvent
-const SaveLoadEvent = Packages.mindustry.game.EventType.SaveLoadEvent
const SaveWriteEvent = Packages.mindustry.game.EventType.SaveWriteEvent
const MapPublishEvent = Packages.mindustry.game.EventType.MapPublishEvent
const MapMakeEvent = Packages.mindustry.game.EventType.MapMakeEvent
diff --git a/core/assets/shaders/blockbuild.frag b/core/assets/shaders/blockbuild.frag
index 78cfd6e9c8..dc58d20761 100644
--- a/core/assets/shaders/blockbuild.frag
+++ b/core/assets/shaders/blockbuild.frag
@@ -27,6 +27,10 @@ bool cont(vec2 T, vec2 v){
id(T + vec2(-step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
}
+vec4 blend(vec4 dst, vec4 src){
+ return src * src.a + dst * (1.0 - src.a);
+}
+
void main(){
vec2 t = v_texCoords.xy;
@@ -41,11 +45,11 @@ void main(){
float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
- gl_FragColor = v_color;
+ gl_FragColor = blend(color, v_color);
}else if(dst > (1.0-u_progress) * (center.x)){
gl_FragColor = color;
}else if((dst + 2.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
- gl_FragColor = v_color;
+ gl_FragColor = blend(color, v_color);
}else{
gl_FragColor = vec4(0.0);
}
diff --git a/core/src/mindustry/ClientLauncher.java b/core/src/mindustry/ClientLauncher.java
index 2e8d7396c1..3e2fbca7df 100644
--- a/core/src/mindustry/ClientLauncher.java
+++ b/core/src/mindustry/ClientLauncher.java
@@ -35,7 +35,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
@Override
public void setup(){
- String dataDir = OS.env("MINDUSTRY_DATA_DIR");
+ String dataDir = System.getProperty("mindustry.data.dir", OS.env("MINDUSTRY_DATA_DIR"));
if(dataDir != null){
Core.settings.setDataDirectory(files.absolute(dataDir));
}
@@ -55,6 +55,9 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
Log.info("[GL] Version: @", graphics.getGLVersion());
Log.info("[GL] Max texture size: @", maxTextureSize);
Log.info("[GL] Using @ context.", gl30 != null ? "OpenGL 3" : "OpenGL 2");
+ if(NvGpuInfo.hasMemoryInfo()){
+ Log.info("[GL] Total available VRAM: @mb", NvGpuInfo.getMaxMemoryKB()/1024);
+ }
if(maxTextureSize < 4096) Log.warn("[GL] Your maximum texture size is below the recommended minimum of 4096. This will cause severe performance issues.");
Log.info("[JAVA] Version: @", OS.javaVersion);
if(Core.app.isAndroid()){
@@ -62,7 +65,9 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
}
long ram = Runtime.getRuntime().maxMemory();
boolean gb = ram >= 1024 * 1024 * 1024;
- Log.info("[RAM] Available: @ @", Strings.fixed(gb ? ram / 1024f / 1024 / 1024f : ram / 1024f / 1024f, 1), gb ? "GB" : "MB");
+ if(!OS.isIos){
+ Log.info("[RAM] Available: @ @", Strings.fixed(gb ? ram / 1024f / 1024 / 1024f : ram / 1024f / 1024f, 1), gb ? "GB" : "MB");
+ }
Time.setDeltaProvider(() -> {
float result = Core.graphics.getDeltaTime() * 60f;
diff --git a/core/src/mindustry/Vars.java b/core/src/mindustry/Vars.java
index bc4c6a494a..eacdd4bd2d 100644
--- a/core/src/mindustry/Vars.java
+++ b/core/src/mindustry/Vars.java
@@ -45,10 +45,10 @@ public class Vars implements Loadable{
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. spawn positions for spawn groups) TODO change */
- public static boolean experimental = true;
/** Name of current Steam player. */
public static String steamPlayerName = "";
+ /** If true, the BE server list is always used. */
+ public static boolean forceBeServers = false;
/** Default accessible content types used for player-selectable icons. */
public static final ContentType[] defaultContentIcons = {ContentType.item, ContentType.liquid, ContentType.block, ContentType.unit};
/** Default rule environment. */
@@ -71,11 +71,12 @@ public class Vars implements Loadable{
public static final String discordURL = "https://discord.gg/mindustry";
/** 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 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 stable servers. */
- //TODO merge with v6 list upon release
- public static final String serverJsonURL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers_v7.json";
+ /** URLs to the JSON file containing all the BE servers. Only queried in BE. */
+ public static final String[] serverJsonBeURLs = {"https://raw.githubusercontent.com/Anuken/MindustryServerList/master/servers_be.json", "https://cdn.jsdelivr.net/gh/anuken/mindustryserverlist/servers_be.json"};
+ /** URLs to the JSON file containing all the stable servers. */
+ public static final String[] serverJsonURLs = {"https://raw.githubusercontent.com/Anuken/MindustryServerList/master/servers_v8.json", "https://cdn.jsdelivr.net/gh/anuken/mindustryserverlist/servers_v8.json"};
+ /** URLs to the JSON files containing the list of mods. */
+ public static final String[] modJsonURLs = {"https://raw.githubusercontent.com/Anuken/MindustryMods/master/mods.json", "https://cdn.jsdelivr.net/gh/anuken/mindustrymods/mods.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.*/
@@ -94,6 +95,8 @@ public class Vars implements Loadable{
public static final float finalWorldBounds = 250;
/** default range for building */
public static final float buildingRange = 220f;
+ /** scaling for unit circle collider radius, based on hitbox size */
+ public static final float unitCollisionRadiusScale = 0.6f;
/** range for moving items */
public static final float itemTransferRange = 220f;
/** range for moving items for logic units */
@@ -145,7 +148,7 @@ public class Vars implements Loadable{
"modeSurvival", "commandRally", "commandAttack",
};
/** maximum TCP packet size */
- public static final int maxTcpSize = 900;
+ public static final int maxTcpSize = 1100;
/** default server port */
public static final int port = 6567;
/** multicast discovery port.*/
@@ -170,6 +173,8 @@ public class Vars implements Loadable{
public static boolean confirmExit = true;
/** if true, UI is not drawn */
public static boolean disableUI;
+ /** if true, most autosaving is disabled. internal use only! */
+ public static boolean disableSave;
/** if true, game is set up in mobile mode, even on desktop. used for debugging */
public static boolean testMobile;
/** whether the game is running on a mobile device */
@@ -489,7 +494,11 @@ public class Vars implements Loadable{
//router
if(locale.toString().equals("router")){
- bundle.debug("router");
+ I18NBundle defBundle = I18NBundle.createBundle(Core.files.internal("bundles/bundle"));
+ String router = Character.toString(Iconc.blockRouter);
+ for(String s : bundle.getKeys()){
+ bundle.getProperties().put(s, Strings.stripColors(defBundle.get(s)).replaceAll("\\S", router));
+ }
}
}
}
diff --git a/core/src/mindustry/ai/Astar.java b/core/src/mindustry/ai/Astar.java
index 76d73d84b0..23241e65cf 100644
--- a/core/src/mindustry/ai/Astar.java
+++ b/core/src/mindustry/ai/Astar.java
@@ -18,15 +18,15 @@ public class Astar{
private static float[] costs;
private static byte[][] rotations;
- public static Seq pathfind(Tile from, Tile to, TileHueristic th, Boolf passable){
+ public static Seq pathfind(Tile from, Tile to, TileHeuristic th, Boolf passable){
return pathfind(from.x, from.y, to.x, to.y, th, manhattan, passable);
}
- public static Seq pathfind(int startX, int startY, int endX, int endY, TileHueristic th, Boolf passable){
+ public static Seq pathfind(int startX, int startY, int endX, int endY, TileHeuristic th, Boolf passable){
return pathfind(startX, startY, endX, endY, th, manhattan, passable);
}
- public static Seq pathfind(int startX, int startY, int endX, int endY, TileHueristic th, DistanceHeuristic dh, Boolf passable){
+ public static Seq pathfind(int startX, int startY, int endX, int endY, TileHeuristic th, DistanceHeuristic dh, Boolf passable){
Tiles tiles = world.tiles;
Tile start = tiles.getn(startX, startY);
@@ -94,7 +94,7 @@ public class Astar{
float cost(int x1, int y1, int x2, int y2);
}
- public interface TileHueristic{
+ public interface TileHeuristic{
float cost(Tile tile);
default float cost(Tile from, Tile tile){
diff --git a/core/src/mindustry/ai/BaseBuilderAI.java b/core/src/mindustry/ai/BaseBuilderAI.java
index 3df72adb70..e9126f6ca5 100644
--- a/core/src/mindustry/ai/BaseBuilderAI.java
+++ b/core/src/mindustry/ai/BaseBuilderAI.java
@@ -258,7 +258,7 @@ public class BaseBuilderAI{
//queue it
for(Stile tile : result.tiles){
- data.plans.add(new BlockPlan(cx + tile.x, cy + tile.y, tile.rotation, tile.block.id, tile.config));
+ data.plans.add(new BlockPlan(cx + tile.x, cy + tile.y, tile.rotation, tile.block, tile.config));
}
return true;
diff --git a/core/src/mindustry/ai/ControlPathfinder.java b/core/src/mindustry/ai/ControlPathfinder.java
index be200eecda..ba9e3e6c75 100644
--- a/core/src/mindustry/ai/ControlPathfinder.java
+++ b/core/src/mindustry/ai/ControlPathfinder.java
@@ -58,8 +58,8 @@ public class ControlPathfinder implements Runnable{
costNaval = (team, tile) ->
//impassable same-team neutral block, or non-liquid
- (PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0)) || !PathTile.liquid(tile) ? impassable :
- 1 +
+ (PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0)) ? impassable :
+ (!PathTile.liquid(tile) ? 6000 : 1) +
//impassable synthetic enemy block
((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 6 : 0);
@@ -124,7 +124,7 @@ public class ControlPathfinder implements Runnable{
//TODO: very dangerous usage;
//TODO - it is accessed from the main thread
//TODO - it is written to on the pathfinding thread
- //maps position in world in (x + y * width format) | type (bitpacked to long) to a cache of flow fields
+ //maps position in world in (x + y * width format) | path type | team (bitpacked to long with FieldIndex.get) to a cache of flow fields
LongMap fields = new LongMap<>();
//MAIN THREAD ONLY
Seq fieldList = new Seq<>(false);
@@ -188,6 +188,7 @@ public class ControlPathfinder implements Runnable{
final IntQueue frontier = new IntQueue();
//maps cluster index to field weights; 0 means uninitialized
final IntMap fields = new IntMap<>();
+ //packed (goalPos | costId | team) long key to use in the global fields map
final long mapKey;
//main thread only!
@@ -200,7 +201,7 @@ public class ControlPathfinder implements Runnable{
this.team = team;
this.goalPos = goalPos;
this.costId = costId;
- this.mapKey = Pack.longInt(goalPos, costId);
+ this.mapKey = FieldIndex.get(goalPos, costId, team);
}
}
@@ -232,24 +233,7 @@ public class ControlPathfinder implements Runnable{
Events.on(TileChangeEvent.class, e -> {
- e.tile.getLinkedTiles(t -> {
- int x = t.x, y = t.y, mx = x % clusterSize, my = y % clusterSize, cx = x / clusterSize, cy = y / clusterSize, cluster = cx + cy * cwidth;
-
- //is at the edge of a cluster; this means the portals may have changed.
- if(mx == 0 || my == 0 || mx == clusterSize - 1 || my == clusterSize - 1){
-
- if(mx == 0) queueClusterUpdate(cx - 1, cy); //left
- if(my == 0) queueClusterUpdate(cx, cy - 1); //bottom
- if(mx == clusterSize - 1) queueClusterUpdate(cx + 1, cy); //right
- if(my == clusterSize - 1) queueClusterUpdate(cx, cy + 1); //top
-
- queueClusterUpdate(cx, cy);
- //TODO: recompute edge clusters too.
- }else{
- //there is no need to recompute portals for block updates that are not on the edge.
- queue.post(() -> clustersToInnerUpdate.add(cluster));
- }
- });
+ updateTile(e.tile);
//TODO: recalculate affected flow fields? or just all of them? how to reflow?
});
@@ -258,7 +242,7 @@ public class ControlPathfinder implements Runnable{
Events.run(Trigger.update, () -> {
for(var req : unitRequests.values()){
//skipped N update -> drop it
- if(req.lastUpdateId <= state.updateId - 10){
+ if(req.lastUpdateId <= state.updateId - 10 || !req.unit.isAdded()){
req.invalidated = true;
//concurrent modification!
queue.post(() -> threadPathRequests.remove(req));
@@ -358,6 +342,29 @@ public class ControlPathfinder implements Runnable{
}
}
+ public void updateTile(Tile tile){
+ tile.getLinkedTiles(this::updateSingleTile);
+ }
+
+ public void updateSingleTile(Tile t){
+ int x = t.x, y = t.y, mx = x % clusterSize, my = y % clusterSize, cx = x / clusterSize, cy = y / clusterSize, cluster = cx + cy * cwidth;
+
+ //is at the edge of a cluster; this means the portals may have changed.
+ if(mx == 0 || my == 0 || mx == clusterSize - 1 || my == clusterSize - 1){
+
+ if(mx == 0) queueClusterUpdate(cx - 1, cy); //left
+ if(my == 0) queueClusterUpdate(cx, cy - 1); //bottom
+ if(mx == clusterSize - 1) queueClusterUpdate(cx + 1, cy); //right
+ if(my == clusterSize - 1) queueClusterUpdate(cx, cy + 1); //top
+
+ queueClusterUpdate(cx, cy);
+ //TODO: recompute edge clusters too.
+ }else{
+ //there is no need to recompute portals for block updates that are not on the edge.
+ queue.post(() -> clustersToInnerUpdate.add(cluster));
+ }
+ }
+
void queueClusterUpdate(int cx, int cy){
if(cx >= 0 && cy >= 0 && cx < cwidth && cy < cheight){
queue.post(() -> clustersToUpdate.add(cx + cy * cwidth));
@@ -534,7 +541,7 @@ public class ControlPathfinder implements Runnable{
void updateInnerEdges(int team, PathCost cost, int cx, int cy, Cluster cluster){
int minX = cx * clusterSize, minY = cy * clusterSize, maxX = Math.min(minX + clusterSize - 1, wwidth - 1), maxY = Math.min(minY + clusterSize - 1, wheight - 1);
-
+
usedEdges.clear();
//clear all connections, since portals changed, they need to be recomputed.
@@ -548,7 +555,7 @@ public class ControlPathfinder implements Runnable{
for(int i = 0; i < portals.size; i++){
usedEdges.add(Point2.pack(direction, i));
-
+
int
portal = portals.items[i],
from = Point2.x(portal), to = Point2.y(portal),
@@ -1020,10 +1027,12 @@ public class ControlPathfinder implements Runnable{
//no result found, bail out.
if(nodePath == null){
request.notFound = true;
+ //stop following the old path, it's not relevant now, it's just not possible to reach the destination anymore
+ request.oldCache = null;
return;
}
- FieldCache cache = fields.get(Pack.longInt(goalPos, costId));
+ FieldCache cache = fields.get(FieldIndex.get(goalPos, costId, team));
//if true, extra values are added on the sides of existing field cells that face new cells.
boolean addingFrontier = true;
@@ -1093,6 +1102,10 @@ public class ControlPathfinder implements Runnable{
}
public boolean getPathPosition(Unit unit, Vec2 destination, Vec2 mainDestination, Vec2 out, @Nullable boolean[] noResultFound){
+ if(noResultFound != null){
+ noResultFound[0] = false;
+ }
+
int costId = unit.type.pathCostId;
PathCost cost = idToCost(costId);
@@ -1139,7 +1152,7 @@ public class ControlPathfinder implements Runnable{
boolean any = false;
- long fieldKey = Pack.longInt(destPos, costId);
+ long fieldKey = FieldIndex.get(destPos, costId, team);
//use existing request if it exists.
if(request != null && request.destination == destPos){
@@ -1147,14 +1160,19 @@ public class ControlPathfinder implements Runnable{
Tile tileOn = unit.tileOn(), initialTileOn = tileOn;
//TODO: should fields be accessible from this thread?
- FieldCache fieldCache = fields.get(fieldKey);
+ FieldCache fieldCache = null;
+ try{
+ fieldCache = fields.get(fieldKey);
+ }catch(ArrayIndexOutOfBoundsException ignored){ //TODO fix this, rare crash due to remove() elsewhere
+ }
+ if(fieldCache == null) fieldCache = request.oldCache;
if(fieldCache != null && tileOn != null){
FieldCache old = request.oldCache;
FieldCache targetCache = old != null ? old : fieldCache;
boolean requeue = old == null;
//nullify the old field to be GCed, as it cannot be relevant anymore (this path is complete)
- if(fieldCache.frontier.isEmpty() && old != null){
+ if(fieldCache != request.oldCache && fieldCache.frontier.isEmpty() && old != null){
request.oldCache = null;
}
@@ -1245,7 +1263,11 @@ public class ControlPathfinder implements Runnable{
return true;
}
}
- }else if(request == null){
+ }else{
+ //destroy the old one immediately, it's invalid now
+ if(request != null){
+ request.lastUpdateId = -1000;
+ }
//queue new request.
unitRequests.put(unit, request = new PathRequest(unit, team, costId, destPos));
@@ -1258,9 +1280,7 @@ public class ControlPathfinder implements Runnable{
recalculatePath(f);
});
- out.set(destination);
-
- return true;
+ return false;
}
if(noResultFound != null){
@@ -1445,7 +1465,7 @@ public class ControlPathfinder implements Runnable{
int index = cx + cy * cwidth;
for(var req : threadPathRequests){
- long mapKey = Pack.longInt(req.destination, pathCost);
+ long mapKey = FieldIndex.get(req.destination, pathCost, team);
var field = fields.get(mapKey);
if((field != null && field.fields.containsKey(index)) || req.notFound){
invalidRequests.add(req);
@@ -1531,7 +1551,7 @@ public class ControlPathfinder implements Runnable{
continue;
}
- long mapKey = Pack.longInt(request.destination, request.costId);
+ long mapKey = FieldIndex.get(request.destination, request.costId, request.team);
var field = fields.get(mapKey);
@@ -1539,7 +1559,7 @@ public class ControlPathfinder implements Runnable{
//it's only worth recalculating a path when the current frontier has finished; otherwise the unit will be following something incomplete.
if(field.frontier.isEmpty()){
- //remove the field, to be recalculated next update one recalculatePath is processed
+ //remove the field, to be recalculated next update once recalculatePath is processed
fields.remove(field.mapKey);
Core.app.post(() -> fieldList.remove(field));
@@ -1547,6 +1567,10 @@ public class ControlPathfinder implements Runnable{
for(var otherRequest : threadPathRequests){
if(otherRequest.destination == request.destination){
otherRequest.oldCache = field;
+
+ if(otherRequest != request){
+ queue.post(() -> recalculatePath(otherRequest));
+ }
}
}
@@ -1580,6 +1604,15 @@ public class ControlPathfinder implements Runnable{
}
}
+ @Struct
+ static class FieldIndexStruct{
+ int pos;
+ @StructField(8)
+ int costId;
+ @StructField(8)
+ int team;
+ }
+
@Struct
static class IntraEdgeStruct{
@StructField(8)
diff --git a/core/src/mindustry/ai/Pathfinder.java b/core/src/mindustry/ai/Pathfinder.java
index 19f8a48697..615568aed7 100644
--- a/core/src/mindustry/ai/Pathfinder.java
+++ b/core/src/mindustry/ai/Pathfinder.java
@@ -2,6 +2,7 @@ package mindustry.ai;
import arc.*;
import arc.func.*;
+import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
@@ -16,6 +17,7 @@ import mindustry.world.blocks.storage.*;
import mindustry.world.meta.*;
import static mindustry.Vars.*;
+import static mindustry.world.meta.BlockFlag.*;
public class Pathfinder implements Runnable{
private static final long maxUpdate = Time.millisToNanos(8);
@@ -37,7 +39,8 @@ public class Pathfinder implements Runnable{
public static final int
costGround = 0,
costLegs = 1,
- costNaval = 2;
+ costNaval = 2,
+ costHover = 3;
public static final Seq costTypes = Seq.with(
//ground
@@ -61,7 +64,13 @@ public class Pathfinder implements Runnable{
PathTile.health(tile) * 5 +
(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 14 : 0) +
(PathTile.deep(tile) ? 0 : 1) +
- (PathTile.damages(tile) ? 35 : 0)
+ (PathTile.damages(tile) ? 35 : 0),
+
+ //hover
+ (team, tile) ->
+ (((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) && PathTile.solid(tile)) ? impassable : 1 +
+ PathTile.health(tile) * 5 +
+ (PathTile.nearSolid(tile) ? 2 : 0)
);
/** tile data, see PathTileStruct - kept as a separate array for threading reasons */
@@ -243,6 +252,8 @@ public class Pathfinder implements Runnable{
data.dirty = true;
}
});
+
+ controlPath.updateTile(tile);
}
/** Thread implementation. */
@@ -452,8 +463,34 @@ public class Pathfinder implements Runnable{
}
public static class EnemyCoreField extends Flowfield{
+ private final static BlockFlag[] randomTargets = {storage, generator, launchPad, factory, repair, battery, reactor, drill};
+ private Rand rand = new Rand();
+
@Override
protected void getPositions(IntSeq out){
+ if(state.rules.randomWaveAI && team == state.rules.waveTeam){
+ rand.setSeed(state.rules.waves ? state.wave : (int)(state.tick / (5400)) + hashCode());
+
+ //maximum amount of different target flag types they will attack
+ int max = 1;
+
+ for(int attempt = 0; attempt < 5 && max > 0; attempt++){
+ var targets = indexer.getEnemy(team, randomTargets[rand.random(randomTargets.length - 1)]);
+ if(!targets.isEmpty()){
+ boolean any = false;
+ for(Building other : targets){
+ if((other.items != null && other.items.any()) || other.status() != BlockStatus.noInput){
+ out.add(other.tile.array());
+ any = true;
+ }
+ }
+ if(any){
+ max --;
+ }
+ }
+ }
+ }
+
for(Building other : indexer.getEnemy(team, BlockFlag.core)){
out.add(other.tile.array());
}
diff --git a/core/src/mindustry/ai/RtsAI.java b/core/src/mindustry/ai/RtsAI.java
index 16fcf3ec7a..b97e58e464 100644
--- a/core/src/mindustry/ai/RtsAI.java
+++ b/core/src/mindustry/ai/RtsAI.java
@@ -343,7 +343,7 @@ public class RtsAI{
//other can never be destroyed | other destroys self instantly
if(Float.isInfinite(timeDestroyOther) || Mathf.zero(timeDestroySelf)) return 0f;
//self can never be destroyed | self destroys other instantly
- if(Float.isInfinite(timeDestroySelf) || Mathf.zero(timeDestroyOther)) return 1f;
+ if(Float.isInfinite(timeDestroySelf) || Mathf.zero(timeDestroyOther)) return 100000f;
//examples:
// self 10 sec / other 10 sec -> can destroy target with 100 % losses -> returns 1
diff --git a/core/src/mindustry/ai/UnitCommand.java b/core/src/mindustry/ai/UnitCommand.java
index 51a0edfcf8..85eff6be00 100644
--- a/core/src/mindustry/ai/UnitCommand.java
+++ b/core/src/mindustry/ai/UnitCommand.java
@@ -17,7 +17,7 @@ public class UnitCommand extends MappableContent{
@Deprecated
public static final Seq all = new Seq<>();
- public static UnitCommand moveCommand, repairCommand, rebuildCommand, assistCommand, mineCommand, boostCommand, enterPayloadCommand, loadUnitsCommand, loadBlocksCommand, unloadPayloadCommand;
+ public static UnitCommand moveCommand, repairCommand, rebuildCommand, assistCommand, mineCommand, boostCommand, enterPayloadCommand, loadUnitsCommand, loadBlocksCommand, unloadPayloadCommand, loopPayloadCommand;
/** Name of UI icon (from Icon class). */
public final String icon;
@@ -110,5 +110,10 @@ public class UnitCommand extends MappableContent{
drawTarget = true;
resetTarget = false;
}};
+ loopPayloadCommand = new UnitCommand("loopPayload", "resize", Binding.unit_command_loop_payload, null){{
+ switchToMove = false;
+ drawTarget = true;
+ resetTarget = false;
+ }};
}
}
diff --git a/core/src/mindustry/ai/UnitGroup.java b/core/src/mindustry/ai/UnitGroup.java
index 8973c3e2fb..0c0366cf29 100644
--- a/core/src/mindustry/ai/UnitGroup.java
+++ b/core/src/mindustry/ai/UnitGroup.java
@@ -18,7 +18,7 @@ public class UnitGroup{
public int collisionLayer;
public volatile float[] positions, originalPositions;
public volatile boolean valid;
-
+
public void calculateFormation(Vec2 dest, int collisionLayer){
this.collisionLayer = collisionLayer;
@@ -72,7 +72,7 @@ public class UnitGroup{
positions[a * 2] = v1.x;
positions[a * 2 + 1] = v1.y;
- float rad = units.get(a).hitSize/2f;
+ float rad = units.get(a).hitSize * Vars.unitCollisionRadiusScale;
maxDst = Math.max(maxDst, v1.dst(0f, 0f) + rad);
totalArea += Mathf.PI * rad * rad;
diff --git a/core/src/mindustry/ai/WaveSpawner.java b/core/src/mindustry/ai/WaveSpawner.java
index e23dbbff5e..7935418c5f 100644
--- a/core/src/mindustry/ai/WaveSpawner.java
+++ b/core/src/mindustry/ai/WaveSpawner.java
@@ -66,12 +66,22 @@ public class WaveSpawner{
if(group.type == null) continue;
int spawned = group.getSpawned(state.wave - 1);
+ if(spawned == 0) continue;
+
+ if(state.isCampaign()){
+ //when spawning a boss, round down, so 1.5x (hard) * 1 boss does not result in 2 bosses
+ spawned = Math.max(1, group.effect == StatusEffects.boss ?
+ (int)(spawned * state.getPlanet().campaignRules.difficulty.enemySpawnMultiplier) :
+ Mathf.round(spawned * state.getPlanet().campaignRules.difficulty.enemySpawnMultiplier));
+ }
+
+ int spawnedf = spawned;
if(group.type.flying){
float spread = margin / 1.5f;
eachFlyerSpawn(group.spawn, (spawnX, spawnY) -> {
- for(int i = 0; i < spawned; i++){
+ for(int i = 0; i < spawnedf; i++){
Unit unit = group.createUnit(state.rules.waveTeam, state.wave - 1);
unit.set(spawnX + Mathf.range(spread), spawnY + Mathf.range(spread));
spawnEffect(unit);
@@ -82,7 +92,7 @@ public class WaveSpawner{
eachGroundSpawn(group.spawn, (spawnX, spawnY, doShockwave) -> {
- for(int i = 0; i < spawned; i++){
+ for(int i = 0; i < spawnedf; i++){
Tmp.v1.rnd(spread);
Unit unit = group.createUnit(state.rules.waveTeam, state.wave - 1);
@@ -153,7 +163,7 @@ public class WaveSpawner{
private void eachFlyerSpawn(int filterPos, Floatc2 cons){
boolean airUseSpawns = state.rules.airUseSpawns;
-
+
for(Tile tile : spawns){
if(filterPos != -1 && filterPos != tile.pos()) continue;
diff --git a/core/src/mindustry/ai/types/BuilderAI.java b/core/src/mindustry/ai/types/BuilderAI.java
index ccbe64b7c6..7932ad8d9c 100644
--- a/core/src/mindustry/ai/types/BuilderAI.java
+++ b/core/src/mindustry/ai/types/BuilderAI.java
@@ -179,12 +179,12 @@ public class BuilderAI extends AIController{
BlockPlan block = blocks.first();
//check if it's already been placed
- if(world.tile(block.x, block.y) != null && world.tile(block.x, block.y).block().id == block.block){
+ if(world.tile(block.x, block.y) != null && world.tile(block.x, block.y).block() == block.block){
blocks.removeFirst();
- }else if(Build.validPlace(content.block(block.block), unit.team(), block.x, block.y, block.rotation) && (!alwaysFlee || !nearEnemy(block.x, block.y))){ //it's valid
+ }else if(Build.validPlace(block.block, unit.team(), block.x, block.y, block.rotation) && (!alwaysFlee || !nearEnemy(block.x, block.y))){ //it's valid
lastPlan = block;
//add build plan
- unit.addBuild(new BuildPlan(block.x, block.y, block.rotation, content.block(block.block), block.config));
+ unit.addBuild(new BuildPlan(block.x, block.y, block.rotation, block.block, block.config));
//shift build plan to tail so next unit builds something else
blocks.addLast(blocks.removeFirst());
}else{
@@ -195,7 +195,7 @@ public class BuilderAI extends AIController{
}
if(!unit.type.flying){
- unit.updateBoosting(moving || unit.floorOn().isDuct || unit.floorOn().damageTaken > 0f);
+ unit.updateBoosting(unit.type.boostWhenBuilding || moving || unit.floorOn().isDuct || unit.floorOn().damageTaken > 0f || unit.floorOn().isDeep());
}
}
diff --git a/core/src/mindustry/ai/types/CommandAI.java b/core/src/mindustry/ai/types/CommandAI.java
index 763916539a..48a465ceb9 100644
--- a/core/src/mindustry/ai/types/CommandAI.java
+++ b/core/src/mindustry/ai/types/CommandAI.java
@@ -20,11 +20,12 @@ public class CommandAI extends AIController{
protected static final Vec2 vecOut = new Vec2(), vecMovePos = new Vec2();
protected static final boolean[] noFound = {false};
protected static final UnitPayload tmpPayload = new UnitPayload(null);
+ protected static final int transferStateNone = 0, transferStateLoad = 1, transferStateUnload = 2;
public Seq commandQueue = new Seq<>(5);
public @Nullable Vec2 targetPos;
public @Nullable Teamc attackTarget;
- /** Group of units that were all commanded to reach the same point.. */
+ /** Group of units that were all commanded to reach the same point. */
public @Nullable UnitGroup group;
public int groupIndex = 0;
/** All encountered unreachable buildings of this AI. Why a sequence? Because contains() is very rarely called on it. */
@@ -36,6 +37,8 @@ public class CommandAI extends AIController{
protected Vec2 lastTargetPos;
protected boolean blockingUnit;
protected float timeSpentBlocked;
+ protected float payloadPickupCooldown;
+ protected int transferState = transferStateNone;
/** Stance, usually related to firing mode. */
public UnitStance stance = UnitStance.shoot;
@@ -52,7 +55,7 @@ public class CommandAI extends AIController{
/** Attempts to assign a command to this unit. If not supported by the unit type, does nothing. */
public void command(UnitCommand command){
- if(Structs.contains(unit.type.commands, command)){
+ if(unit.type.commands.contains(command)){
//clear old state.
unit.mineTile = null;
unit.clearBuilding();
@@ -79,14 +82,23 @@ public class CommandAI extends AIController{
commandTarget(target, false);
}
+ //pursue the target for patrol, keeping the current position
+ if(stance == UnitStance.patrol && target != null && attackTarget == null){
+ //commanding a target overwrites targetPos, so add it to the queue
+ if(targetPos != null){
+ commandQueue.add(targetPos.cpy());
+ }
+ commandTarget(target, false);
+ }
+
//remove invalid targets
if(commandQueue.any()){
commandQueue.removeAll(e -> e instanceof Healthc h && !h.isValid());
}
//assign defaults
- if(command == null && unit.type.commands.length > 0){
- command = unit.type.defaultCommand == null ? unit.type.commands[0] : unit.type.defaultCommand;
+ if(command == null && unit.type.commands.size > 0){
+ command = unit.type.defaultCommand == null ? unit.type.commands.first() : unit.type.defaultCommand;
}
//update command controller based on index.
@@ -113,9 +125,26 @@ public class CommandAI extends AIController{
attackTarget = null;
}
+ void tryPickupUnit(Payloadc pay){
+ Unit target = Units.closest(unit.team, unit.x, unit.y, unit.type.hitSize * 2f, u -> u.isAI() && u != unit && u.isGrounded() && pay.canPickup(u) && u.within(unit, u.hitSize + unit.hitSize));
+ if(target != null){
+ Call.pickedUnitPayload(unit, target);
+ }
+ }
+
+ @Override
+ public Teamc findMainTarget(float x, float y, float range, boolean air, boolean ground){
+ if(!unit.type.autoFindTarget && !(targetPos == null || nearAttackTarget(unit.x, unit.y, unit.range()))){
+ return null;
+ }
+ return super.findMainTarget(x, y, range, air, ground);
+ }
+
public void defaultBehavior(){
if(!net.client() && unit instanceof Payloadc pay){
+ payloadPickupCooldown -= Time.delta;
+
//auto-drop everything
if(command == UnitCommand.unloadPayloadCommand && pay.hasPayload()){
Call.payloadDropped(unit, unit.x, unit.y);
@@ -123,10 +152,7 @@ public class CommandAI extends AIController{
//try to pick up what's under it
if(command == UnitCommand.loadUnitsCommand){
- Unit target = Units.closest(unit.team, unit.x, unit.y, unit.type.hitSize * 2f, u -> u.isAI() && u != unit && u.isGrounded() && pay.canPickup(u) && u.within(unit, u.hitSize + unit.hitSize));
- if(target != null){
- Call.pickedUnitPayload(unit, target);
- }
+ tryPickupUnit(pay);
}
//try to pick up a block
@@ -155,28 +181,8 @@ public class CommandAI extends AIController{
}
}
- //acquiring naval targets isn't supported yet, so use the fallback dumb AI
- if(unit.team.isAI() && unit.team.rules().rtsAi && unit.type.naval){
- if(fallback == null) fallback = new GroundAI();
-
- if(fallback.unit() != unit) fallback.unit(unit);
- fallback.updateUnit();
- return;
- }
-
updateVisuals();
- //only autotarget if the unit supports it
- if((targetPos == null || nearAttackTarget(unit.x, unit.y, unit.range())) || unit.type.autoFindTarget){
- updateTargeting();
- }else if(attackTarget == null){
- //if the unit does not have an attack target, is currently moving, and does not have autotargeting, stop attacking stuff
- target = null;
- for(var mount : unit.mounts){
- if(mount.weapon.controllable){
- mount.target = null;
- }
- }
- }
+ updateTargeting();
if(attackTarget != null && invalid(attackTarget)){
attackTarget = null;
@@ -218,8 +224,14 @@ public class CommandAI extends AIController{
vecMovePos.add(group.positions[groupIndex * 2], group.positions[groupIndex * 2 + 1]);
}
+ Building targetBuild = world.buildWorld(targetPos.x, targetPos.y);
+
//TODO: should the unit stop when it finds a target?
- if(stance == UnitStance.patrol && target != null && unit.within(target, unit.type.range - 2f) && !unit.type.circleTarget){
+ if(
+ (stance == UnitStance.patrol && target != null && unit.within(target, unit.type.range - 2f) && !unit.type.circleTarget) ||
+ (command == UnitCommand.enterPayloadCommand && unit.within(targetPos, 4f) || (targetBuild != null && unit.within(targetBuild, targetBuild.block.size * tilesize/2f * 0.9f))) ||
+ (command == UnitCommand.loopPayloadCommand && unit.within(targetPos, 10f))
+ ){
move = false;
}
@@ -260,6 +272,13 @@ public class CommandAI extends AIController{
vecOut.set(vecMovePos);
}else{
move = controlPath.getPathPosition(unit, vecMovePos, targetPos, vecOut, noFound) && (!blockingUnit || timeSpentBlocked > maxBlockTime);
+
+ //TODO: what to do when there's a target and it can't be reached?
+ /*
+ if(noFound[0] && attackTarget != null && attackTarget.within(unit, unit.type.range * 2f)){
+ move = true;
+ vecOut.set(targetPos);
+ }*/
}
//rare case where unit must be perfectly aligned (happens with 1-tile gaps)
@@ -321,10 +340,54 @@ public class CommandAI extends AIController{
void finishPath(){
//the enter payload command never finishes until they are actually accepted
- if(command == UnitCommand.enterPayloadCommand && commandQueue.size == 0 && targetPos != null && world.buildWorld(targetPos.x, targetPos.y) != null && world.buildWorld(targetPos.x, targetPos.y).block.acceptsPayloads){
+ if(command == UnitCommand.enterPayloadCommand && commandQueue.size == 0 && targetPos != null && world.buildWorld(targetPos.x, targetPos.y) != null && world.buildWorld(targetPos.x, targetPos.y).block.acceptsUnitPayloads){
return;
}
+ if(!net.client() && command == UnitCommand.loopPayloadCommand && unit instanceof Payloadc pay){
+
+ if(transferState == transferStateNone){
+ transferState = pay.hasPayload() ? transferStateUnload : transferStateLoad;
+ }
+
+ if(payloadPickupCooldown > 0f) return;
+
+ if(transferState == transferStateUnload){
+ //drop until there's a failure
+ int prev = -1;
+ while(pay.hasPayload() && prev != pay.payloads().size){
+ prev = pay.payloads().size;
+ Call.payloadDropped(unit, unit.x, unit.y);
+ }
+
+ //wait for everything to unload before running code below
+ if(pay.hasPayload()){
+ return;
+ }
+ payloadPickupCooldown = 60f;
+ }else if(transferState == transferStateLoad){
+ //pick up units until there's a failure
+ int prev = -1;
+ while(prev != pay.payloads().size){
+ prev = pay.payloads().size;
+ tryPickupUnit(pay);
+ }
+
+ //wait to load things before running code below
+ if(!pay.hasPayload()){
+ return;
+ }
+ payloadPickupCooldown = 60f;
+ }
+
+ //it will never finish
+ if(commandQueue.size == 0){
+ return;
+ }
+ }
+
+ transferState = transferStateNone;
+
Vec2 prev = targetPos;
targetPos = null;
@@ -336,7 +399,7 @@ public class CommandAI extends AIController{
commandPosition(position);
}
- if(prev != null && stance == UnitStance.patrol){
+ if(prev != null && (stance == UnitStance.patrol || command == UnitCommand.loopPayloadCommand)){
commandQueue.add(prev.cpy());
}
@@ -351,10 +414,15 @@ public class CommandAI extends AIController{
}
}
+ @Override
+ public void removed(Unit unit){
+ clearCommands();
+ }
+
public void commandQueue(Position location){
if(targetPos == null && attackTarget == null){
- if(location instanceof Teamc target){
- commandTarget(target, this.stopAtTarget);
+ if(location instanceof Teamc t){
+ commandTarget(t, this.stopAtTarget);
}else if(location instanceof Vec2 position){
commandPosition(position);
}
@@ -392,7 +460,7 @@ public class CommandAI extends AIController{
@Override
public Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
- return !nearAttackTarget(x, y, range) ? super.findTarget(x, y, range, air, ground) : attackTarget;
+ return !nearAttackTarget(x, y, range) ? super.findTarget(x, y, range, air, ground) : Units.isHittable(attackTarget, air, ground) ? attackTarget : null;
}
public boolean nearAttackTarget(float x, float y, float range){
@@ -445,52 +513,4 @@ public class CommandAI extends AIController{
this.stopAtTarget = stopAtTarget;
}
- /*
-
- //TODO ひどい
- (does not work)
-
- public static float cohesionScl = 0.3f;
- public static float cohesionRad = 3f, separationRad = 1.1f, separationScl = 1f, flockMult = 0.5f;
-
- Vec2 calculateFlock(){
- if(local.isEmpty()) return flockVec.setZero();
-
- flockVec.setZero();
- separation.setZero();
- cohesion.setZero();
- massCenter.set(unit);
-
- float rad = unit.hitSize;
- float sepDst = rad * separationRad, cohDst = rad * cohesionRad;
-
- //"cohesed" isn't even a word smh
- int separated = 0, cohesed = 1;
-
- for(var other : local){
- float dst = other.dst(unit);
- if(dst < sepDst){
- separation.add(Tmp.v1.set(unit).sub(other).scl(1f / sepDst));
- separated ++;
- }
-
- if(dst < cohDst){
- massCenter.add(other);
- cohesed ++;
- }
- }
-
- if(separated > 0){
- separation.scl(1f / separated);
- flockVec.add(separation.scl(separationScl));
- }
-
- if(cohesed > 1){
- massCenter.scl(1f / cohesed);
- flockVec.add(Tmp.v1.set(massCenter).sub(unit).limit(cohesionScl * unit.type.speed));
- //seek mass center?
- }
-
- return flockVec;
- }*/
}
diff --git a/core/src/mindustry/ai/types/FlyingAI.java b/core/src/mindustry/ai/types/FlyingAI.java
index a938b5d3b6..a412c6f4da 100644
--- a/core/src/mindustry/ai/types/FlyingAI.java
+++ b/core/src/mindustry/ai/types/FlyingAI.java
@@ -2,13 +2,16 @@ package mindustry.ai.types;
import arc.math.*;
import mindustry.entities.units.*;
+import mindustry.game.*;
import mindustry.gen.*;
import mindustry.world.meta.*;
import static mindustry.Vars.*;
+import static mindustry.world.meta.BlockFlag.*;
-//TODO very strange idle behavior sometimes
public class FlyingAI extends AIController{
+ final static Rand rand = new Rand();
+ final static BlockFlag[] randomTargets = {core, storage, generator, launchPad, factory, repair, battery, reactor, drill};
@Override
public void updateMovement(){
@@ -28,6 +31,30 @@ public class FlyingAI extends AIController{
}
}
+ @Override
+ public Teamc targetFlag(float x, float y, BlockFlag flag, boolean enemy){
+ if(state.rules.randomWaveAI){
+ if(unit.team == Team.derelict) return null;
+ var list = enemy ? indexer.getEnemy(unit.team, flag) : indexer.getFlagged(unit.team, flag);
+ if(list.isEmpty()) return null;
+
+ Building closest = null;
+ float cdist = 0f;
+ for(Building t : list){
+ if((t.items != null && t.items.any()) || t.status() != BlockStatus.noInput){
+ float dst = t.dst2(x, y);
+ if(closest == null || dst < cdist){
+ closest = t;
+ cdist = dst;
+ }
+ }
+ }
+ return closest;
+ }else{
+ return super.targetFlag(x, y, flag, enemy);
+ }
+ }
+
@Override
public Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
var result = findMainTarget(x, y, range, air, ground);
@@ -44,14 +71,27 @@ public class FlyingAI extends AIController{
return core;
}
- for(var flag : unit.type.targetFlags){
- if(flag == null){
- Teamc result = target(x, y, range, air, ground);
- if(result != null) return result;
- }else if(ground){
- Teamc result = targetFlag(x, y, flag, true);
+ if(state.rules.randomWaveAI){
+ //when there are no waves, it's just random based on the unit
+ rand.setSeed(unit.type.id + (state.rules.waves ? state.wave : unit.id));
+ //try a few random flags first
+ for(int attempt = 0; attempt < 5; attempt++){
+ Teamc result = targetFlag(x, y, randomTargets[rand.random(randomTargets.length - 1)], true);
if(result != null) return result;
}
+ //try the closest target
+ Teamc result = target(x, y, range, air, ground);
+ if(result != null) return result;
+ }else{
+ for(var flag : unit.type.targetFlags){
+ if(flag == null){
+ Teamc result = target(x, y, range, air, ground);
+ if(result != null) return result;
+ }else if(ground){
+ Teamc result = targetFlag(x, y, flag, true);
+ if(result != null) return result;
+ }
+ }
}
return core;
diff --git a/core/src/mindustry/ai/types/MissileAI.java b/core/src/mindustry/ai/types/MissileAI.java
index 4dafbd6156..082c445048 100644
--- a/core/src/mindustry/ai/types/MissileAI.java
+++ b/core/src/mindustry/ai/types/MissileAI.java
@@ -10,6 +10,11 @@ import mindustry.gen.*;
public class MissileAI extends AIController{
public @Nullable Unit shooter;
+ @Override
+ protected void resetTimers(){
+ timer.reset(timerTarget, 5f);
+ }
+
@Override
public void updateMovement(){
unloadPayloads();
@@ -33,7 +38,7 @@ public class MissileAI extends AIController{
@Override
public Teamc target(float x, float y, float range, boolean air, boolean ground){
- return Units.closestTarget(unit.team, x, y, range, u -> u.checkTarget(air, ground), t -> ground && (!t.block.underBullets || (shooter != null && t == Vars.world.buildWorld(shooter.aimX, shooter.aimY))));
+ return Units.closestTarget(unit.team, x, y, range, u -> u.checkTarget(air, ground) && !u.isMissile(), t -> ground && (!t.block.underBullets || (shooter != null && t == Vars.world.buildWorld(shooter.aimX, shooter.aimY))));
}
@Override
diff --git a/core/src/mindustry/async/PhysicsProcess.java b/core/src/mindustry/async/PhysicsProcess.java
index 183d126217..a38f28eeb2 100644
--- a/core/src/mindustry/async/PhysicsProcess.java
+++ b/core/src/mindustry/async/PhysicsProcess.java
@@ -45,7 +45,7 @@ public class PhysicsProcess implements AsyncProcess{
body.x = entity.x;
body.y = entity.y;
body.mass = entity.mass();
- body.radius = entity.hitSize / 2f;
+ body.radius = entity.hitSize * Vars.unitCollisionRadiusScale;
PhysicRef ref = new PhysicRef(entity, body);
refs.add(ref);
diff --git a/core/src/mindustry/content/Blocks.java b/core/src/mindustry/content/Blocks.java
index dfd856d56a..5da15a6761 100644
--- a/core/src/mindustry/content/Blocks.java
+++ b/core/src/mindustry/content/Blocks.java
@@ -43,7 +43,7 @@ public class Blocks{
public static Block
//environment
- air, spawn, cliff, deepwater, water, taintedWater, deepTaintedWater, tar, slag, cryofluid, stone, craters, charr, sand, darksand, dirt, mud, ice, snow, darksandTaintedWater, space, empty,
+ air, spawn, removeWall, removeOre, cliff, deepwater, water, taintedWater, deepTaintedWater, tar, slag, cryofluid, stone, craters, charr, sand, darksand, dirt, mud, ice, snow, darksandTaintedWater, space, empty,
dacite, rhyolite, rhyoliteCrater, roughRhyolite, regolith, yellowStone, redIce, redStone, denseRedStone,
arkyciteFloor, arkyicStone,
redmat, bluemat,
@@ -73,7 +73,7 @@ public class Blocks{
melter, separator, disassembler, sporePress, pulverizer, incinerator, coalCentrifuge,
//crafting - erekir
- siliconArcFurnace, electrolyzer, oxidationChamber, atmosphericConcentrator, electricHeater, slagHeater, phaseHeater, heatRedirector, heatRouter, slagIncinerator,
+ siliconArcFurnace, electrolyzer, oxidationChamber, atmosphericConcentrator, electricHeater, slagHeater, phaseHeater, heatRedirector, smallHeatRedirector, heatRouter, slagIncinerator,
carbideCrucible, slagCentrifuge, surgeCrucible, cyanogenSynthesizer, phaseSynthesizer, heatReactor,
//sandbox
@@ -125,7 +125,7 @@ public class Blocks{
//production
mechanicalDrill, pneumaticDrill, laserDrill, blastDrill, waterExtractor, oilExtractor, cultivator,
- cliffCrusher, plasmaBore, largePlasmaBore, impactDrill, eruptionDrill,
+ cliffCrusher, largeCliffCrusher, plasmaBore, largePlasmaBore, impactDrill, eruptionDrill,
//storage
coreShard, coreFoundation, coreNucleus, vault, container, unloader,
@@ -156,14 +156,15 @@ public class Blocks{
//payloads
payloadConveyor, payloadRouter, reinforcedPayloadConveyor, reinforcedPayloadRouter, payloadMassDriver, largePayloadMassDriver, smallDeconstructor, deconstructor, constructor, largeConstructor, payloadLoader, payloadUnloader,
-
+
//logic
message, switchBlock, microProcessor, logicProcessor, hyperProcessor, largeLogicDisplay, logicDisplay, memoryCell, memoryBank,
canvas, reinforcedMessage,
worldProcessor, worldCell, worldMessage, worldSwitch,
//campaign
- launchPad, interplanetaryAccelerator
+ launchPad, advancedLaunchPad, landingPad,
+ interplanetaryAccelerator
;
@@ -174,6 +175,10 @@ public class Blocks{
spawn = new SpawnBlock("spawn");
+ removeWall = new RemoveWall("remove-wall");
+
+ removeOre = new RemoveOre("remove-ore");
+
cliff = new Cliff("cliff"){{
inEditor = false;
saveData = true;
@@ -973,7 +978,7 @@ public class Blocks{
consumeItems(with(Items.thorium, 4, Items.sand, 10));
consumePower(5f);
- itemCapacity = 20;
+ itemCapacity = 30;
}};
surgeSmelter = new GenericCrafter("surge-smelter"){{
@@ -1002,7 +1007,7 @@ public class Blocks{
outputsLiquid = true;
envEnabled = Env.any;
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(Liquids.water), new DrawLiquidTile(Liquids.cryofluid){{drawLiquidLight = true;}}, new DrawDefault());
- liquidCapacity = 24f;
+ liquidCapacity = 36f;
craftTime = 120;
lightLiquid = Liquids.cryofluid;
@@ -1233,7 +1238,7 @@ public class Blocks{
researchCostMultiplier = 1.1f;
itemCapacity = 0;
- liquidCapacity = 40f;
+ liquidCapacity = 60f;
consumePower(2f);
ambientSound = Sounds.extractLoop;
ambientSoundVolume = 0.06f;
@@ -1269,7 +1274,7 @@ public class Blocks{
}};
electricHeater = new HeatProducer("electric-heater"){{
- requirements(Category.crafting, with(Items.tungsten, 30, Items.oxide, 30));
+ requirements(Category.crafting, with(Items.tungsten, 30, Items.oxide, 30, Items.beryllium, 30));
researchCostMultiplier = 4f;
@@ -1282,7 +1287,7 @@ public class Blocks{
itemCapacity = 0;
consumePower(100f / 60f);
}};
-
+
slagHeater = new HeatProducer("slag-heater"){{
requirements(Category.crafting, with(Items.tungsten, 50, Items.oxide, 20, Items.beryllium, 20));
@@ -1291,7 +1296,7 @@ public class Blocks{
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(Liquids.slag), new DrawDefault(), new DrawHeatOutput());
size = 3;
itemCapacity = 0;
- liquidCapacity = 40f;
+ liquidCapacity = 120f;
rotateDraw = false;
regionRotated1 = 1;
ambientSound = Sounds.hum;
@@ -1323,6 +1328,17 @@ public class Blocks{
regionRotated1 = 1;
}};
+ smallHeatRedirector = new HeatConductor("small-heat-redirector"){{
+ requirements(Category.crafting, with(Items.surgeAlloy, 10, Items.graphite, 10));
+
+ researchCostMultiplier = 10f;
+
+ group = BlockGroup.heat;
+ size = 2;
+ drawer = new DrawMulti(new DrawDefault(), new DrawHeatOutput(), new DrawHeatInput("-heat"));
+ regionRotated1 = 1;
+ }};
+
heatRouter = new HeatConductor("heat-router"){{
requirements(Category.crafting, with(Items.tungsten, 15, Items.graphite, 10));
@@ -1338,7 +1354,7 @@ public class Blocks{
slagIncinerator = new ItemIncinerator("slag-incinerator"){{
requirements(Category.crafting, with(Items.tungsten, 15));
size = 1;
- consumeLiquid(Liquids.slag, 2f / 60f);
+ consumeLiquid(Liquids.slag, 0f);
}};
carbideCrucible = new HeatCrafter("carbide-crucible"){{
@@ -1421,7 +1437,6 @@ public class Blocks{
}});
consumeItem(Items.silicon, 3);
- //TODO consume hydrogen/ozone?
consumeLiquid(Liquids.slag, 40f / 60f);
consumePower(2f);
}};
@@ -1451,7 +1466,6 @@ public class Blocks{
liquidCapacity = 80f;
outputLiquid = new LiquidStack(Liquids.cyanogen, 3f / 60f);
- //consumeLiquids(LiquidStack.with(Liquids.hydrogen, 3f / 60f, Liquids.nitrogen, 2f / 60f));
consumeLiquid(Liquids.arkycite, 40f / 60f);
consumeItem(Items.graphite);
consumePower(2f);
@@ -1513,27 +1527,23 @@ public class Blocks{
requirements(Category.defense, with(Items.copper, 6));
health = 80 * wallHealthMultiplier;
researchCostMultiplier = 0.1f;
- envDisabled |= Env.scorching;
}};
copperWallLarge = new Wall("copper-wall-large"){{
requirements(Category.defense, ItemStack.mult(copperWall.requirements, 4));
health = 80 * 4 * wallHealthMultiplier;
size = 2;
- envDisabled |= Env.scorching;
}};
titaniumWall = new Wall("titanium-wall"){{
requirements(Category.defense, with(Items.titanium, 6));
health = 110 * wallHealthMultiplier;
- envDisabled |= Env.scorching;
}};
titaniumWallLarge = new Wall("titanium-wall-large"){{
requirements(Category.defense, ItemStack.mult(titaniumWall.requirements, 4));
health = 110 * wallHealthMultiplier * 4;
size = 2;
- envDisabled |= Env.scorching;
}};
plastaniumWall = new Wall("plastanium-wall"){{
@@ -1542,7 +1552,6 @@ public class Blocks{
insulated = true;
absorbLasers = true;
schematicPriority = 10;
- envDisabled |= Env.scorching;
}};
plastaniumWallLarge = new Wall("plastanium-wall-large"){{
@@ -1552,20 +1561,17 @@ public class Blocks{
insulated = true;
absorbLasers = true;
schematicPriority = 10;
- envDisabled |= Env.scorching;
}};
thoriumWall = new Wall("thorium-wall"){{
requirements(Category.defense, with(Items.thorium, 6));
health = 200 * wallHealthMultiplier;
- envDisabled |= Env.scorching;
}};
thoriumWallLarge = new Wall("thorium-wall-large"){{
requirements(Category.defense, ItemStack.mult(thoriumWall.requirements, 4));
health = 200 * wallHealthMultiplier * 4;
size = 2;
- envDisabled |= Env.scorching;
}};
phaseWall = new Wall("phase-wall"){{
@@ -1573,7 +1579,6 @@ public class Blocks{
health = 150 * wallHealthMultiplier;
chanceDeflect = 10f;
flashHit = true;
- envDisabled |= Env.scorching;
}};
phaseWallLarge = new Wall("phase-wall-large"){{
@@ -1582,14 +1587,12 @@ public class Blocks{
size = 2;
chanceDeflect = 10f;
flashHit = true;
- envDisabled |= Env.scorching;
}};
surgeWall = new Wall("surge-wall"){{
requirements(Category.defense, with(Items.surgeAlloy, 6));
health = 230 * wallHealthMultiplier;
lightningChance = 0.05f;
- envDisabled |= Env.scorching;
}};
surgeWallLarge = new Wall("surge-wall-large"){{
@@ -1597,13 +1600,11 @@ public class Blocks{
health = 230 * 4 * wallHealthMultiplier;
size = 2;
lightningChance = 0.05f;
- envDisabled |= Env.scorching;
}};
door = new Door("door"){{
requirements(Category.defense, with(Items.titanium, 6, Items.silicon, 4));
health = 100 * wallHealthMultiplier;
- envDisabled |= Env.scorching;
}};
doorLarge = new Door("door-large"){{
@@ -1612,44 +1613,42 @@ public class Blocks{
closefx = Fx.doorcloselarge;
health = 100 * 4 * wallHealthMultiplier;
size = 2;
- envDisabled |= Env.scorching;
}};
scrapWall = new Wall("scrap-wall"){{
- requirements(Category.defense, BuildVisibility.sandboxOnly, with(Items.scrap, 6));
+ requirements(Category.defense, with(Items.scrap, 6));
health = 60 * wallHealthMultiplier;
variants = 5;
- envDisabled |= Env.scorching;
+ buildCostMultiplier = 4f;
}};
scrapWallLarge = new Wall("scrap-wall-large"){{
- requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.mult(scrapWall.requirements, 4));
+ requirements(Category.defense, ItemStack.mult(scrapWall.requirements, 4));
health = 60 * 4 * wallHealthMultiplier;
size = 2;
variants = 4;
- envDisabled |= Env.scorching;
+ buildCostMultiplier = 4f;
}};
scrapWallHuge = new Wall("scrap-wall-huge"){{
- requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.mult(scrapWall.requirements, 9));
+ requirements(Category.defense, ItemStack.mult(scrapWall.requirements, 9));
health = 60 * 9 * wallHealthMultiplier;
size = 3;
variants = 3;
- envDisabled |= Env.scorching;
+ buildCostMultiplier = 4f;
}};
scrapWallGigantic = new Wall("scrap-wall-gigantic"){{
- requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.mult(scrapWall.requirements, 16));
+ requirements(Category.defense, ItemStack.mult(scrapWall.requirements, 16));
health = 60 * 16 * wallHealthMultiplier;
size = 4;
- envDisabled |= Env.scorching;
+ buildCostMultiplier = 4f;
}};
thruster = new Thruster("thruster"){{
requirements(Category.defense, BuildVisibility.sandboxOnly, with(Items.scrap, 96));
health = 55 * 16 * wallHealthMultiplier;
size = 4;
- envDisabled |= Env.scorching;
}};
berylliumWall = new Wall("beryllium-wall"){{
@@ -1915,14 +1914,14 @@ public class Blocks{
plastaniumConveyor = new StackConveyor("plastanium-conveyor"){{
requirements(Category.distribution, with(Items.plastanium, 1, Items.silicon, 1, Items.graphite, 1));
- health = 75;
+ health = 90;
speed = 4f / 60f;
itemCapacity = 10;
}};
armoredConveyor = new ArmoredConveyor("armored-conveyor"){{
requirements(Category.distribution, with(Items.plastanium, 1, Items.thorium, 1, Items.metaglass, 1));
- health = 180;
+ health = 280;
speed = 0.08f;
displayedSpeed = 11f;
}};
@@ -1936,12 +1935,13 @@ public class Blocks{
}};
itemBridge = new BufferedItemBridge("bridge-conveyor"){{
- requirements(Category.distribution, with(Items.lead, 6, Items.copper, 6));
+ requirements(Category.distribution, with(Items.lead, 10, Items.copper, 10));
fadeIn = moveArrows = false;
range = 4;
speed = 74f;
arrowSpacing = 6f;
bufferCapacity = 14;
+ buildCostMultiplier = 2f;
}};
phaseConveyor = new ItemBridge("phase-conveyor"){{
@@ -2121,13 +2121,14 @@ public class Blocks{
mechanicalPump = new Pump("mechanical-pump"){{
requirements(Category.liquid, with(Items.copper, 15, Items.metaglass, 10));
pumpAmount = 7f / 60f;
+ liquidCapacity = 20f;
}};
rotaryPump = new Pump("rotary-pump"){{
requirements(Category.liquid, with(Items.copper, 70, Items.metaglass, 50, Items.silicon, 20, Items.titanium, 35));
pumpAmount = 0.2f;
consumePower(0.3f);
- liquidCapacity = 30f;
+ liquidCapacity = 80f;
hasPower = true;
size = 2;
}};
@@ -2136,33 +2137,34 @@ public class Blocks{
requirements(Category.liquid, with(Items.copper, 80, Items.metaglass, 90, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35));
pumpAmount = 0.22f;
consumePower(1.3f);
- liquidCapacity = 40f;
+ liquidCapacity = 200f;
hasPower = true;
size = 3;
}};
conduit = new Conduit("conduit"){{
requirements(Category.liquid, with(Items.metaglass, 1));
+ liquidCapacity = 20f;
health = 45;
}};
pulseConduit = new Conduit("pulse-conduit"){{
requirements(Category.liquid, with(Items.titanium, 2, Items.metaglass, 1));
- liquidCapacity = 16f;
+ liquidCapacity = 40f;
liquidPressure = 1.025f;
health = 90;
}};
platedConduit = new ArmoredConduit("plated-conduit"){{
requirements(Category.liquid, with(Items.thorium, 2, Items.metaglass, 1, Items.plastanium, 1));
- liquidCapacity = 16f;
+ liquidCapacity = 50f;
liquidPressure = 1.025f;
health = 220;
}};
liquidRouter = new LiquidRouter("liquid-router"){{
requirements(Category.liquid, with(Items.graphite, 4, Items.metaglass, 2));
- liquidCapacity = 20f;
+ liquidCapacity = 120f;
underBullets = true;
solid = false;
}};
@@ -2193,6 +2195,7 @@ public class Blocks{
arrowSpacing = 6f;
range = 4;
hasPower = false;
+ liquidCapacity = 100f;
}};
phaseConduit = new LiquidBridge("phase-conduit"){{
@@ -2203,6 +2206,7 @@ public class Blocks{
hasPower = true;
canOverdrive = false;
pulse = true;
+ liquidCapacity = 100f;
consumePower(0.30f);
}};
@@ -2221,19 +2225,17 @@ public class Blocks{
requirements(Category.liquid, with(Items.beryllium, 2));
botColor = Pal.darkestMetal;
leaks = true;
- liquidCapacity = 20f;
+ liquidCapacity = 50f;
liquidPressure = 1.03f;
health = 250;
researchCostMultiplier = 3;
underBullets = true;
}};
- //TODO is this necessary? junctions are not good design
- //TODO make it leak
reinforcedLiquidJunction = new LiquidJunction("reinforced-liquid-junction"){{
requirements(Category.liquid, with(Items.graphite, 4, Items.beryllium, 8));
buildCostMultiplier = 3f;
- health = 260;
+ health = 250;
((Conduit)reinforcedConduit).junctionReplacement = this;
researchCostMultiplier = 1;
solid = false;
@@ -2244,19 +2246,22 @@ public class Blocks{
requirements(Category.liquid, with(Items.graphite, 8, Items.beryllium, 20));
range = 4;
hasPower = false;
+ liquidCapacity = 120f;
researchCostMultiplier = 1;
underBullets = true;
+ health = 250;
((Conduit)reinforcedConduit).rotBridgeReplacement = this;
}};
reinforcedLiquidRouter = new LiquidRouter("reinforced-liquid-router"){{
requirements(Category.liquid, with(Items.graphite, 8, Items.beryllium, 4));
- liquidCapacity = 30f;
+ liquidCapacity = 150f;
liquidPadding = 3f/4f;
researchCostMultiplier = 3;
underBullets = true;
solid = false;
+ health = 250;
}};
reinforcedLiquidContainer = new LiquidRouter("reinforced-liquid-container"){{
@@ -2266,6 +2271,7 @@ public class Blocks{
liquidPadding = 6f/4f;
researchCostMultiplier = 4;
solid = true;
+ health = 400;
}};
reinforcedLiquidTank = new LiquidRouter("reinforced-liquid-tank"){{
@@ -2274,15 +2280,17 @@ public class Blocks{
solid = true;
liquidCapacity = 2700f;
liquidPadding = 2f;
+ health = 900;
}};
//endregion
//region power
powerNode = new PowerNode("power-node"){{
- requirements(Category.power, with(Items.copper, 1, Items.lead, 3));
+ requirements(Category.power, with(Items.copper, 2, Items.lead, 6));
maxNodes = 10;
laserRange = 6;
+ buildCostMultiplier = 2.5f;
}};
powerNodeLarge = new PowerNode("power-node-large"){{
@@ -2398,17 +2406,18 @@ public class Blocks{
envEnabled = Env.any;
generateEffect = Fx.generatespark;
+ itemDurationMultipliers.put(Items.phaseFabric, 210f / 14f);
drawer = new DrawMulti(new DrawDefault(), new DrawWarmupRegion());
consume(new ConsumeItemRadioactive());
}};
solarPanel = new SolarGenerator("solar-panel"){{
- requirements(Category.power, with(Items.lead, 10, Items.silicon, 15));
- powerProduction = 0.1f;
+ requirements(Category.power, with(Items.lead, 10, Items.silicon, 8));
+ powerProduction = 0.12f;
}};
largeSolarPanel = new SolarGenerator("solar-panel-large"){{
- requirements(Category.power, with(Items.lead, 80, Items.silicon, 110, Items.phaseFabric, 15));
+ requirements(Category.power, with(Items.lead, 60, Items.silicon, 70, Items.phaseFabric, 15));
size = 3;
powerProduction = 1.6f;
}};
@@ -2435,7 +2444,7 @@ public class Blocks{
itemDuration = 140f;
ambientSound = Sounds.pulse;
ambientSoundVolume = 0.07f;
- liquidCapacity = 60f;
+ liquidCapacity = 80f;
consumePower(25f);
consumeItem(Items.blastCompound);
@@ -2451,6 +2460,7 @@ public class Blocks{
range = 10;
fogRadius = 1;
researchCost = with(Items.beryllium, 5);
+ buildCostMultiplier = 2.5f;
consumePowerBuffered(1000f);
}};
@@ -2717,7 +2727,7 @@ public class Blocks{
result = Liquids.water;
pumpAmount = 0.11f;
size = 2;
- liquidCapacity = 30f;
+ liquidCapacity = 40f;
rotateSpeed = 1.4f;
attribute = Attribute.water;
envRequired |= Env.groundWater;
@@ -2733,6 +2743,7 @@ public class Blocks{
hasLiquids = true;
hasPower = true;
hasItems = true;
+ liquidCapacity = 80f;
craftEffect = Fx.none;
envRequired |= Env.spores;
@@ -2759,7 +2770,7 @@ public class Blocks{
updateEffectChance = 0.05f;
pumpAmount = 0.25f;
size = 3;
- liquidCapacity = 30f;
+ liquidCapacity = 40f;
attribute = Attribute.oil;
baseEfficiency = 0f;
itemUseTime = 60f;
@@ -2804,6 +2815,28 @@ public class Blocks{
ambientSoundVolume = 0.04f;
}};
+ largeCliffCrusher = new WallCrafter("large-cliff-crusher"){{
+ requirements(Category.production, with(Items.silicon, 80, Items.surgeAlloy, 15, Items.beryllium, 100, Items.tungsten, 50));
+ consumePower(30 / 60f);
+
+ drillTime = 48f;
+ size = 3;
+ attribute = Attribute.sand;
+ output = Items.sand;
+ fogRadius = 3;
+ ambientSound = Sounds.drill;
+ ambientSoundVolume = 0.08f;
+
+ consumeLiquid(Liquids.ozone, 1f / 60f);
+
+ itemConsumer = consumeItem(Items.tungsten).boost();
+ itemCapacity = 20;
+ boostItemUseTime = 60f * 10f;
+
+ //alternatively, boost using nitrogen:
+ //consumeLiquid(Liquids.nitrogen, 3f / 60f).boost();
+ }};
+
plasmaBore = new BeamDrill("plasma-bore"){{
requirements(Category.production, with(Items.beryllium, 40));
consumePower(0.15f);
@@ -2818,7 +2851,6 @@ public class Blocks{
consumeLiquid(Liquids.hydrogen, 0.25f / 60f).boost();
}};
- //TODO awful name
largePlasmaBore = new BeamDrill("large-plasma-bore"){{
requirements(Category.production, with(Items.silicon, 100, Items.oxide, 25, Items.beryllium, 100, Items.tungsten, 70));
consumePower(0.8f);
@@ -2855,7 +2887,7 @@ public class Blocks{
fogRadius = 4;
consumePower(160f / 60f);
- consumeLiquid(Liquids.water, 0.2f);
+ consumeLiquid(Liquids.water, 10f/60f);
}};
eruptionDrill = new BurstDrill("eruption-drill"){{
@@ -2890,7 +2922,7 @@ public class Blocks{
//region storage
coreShard = new CoreBlock("core-shard"){{
- requirements(Category.effect, BuildVisibility.editorOnly, with(Items.copper, 1000, Items.lead, 800));
+ requirements(Category.effect, BuildVisibility.coreZoneOnly, with(Items.copper, 1000, Items.lead, 800));
alwaysUnlocked = true;
isFirstTier = true;
@@ -2898,6 +2930,7 @@ public class Blocks{
health = 1100;
itemCapacity = 4000;
size = 3;
+ buildCostMultiplier = 2f;
unitCapModifier = 8;
}};
@@ -3010,7 +3043,7 @@ public class Blocks{
reinforcedContainer = new StorageBlock("reinforced-container"){{
requirements(Category.effect, with(Items.tungsten, 30, Items.graphite, 40));
size = 2;
- itemCapacity = 80;
+ itemCapacity = 160;
scaledHealth = 120;
coreMerge = false;
}};
@@ -3366,18 +3399,18 @@ public class Blocks{
}};
parallax = new TractorBeamTurret("parallax"){{
- requirements(Category.turret, with(Items.silicon, 120, Items.titanium, 90, Items.graphite, 30));
+ requirements(Category.turret, with(Items.silicon, 160, Items.titanium, 110, Items.graphite, 50));
hasPower = true;
size = 2;
- force = 12f;
- scaledForce = 6f;
- range = 240f;
- damage = 0.3f;
+ force = 16f;
+ scaledForce = 9f;
+ range = 300f;
+ damage = 0.5f;
scaledHealth = 160;
- rotateSpeed = 10;
+ rotateSpeed = 12;
- consumePower(3f);
+ consumePower(3.3f);
}};
swarmer = new ItemTurret("swarmer"){{
@@ -3424,7 +3457,7 @@ public class Blocks{
lightningLength = 10;
}}
);
-
+
shoot = new ShootBarrel(){{
barrels = new float[]{
-4, -1.25f, 0,
@@ -3733,6 +3766,7 @@ public class Blocks{
ammoUseEffect = Fx.casing3Double;
ammoPerShot = 2;
velocityRnd = 0.2f;
+ scaleLifetimeOffset = 1f / 9f;
recoil = 6f;
shake = 2f;
range = 290f;
@@ -4016,7 +4050,7 @@ public class Blocks{
smokeEffect = Fx.shootBigSmoke;
ammoMultiplier = 1;
reloadMultiplier = 1f;
- pierceCap = 3;
+ pierceCap = 4;
pierce = true;
pierceBuilding = true;
hitColor = backColor = trailColor = Pal.tungstenShot;
@@ -4026,10 +4060,55 @@ public class Blocks{
hitEffect = despawnEffect = Fx.hitBulletColor;
rangeChange = 40f;
buildingDamageMultiplier = 0.3f;
+ }},
+ Items.carbide, new BasicBulletType(12f, 325f/0.75f){{
+ width = 15f;
+ height = 21f;
+ hitSize = 7f;
+ shootEffect = sfe;
+ smokeEffect = Fx.shootBigSmoke;
+ ammoMultiplier = 2;
+ reloadMultiplier = 0.2f;
+ hitColor = backColor = trailColor = Color.valueOf("ab8ec5");
+ frontColor = Color.white;
+ trailWidth = 2.2f;
+ trailLength = 11;
+ trailEffect = Fx.disperseTrail;
+ trailInterval = 2f;
+ hitEffect = despawnEffect = Fx.hitBulletColor;
+ rangeChange = 7f*8f;
+ buildingDamageMultiplier = 0.3f;
+ //targetBlocks = false;
+ //targetMissiles = false;
+ trailRotation = true;
+
+ fragBullets = 3;
+ fragRandomSpread = 0f;
+ fragSpread = 25f;
+ fragVelocityMin = 1f;
+
+ fragBullet = new BasicBulletType(8.1f, 227f){{
+ lifetime = 8f;
+ width = 11f;
+ height = 14f;
+ hitSize = 7f;
+ shootEffect = sfe;
+ ammoMultiplier = 1;
+ reloadMultiplier = 1f;
+ pierceCap = 2;
+ pierce = true;
+ pierceBuilding = true;
+ hitColor = backColor = trailColor = Color.valueOf("ab8ec5");
+ frontColor = Color.white;
+ trailWidth = 1.8f;
+ trailLength = 11;
+ hitEffect = despawnEffect = Fx.hitBulletColor;
+ buildingDamageMultiplier = 0.2f;
+ }};
}}
);
- coolantMultiplier = 6f;
+ coolantMultiplier = 15f;
shootSound = Sounds.shootAlt;
targetUnderBlocks = false;
@@ -4070,12 +4149,43 @@ public class Blocks{
trailLength = 3;
hitEffect = despawnEffect = Fx.hitSquaresColor;
buildingDamageMultiplier = 0.2f;
+ }},
+ Items.oxide, new BasicBulletType(8f, 120){{
+ knockback = 3f;
+ width = 25f;
+ hitSize = 7f;
+ height = 20f;
+ shootEffect = Fx.shootBigColor;
+ smokeEffect = Fx.shootSmokeSquareSparse;
+ ammoMultiplier = 2;
+ hitColor = backColor = trailColor = Color.valueOf("a0b380");
+ frontColor = Color.valueOf("e4ffd6");
+ trailWidth = 6f;
+ trailLength = 3;
+ hitEffect = despawnEffect = Fx.hitSquaresColor;
+ buildingDamageMultiplier = 0.2f;
+ }},
+ Items.silicon, new BasicBulletType(8f, 35){{
+ knockback = 3f;
+ width = 25f;
+ hitSize = 7f;
+ height = 20f;
+ homingPower = 0.045f;
+ shootEffect = Fx.shootBigColor;
+ smokeEffect = Fx.shootSmokeSquareSparse;
+ ammoMultiplier = 1;
+ hitColor = backColor = trailColor = Color.valueOf("858a9b");
+ frontColor = Color.valueOf("dae1ee");
+ trailWidth = 6f;
+ trailLength = 6;
+ hitEffect = despawnEffect = Fx.hitSquaresColor;
+ buildingDamageMultiplier = 0.2f;
}}
);
shoot = new ShootSpread(15, 4f);
- coolantMultiplier = 6f;
+ coolantMultiplier = 15f;
inaccuracy = 0.2f;
velocityRnd = 0.17f;
@@ -4161,7 +4271,6 @@ public class Blocks{
shootSound = Sounds.none;
loopSoundVolume = 1f;
- //TODO balance, set up, where is liquid/sec displayed? status effects maybe?
ammo(
Liquids.ozone, new ContinuousFlameBulletType(){{
damage = 60f;
@@ -4198,7 +4307,7 @@ public class Blocks{
requirements(Category.turret, with(Items.tungsten, 250, Items.silicon, 300, Items.thorium, 400));
ammo(
- //TODO 1 more ammo type, decide on base type
+ //TODO another ammo type
Items.thorium, new ArtilleryBulletType(2.5f, 350, "shell"){{
hitEffect = new MultiEffect(Fx.titanExplosion, Fx.titanSmoke);
despawnEffect = Fx.none;
@@ -4230,6 +4339,93 @@ public class Blocks{
shrinkX = 0.2f;
shrinkY = 0.1f;
buildingDamageMultiplier = 0.3f;
+ }},
+ Items.carbide, new ArtilleryBulletType(2.5f, 500, "shell"){{
+ hitEffect = new MultiEffect(Fx.titanExplosion, Fx.titanSmoke);
+ despawnEffect = Fx.none;
+ knockback = 3f;
+ lifetime = 140f;
+ height = 19f;
+ width = 17f;
+ splashDamageRadius = 55f;
+ splashDamage = 650f;
+ rangeChange = 10f*8f;
+ scaledSplashDamage = true;
+ backColor = hitColor = trailColor = Color.valueOf("ab8ec5");
+ frontColor = Color.white;
+ ammoMultiplier = 1f;
+ hitSound = Sounds.titanExplosion;
+
+ status = StatusEffects.blasted;
+
+ trailLength = 32;
+ trailWidth = 3.35f;
+ trailSinScl = 2.5f;
+ trailSinMag = 0.5f;
+ trailEffect = Fx.disperseTrail;
+ trailInterval = 2f;
+ despawnShake = 7f;
+
+ shootEffect = Fx.shootTitan;
+ smokeEffect = Fx.shootSmokeTitan;
+ trailRotation = true;
+
+ trailInterp = v -> Math.max(Mathf.slope(v), 0.8f);
+ shrinkX = 0.2f;
+ shrinkY = 0.1f;
+ buildingDamageMultiplier = 0.2f;
+ }},
+ Items.oxide, new ArtilleryBulletType(2.5f, 300, "shell"){{
+ hitEffect = new MultiEffect(Fx.titanExplosionLarge, Fx.titanSmokeLarge, Fx.smokeAoeCloud);
+ despawnEffect = Fx.none;
+ knockback = 2f;
+ lifetime = 190f;
+ height = 19f;
+ width = 17f;
+ reloadMultiplier = 0.8f;
+ splashDamageRadius = 110f;
+ rangeChange = 8f;
+ splashDamage = 300f;
+ scaledSplashDamage = true;
+ hitColor = backColor = trailColor = Color.valueOf("a0b380");
+ frontColor = Color.valueOf("e4ffd6");
+ ammoMultiplier = 1f;
+ hitSound = Sounds.titanExplosion;
+
+ status = StatusEffects.blasted;
+
+ trailLength = 32;
+ trailWidth = 3.35f;
+ trailSinScl = 2.5f;
+ trailSinMag = 0.5f;
+ trailEffect = Fx.vapor;
+ trailInterval = 3f;
+ despawnShake = 7f;
+
+ shootEffect = Fx.shootTitan;
+ smokeEffect = Fx.shootSmokeTitan;
+
+ trailInterp = v -> Math.max(Mathf.slope(v), 0.8f);
+ shrinkX = 0.2f;
+ shrinkY = 0.1f;
+ buildingDamageMultiplier = 0.25f;
+
+ fragBullets = 1;
+ fragBullet = new EmptyBulletType(){{
+ lifetime = 60f * 2.5f;
+ bulletInterval = 20f;
+ intervalBullet = new EmptyBulletType(){{
+ splashDamage = 30f;
+ collidesGround = true;
+ collidesAir = false;
+ collides = false;
+ hitEffect = Fx.none;
+ pierce = true;
+ instantDisappear = true;
+ splashDamageRadius = 90f;
+ buildingDamageMultiplier = 0.2f;
+ }};
+ }};
}}
);
@@ -4246,9 +4442,10 @@ public class Blocks{
newTargetInterval = 40f;
shootWarmupSpeed = 0.07f;
+ warmupMaintainTime = 120f;
coolant = consume(new ConsumeLiquid(Liquids.water, 30f / 60f));
- coolantMultiplier = 1.5f;
+ coolantMultiplier = 3.75f;
drawer = new DrawTurret("reinforced-"){{
parts.addAll(
@@ -4284,7 +4481,8 @@ public class Blocks{
disperse = new ItemTurret("disperse"){{
requirements(Category.turret, with(Items.thorium, 50, Items.oxide, 150, Items.silicon, 200, Items.beryllium, 350));
- ammo(Items.tungsten, new BasicBulletType(){{
+ ammo(
+ Items.tungsten, new BasicBulletType(){{
damage = 65;
speed = 8.5f;
width = height = 16;
@@ -4307,7 +4505,107 @@ public class Blocks{
trailEffect = Fx.disperseTrail;
hitEffect = despawnEffect = Fx.hitBulletColor;
- }});
+ }},
+ Items.thorium, new BasicBulletType(){{
+ damage = 90;
+ reloadMultiplier = 0.85f;
+ speed = 9.5f;
+ width = height = 16;
+ pierceCap = 2;
+ shrinkY = 0.3f;
+ backSprite = "large-bomb-back";
+ sprite = "mine-bullet";
+ velocityRnd = 0.5f;
+ collidesGround = false;
+ collidesTiles = false;
+ shootEffect = Fx.shootBig2;
+ smokeEffect = Fx.shootSmokeDisperse;
+ frontColor = Color.white;
+ backColor = trailColor = hitColor = Color.valueOf("e89dbd");
+ trailChance = 0.44f;
+ ammoMultiplier = 2f;
+
+ lifetime = 34f;
+ rotationOffset = 90f;
+ trailRotation = true;
+ trailEffect = Fx.disperseTrail;
+
+ hitEffect = despawnEffect = Fx.hitBulletColor;
+ }},
+ Items.silicon, new BasicBulletType(){{
+ damage = 35;
+ homingPower = 0.045f;
+
+ reloadMultiplier = 0.9f;
+ speed = 9f;
+ width = height = 16;
+ shrinkY = 0.3f;
+ backSprite = "large-bomb-back";
+ sprite = "mine-bullet";
+ velocityRnd = 0.11f;
+ collidesGround = false;
+ collidesTiles = false;
+ shootEffect = Fx.shootBig2;
+ smokeEffect = Fx.shootSmokeDisperse;
+ frontColor = Color.valueOf("dae1ee");
+ backColor = trailColor = hitColor = Color.valueOf("858a9b");
+ ammoMultiplier = 3f;
+
+ lifetime = 34f;
+ rotationOffset = 90f;
+ trailLength = 7;
+ //for chasing targets
+ extraRangeMargin = 32f;
+
+ hitEffect = despawnEffect = Fx.hitBulletColor;
+ }},
+
+ Items.surgeAlloy, new BasicBulletType(){{
+ reloadMultiplier = 0.5f;
+ damage = 65;
+ rangeChange = 8f * 3f;
+ lightning = 3;
+ lightningLength = 4;
+ lightningDamage = 18f;
+ lightningLengthRand = 3;
+ speed = 6f;
+ width = height = 16;
+ shrinkY = 0.3f;
+ backSprite = "large-bomb-back";
+ sprite = "mine-bullet";
+ velocityRnd = 0.11f;
+ collidesGround = false;
+ collidesTiles = false;
+ shootEffect = Fx.shootBig2;
+ smokeEffect = Fx.shootSmokeDisperse;
+ frontColor = Color.white;
+ backColor = trailColor = hitColor = Pal.surge;
+ trailChance = 0.44f;
+ ammoMultiplier = 3f;
+
+ lifetime = 34f;
+ rotationOffset = 90f;
+ trailRotation = true;
+ trailEffect = Fx.disperseTrail;
+
+ hitEffect = despawnEffect = Fx.hitBulletColor;
+
+ bulletInterval = 4f;
+
+ intervalBullet = new BulletType(){{
+ collidesGround = false;
+ collidesTiles = false;
+ lightningLengthRand = 4;
+ lightningLength = 2;
+ lightningCone = 30f;
+ lightningDamage = 20f;
+ lightning = 1;
+ hittable = collides = false;
+ instantDisappear = true;
+ hitEffect = despawnEffect = Fx.none;
+ }};
+ }}
+ );
reload = 9f;
shootY = 15f;
@@ -4359,13 +4657,13 @@ public class Blocks{
size = 4;
coolant = consume(new ConsumeLiquid(Liquids.water, 20f / 60f));
- coolantMultiplier = 2.5f;
+ coolantMultiplier = 6.25f;
- limitRange(5f);
+ limitRange(16f);
}};
afflict = new PowerTurret("afflict"){{
- requirements(Category.turret, with(Items.surgeAlloy, 100, Items.silicon, 200, Items.graphite, 250, Items.oxide, 40));
+ requirements(Category.turret, with(Items.surgeAlloy, 125, Items.silicon, 200, Items.graphite, 250, Items.oxide, 40));
shootType = new BasicBulletType(){{
shootEffect = new MultiEffect(Fx.shootTitan, new WaveEffect(){{
@@ -4490,7 +4788,7 @@ public class Blocks{
requirements(Category.turret, with(Items.silicon, 250, Items.graphite, 200, Items.oxide, 50, Items.carbide, 90));
shootType = new PointLaserBulletType(){{
- damage = 200f;
+ damage = 210f;
buildingDamageMultiplier = 0.3f;
hitColor = Color.valueOf("fda981");
}};
@@ -4527,6 +4825,7 @@ public class Blocks{
}});
}};
+ scaleDamageEfficiency = true;
shootSound = Sounds.none;
loopSoundVolume = 1f;
loopSound = Sounds.laserbeam;
@@ -4544,19 +4843,22 @@ public class Blocks{
range = 250f;
scaledHealth = 210;
- //TODO is this a good idea to begin with?
unitSort = UnitSorts.strongest;
consumeLiquid(Liquids.nitrogen, 6f / 60f);
+ consumePower(200f / 60f);
}};
scathe = new ItemTurret("scathe"){{
requirements(Category.turret, with(Items.silicon, 450, Items.graphite, 400, Items.tungsten, 500, Items.oxide, 100, Items.carbide, 200));
+ predictTarget = false;
+
ammo(
- Items.carbide, new BasicBulletType(0f, 1){{
+ Items.carbide, new BulletType(0f, 0f){{
shootEffect = Fx.shootBig;
- smokeEffect = Fx.shootSmokeMissile;
+ smokeEffect = Fx.shootSmokeMissileColor;
+ hitColor = Pal.redLight;
ammoMultiplier = 1f;
spawnUnit = new MissileUnitType("scathe-missile"){{
@@ -4637,6 +4939,233 @@ public class Blocks{
interval = 7f;
}});
}};
+ }},
+
+ Items.phaseFabric, new BulletType(0f, 0f){{
+ shootEffect = Fx.shootBig;
+ smokeEffect = Fx.shootSmokeMissileColor;
+ hitColor = Color.valueOf("ffd37f");
+ ammoMultiplier = 5f;
+ reloadMultiplier = 0.8f;
+
+ spawnUnit = new MissileUnitType("scathe-missile-phase"){{
+ speed = 4f;
+ maxRange = 6f;
+ lifetime = 60f * 6.1f;
+ outlineColor = Pal.darkOutline;
+ engineColor = trailColor = Color.valueOf("ffd37f");
+ engineLayer = Layer.effect;
+ engineSize = 3.1f;
+ engineOffset = 10f;
+ rotateSpeed = 0.2f;
+ trailLength = 18;
+ missileAccelTime = 50f;
+ lowAltitude = true;
+ loopSound = Sounds.missileTrail;
+ loopSoundVolume = 0.6f;
+ deathSound = Sounds.largeExplosion;
+ targetAir = false;
+ targetUnderBlocks = false;
+
+ parts.add(new ShapePart(){{
+ progress = PartProgress.constant(1f);
+ color = Pal.accent;
+ sides = 6;
+ radius = 3f;
+ rotateSpeed = 3f;
+ hollow = true;
+ layer = Layer.effect;
+ y = 1.8f;
+ }});
+
+ fogRadius = 6f;
+
+ health = 500;
+
+ weapons.add(new Weapon(){{
+ shootCone = 360f;
+ mirror = false;
+ reload = 1f;
+ deathExplosionEffect = Fx.massiveExplosion;
+ shootOnDeath = true;
+ shake = 10f;
+ bullet = new ExplosionBulletType(400f, 120f){{
+ hitColor = engineColor;
+ shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
+ lifetime = 10f;
+ strokeFrom = 4f;
+ sizeTo = 130f;
+ }});
+
+ collidesAir = false;
+ buildingDamageMultiplier = 0.1f;
+
+ ammoMultiplier = 1f;
+ fragLifeMin = 0.1f;
+ fragBullets = 7;
+ fragBullet = new ArtilleryBulletType(3.4f, 32){{
+ buildingDamageMultiplier = 0.2f;
+ drag = 0.02f;
+ hitEffect = Fx.massiveExplosion;
+ despawnEffect = Fx.scatheSlash;
+ knockback = 0.8f;
+ lifetime = 23f;
+ width = height = 18f;
+ collidesTiles = false;
+ splashDamageRadius = 56f;
+ splashDamage = 164f;
+ backColor = trailColor = hitColor = engineColor;
+ frontColor = Color.white;
+ smokeEffect = Fx.shootBigSmoke2;
+ despawnShake = 7f;
+ lightRadius = 30f;
+ lightColor = engineColor;
+ lightOpacity = 0.5f;
+
+ trailLength = 20;
+ trailWidth = 3.5f;
+ trailEffect = Fx.none;
+ }};
+ }};
+ }});
+
+ abilities.add(new MoveEffectAbility(){{
+ effect = Fx.missileTrailSmoke;
+ rotation = 180f;
+ y = -9f;
+ color = Color.grays(0.6f).lerp(Pal.redLight, 0.5f).a(0.4f);
+ interval = 7f;
+ }});
+
+ abilities.add(new ForceFieldAbility(90f, 0f, 2000f, 999999999f));
+
+ }};
+ }},
+
+ Items.surgeAlloy, new BulletType(0f, 0f){{
+ shootEffect = Fx.shootBig;
+ smokeEffect = Fx.shootSmokeMissileColor;
+ hitColor = Color.valueOf("f7e97e");
+
+ ammoMultiplier = 1f;
+ rangeChange = -8f*9f;
+ reloadMultiplier = 0.9f;
+
+ spawnUnit = new MissileUnitType("scathe-missile-surge"){{
+ speed = 4.4f;
+ maxRange = 6f;
+ lifetime = 60f * 1.4f;
+ outlineColor = Pal.darkOutline;
+ engineColor = trailColor = Color.valueOf("f7e97e");
+ engineLayer = Layer.effect;
+ engineSize = 3.1f;
+ engineOffset = 10f;
+ rotateSpeed = 0.25f;
+ trailLength = 18;
+ missileAccelTime = 30f;
+ lowAltitude = true;
+ loopSound = Sounds.missileTrail;
+ loopSoundVolume = 0.6f;
+ deathSound = Sounds.largeExplosion;
+ targetAir = false;
+ targetUnderBlocks = false;
+
+ fogRadius = 6f;
+
+ health = 400;
+
+ weapons.add(new Weapon(){{
+ shootCone = 360f;
+ rotate = true;
+ rotationLimit = rotateSpeed = 0f;
+ reload = 1f;
+ deathExplosionEffect = Fx.massiveExplosion;
+ shootOnDeath = true;
+ shake = 10f;
+ bullet = new ExplosionBulletType(300f, 40f){{
+ hitColor = engineColor;
+ shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall);
+
+ collidesAir = false;
+ buildingDamageMultiplier = 0.1f;
+
+ ammoMultiplier = 1f;
+ fragLifeMin = 0.1f;
+ fragBullets = 5;
+ fragRandomSpread = 0f;
+ fragSpread = 30f;
+ fragBullet = new BulletType(){{
+ shootEffect = Fx.shootBig;
+ smokeEffect = Fx.shootSmokeMissileColor;
+ hitColor = engineColor;
+ ammoMultiplier = 1f;
+
+ spawnUnit = new MissileUnitType("scathe-missile-surge-split"){{
+ speed = 4.8f;
+ maxRange = 6f;
+ lifetime = 60f * 3.5f;
+ outlineColor = Pal.darkOutline;
+ engineColor = trailColor = Color.valueOf("f7e97e");
+ engineLayer = Layer.effect;
+ engineSize = 2.2f;
+ engineOffset = 8f;
+ rotateSpeed = 1.4f;
+ trailLength = 12;
+ lowAltitude = true;
+ loopSound = Sounds.missileTrail;
+ loopSoundVolume = 0.6f;
+ deathSound = Sounds.largeExplosion;
+ targetAir = false;
+ targetUnderBlocks = false;
+
+ fogRadius = 6f;
+
+ health = 100;
+
+ weapons.add(new Weapon(){{
+ shootCone = 360f;
+ mirror = false;
+ reload = 1f;
+ deathExplosionEffect = Fx.massiveExplosion;
+ shootOnDeath = true;
+ shake = 10f;
+ bullet = new ExplosionBulletType(360f, 35f){{
+ lightning = 6;
+ lightningDamage = 35f;
+ lightningLength = 8;
+
+ hitColor = engineColor;
+ shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall, Fx.scatheLightSmall, new WaveEffect(){{
+ lifetime = 10f;
+ strokeFrom = 4f;
+ sizeTo = 100f;
+ }});
+
+ collidesAir = false;
+ buildingDamageMultiplier = 0.1f;
+ }};
+ }});
+
+ abilities.add(new MoveEffectAbility(){{
+ effect = Fx.missileTrailSmokeSmall;
+ rotation = 180f;
+ y = -9f;
+ color = Color.grays(0.6f).lerp(Color.valueOf("f7e97e"), 0.5f).a(0.4f);
+ interval = 5f;
+ }});
+ }};
+ }};
+ }};
+ }});
+
+ abilities.add(new MoveEffectAbility(){{
+ effect = Fx.missileTrailSmoke;
+ rotation = 180f;
+ y = -9f;
+ color = Color.grays(0.6f).lerp(Color.valueOf("f7e97e"), 0.5f).a(0.4f);
+ interval = 7f;
+ }});
+ }};
}}
);
@@ -4686,7 +5215,7 @@ public class Blocks{
recoil = 0.5f;
fogRadiusMultiplier = 0.4f;
- coolantMultiplier = 6f;
+ coolantMultiplier = 15f;
shootSound = Sounds.missileLaunch;
minWarmup = 0.94f;
@@ -4698,7 +5227,7 @@ public class Blocks{
shake = 6f;
ammoPerShot = 15;
- maxAmmo = 30;
+ maxAmmo = 45;
shootY = -1;
outlineColor = Pal.darkOutline;
size = 4;
@@ -4717,7 +5246,6 @@ public class Blocks{
requirements(Category.turret, with(Items.oxide, 200, Items.surgeAlloy, 400, Items.silicon, 800, Items.carbide, 500, Items.phaseFabric, 300));
ammo(
- //this is really lazy
Items.surgeAlloy, new BasicBulletType(7f, 250){{
sprite = "large-orb";
width = 17f;
@@ -4790,7 +5318,7 @@ public class Blocks{
shootSound = Sounds.shootSmite;
minWarmup = 0.99f;
- coolantMultiplier = 6f;
+ coolantMultiplier = 15f;
var haloProgress = PartProgress.warmup.delay(0.5f);
float haloY = -15f, haloRotSpeed = 1f;
@@ -4969,10 +5497,11 @@ public class Blocks{
outlineColor = Pal.darkOutline;
size = 5;
envEnabled |= Env.space;
- warmupMaintainTime = 30f;
+ warmupMaintainTime = 120f;
reload = 100f;
recoil = 2f;
range = 300;
+ trackingRange = range * 1.4f;
shootCone = 30f;
scaledHealth = 350;
rotateSpeed = 1.5f;
@@ -4985,7 +5514,7 @@ public class Blocks{
}};
malign = new PowerTurret("malign"){{
- requirements(Category.turret, with(Items.carbide, 400, Items.beryllium, 2000, Items.silicon, 800, Items.graphite, 800, Items.phaseFabric, 300));
+ requirements(Category.turret, with(Items.carbide, 200, Items.beryllium, 1000, Items.silicon, 500, Items.graphite, 500, Items.phaseFabric, 200));
var haloProgress = PartProgress.warmup;
Color haloColor = Color.valueOf("d370d3"), heatCol = Color.purple;
@@ -5293,25 +5822,26 @@ public class Blocks{
}};
velocityRnd = 0.15f;
- heatRequirement = 90f;
+ heatRequirement = 72f;
maxHeatEfficiency = 2f;
- warmupMaintainTime = 30f;
- consumePower(10f);
-
- shoot = new ShootSummon(0f, 0f, circleRad, 48f);
+ warmupMaintainTime = 120f;
+ consumePower(40f);
+ unitSort = UnitSorts.strongest;
+ shoot = new ShootSummon(0f, 0f, circleRad, 20f);
minWarmup = 0.96f;
- shootWarmupSpeed = 0.03f;
+ shootWarmupSpeed = 0.08f;
shootY = circleY - 5f;
outlineColor = Pal.darkOutline;
envEnabled |= Env.space;
- reload = 9f;
- range = 370;
+ reload = 7f;
+ range = 380;
+ trackingRange = range * 1.4f;
shootCone = 100f;
scaledHealth = 370;
- rotateSpeed = 2f;
+ rotateSpeed = 2.6f;
recoil = 0.5f;
recoilTime = 30f;
shake = 3f;
@@ -5345,7 +5875,7 @@ public class Blocks{
requirements(Category.units, with(Items.copper, 150, Items.lead, 130, Items.metaglass, 120));
plans = Seq.with(
new UnitPlan(UnitTypes.risso, 60f * 45f, with(Items.silicon, 20, Items.metaglass, 35)),
- new UnitPlan(UnitTypes.retusa, 60f * 50f, with(Items.silicon, 15, Items.metaglass, 25, Items.titanium, 20))
+ new UnitPlan(UnitTypes.retusa, 60f * 35f, with(Items.silicon, 15, Items.titanium, 20))
);
size = 3;
consumePower(1.2f);
@@ -5805,6 +6335,7 @@ public class Blocks{
itemCapacity = 0;
alwaysUnlocked = true;
ambientSound = Sounds.none;
+ allDatabaseTabs = true;
}};
//TODO move
@@ -5836,17 +6367,42 @@ public class Blocks{
//region campaign
launchPad = new LaunchPad("launch-pad"){{
- requirements(Category.effect, BuildVisibility.campaignOnly, with(Items.copper, 350, Items.silicon, 140, Items.lead, 200, Items.titanium, 150));
+ requirements(Category.effect, BuildVisibility.legacyLaunchPadOnly, with(Items.copper, 350, Items.silicon, 140, Items.lead, 200, Items.titanium, 150));
size = 3;
itemCapacity = 100;
launchTime = 60f * 20;
hasPower = true;
+ acceptMultipleItems = true;
consumePower(4f);
}};
+ advancedLaunchPad = new LaunchPad("advanced-launch-pad"){{
+ requirements(Category.effect, BuildVisibility.notLegacyLaunchPadOnly, with(Items.copper, 350, Items.silicon, 250, Items.lead, 300, Items.titanium, 200));
+ size = 4;
+ itemCapacity = 100;
+ launchTime = 60f * 30;
+ liquidCapacity = 40f;
+ hasPower = true;
+ drawLiquid = Liquids.oil;
+ consumeLiquid(Liquids.oil, 9f/60f);
+ consumePower(8f);
+ }};
+
+ landingPad = new LandingPad("landing-pad"){{
+ requirements(Category.effect, BuildVisibility.notLegacyLaunchPadOnly, with(Items.copper, 200, Items.graphite, 100, Items.titanium, 100));
+ size = 4;
+
+ itemCapacity = 100;
+
+ coolingEffect = new RadialEffect(Fx.steamCoolSmoke, 4, 90f, 9.5f, 180f);
+ liquidCapacity = 3000f;
+ consumeLiquidAmount = 1500f;
+ }};
+
interplanetaryAccelerator = new Accelerator("interplanetary-accelerator"){{
- requirements(Category.effect, BuildVisibility.hidden, with(Items.copper, 16000, Items.silicon, 11000, Items.thorium, 13000, Items.titanium, 12000, Items.surgeAlloy, 6000, Items.phaseFabric, 5000));
+ requirements(Category.effect, BuildVisibility.campaignOnly, with(Items.copper, 16000, Items.silicon, 11000, Items.thorium, 13000, Items.titanium, 12000, Items.surgeAlloy, 6000, Items.phaseFabric, 5000));
researchCostMultiplier = 0.1f;
+ powerBufferRequirement = 1_000_000f;
size = 7;
hasPower = true;
consumePower(10f);
@@ -5935,7 +6491,7 @@ public class Blocks{
}};
worldProcessor = new LogicBlock("world-processor"){{
- requirements(Category.logic, BuildVisibility.editorOnly, with());
+ requirements(Category.logic, BuildVisibility.worldProcessorOnly, with());
canOverdrive = false;
targetable = false;
@@ -5948,23 +6504,23 @@ public class Blocks{
}};
worldCell = new MemoryBlock("world-cell"){{
- requirements(Category.logic, BuildVisibility.editorOnly, with());
-
+ requirements(Category.logic, BuildVisibility.worldProcessorOnly, with());
+
targetable = false;
privileged = true;
- memoryCapacity = 128;
+ memoryCapacity = 512;
forceDark = true;
}};
worldMessage = new MessageBlock("world-message"){{
- requirements(Category.logic, BuildVisibility.editorOnly, with());
-
+ requirements(Category.logic, BuildVisibility.worldProcessorOnly, with());
+
targetable = false;
privileged = true;
}};
worldSwitch = new SwitchBlock("world-switch"){{
- requirements(Category.logic, BuildVisibility.editorOnly, with());
+ requirements(Category.logic, BuildVisibility.worldProcessorOnly, with());
targetable = false;
privileged = true;
diff --git a/core/src/mindustry/content/Bullets.java b/core/src/mindustry/content/Bullets.java
index ea10110ae8..4536a3b826 100644
--- a/core/src/mindustry/content/Bullets.java
+++ b/core/src/mindustry/content/Bullets.java
@@ -10,7 +10,7 @@ import mindustry.entities.bullet.*;
public class Bullets{
public static BulletType
- placeholder, spaceLiquid, damageLightning, damageLightningGround, fireball;
+ placeholder, spaceLiquid, damageLightning, damageLightningGround, damageLightningAir, fireball;
public static void load(){
@@ -37,6 +37,10 @@ public class Bullets{
damageLightningGround = damageLightning.copy();
damageLightningGround.collidesAir = false;
+ damageLightningAir = damageLightning.copy();
+ damageLightningAir.collidesGround = false;
+ damageLightningAir.collidesTiles = false;
+
fireball = new FireBulletType(1f, 4){{
hittable = false;
}};
diff --git a/core/src/mindustry/content/ErekirTechTree.java b/core/src/mindustry/content/ErekirTechTree.java
index 6c4571a43a..680c0194dd 100644
--- a/core/src/mindustry/content/ErekirTechTree.java
+++ b/core/src/mindustry/content/ErekirTechTree.java
@@ -137,6 +137,10 @@ public class ErekirTechTree{
node(eruptionDrill, Seq.with(new OnSector(stronghold)), () -> {
});
+
+ node(largeCliffCrusher, Seq.with(new OnSector(stronghold)), () -> {
+
+ });
});
});
});
@@ -220,7 +224,9 @@ public class ErekirTechTree{
});
node(heatRouter, () -> {
+ node(smallHeatRedirector, () -> {
+ });
});
});
});
diff --git a/core/src/mindustry/content/Fx.java b/core/src/mindustry/content/Fx.java
index 1e8579f4b7..25c604c986 100644
--- a/core/src/mindustry/content/Fx.java
+++ b/core/src/mindustry/content/Fx.java
@@ -28,7 +28,7 @@ public class Fx{
public static final Effect
none = new Effect(0, 0f, e -> {}),
-
+
blockCrash = new Effect(90f, e -> {
if(!(e.data instanceof Block block)) return;
@@ -445,6 +445,20 @@ public class Fx{
}
}),
+ titanExplosionLarge = new Effect(45f, 220f, e -> {
+ color(e.color);
+ stroke(e.fout() * 3f);
+ float circleRad = 6f + e.finpow() * 110f;
+ Lines.circle(e.x, e.y, circleRad);
+
+ rand.setSeed(e.id);
+ for(int i = 0; i < 21; i++){
+ float angle = rand.random(360f);
+ float lenRand = rand.random(0.5f, 1f);
+ Lines.lineAngle(e.x, e.y, angle, e.foutpow() * 50f * rand.random(1f, 0.6f) + 2f, e.finpow() * 100f * lenRand + 6f);
+ }
+ }),
+
titanSmoke = new Effect(300f, 300f, b -> {
float intensity = 3f;
@@ -465,6 +479,34 @@ public class Fx{
}
}),
+ titanSmokeLarge = new Effect(400f, 400f, b -> {
+ float intensity = 4f;
+
+ color(b.color, 0.65f);
+ for(int i = 0; i < 4; i++){
+ rand.setSeed(b.id*2 + i);
+ float lenScl = rand.random(0.5f, 1f);
+ int fi = i;
+ b.scaled(b.lifetime * lenScl, e -> {
+ randLenVectors(e.id + fi - 1, e.fin(Interp.pow10Out), (int)(2.9f * intensity), 26f * intensity, (x, y, in, out) -> {
+ float fout = e.fout(Interp.pow5Out) * rand.random(0.5f, 1f);
+ float rad = fout * ((2f + intensity) * 2.35f);
+
+ Fill.circle(e.x + x, e.y + y, rad);
+ Drawf.light(e.x + x, e.y + y, rad * 2.5f, b.color, 0.5f);
+ });
+ });
+ }
+ }),
+
+ smokeAoeCloud = new Effect(60f * 3f, 250f, e -> {
+ color(e.color, 0.65f);
+
+ randLenVectors(e.id, 80, 90f, (x, y) -> {
+ Fill.circle(e.x + x, e.y + y, 6f * Mathf.clamp(e.fin() / 0.1f) * Mathf.clamp(e.fout() / 0.1f));
+ });
+ }),
+
missileTrailSmoke = new Effect(180f, 300f, b -> {
float intensity = 2f;
@@ -485,6 +527,26 @@ public class Fx{
}
}).layer(Layer.bullet - 1f),
+ missileTrailSmokeSmall = new Effect(120f, 200f, b -> {
+ float intensity = 1.3f;
+
+ color(b.color, 0.7f);
+ for(int i = 0; i < 3; i++){
+ rand.setSeed(b.id*2 + i);
+ float lenScl = rand.random(0.5f, 1f);
+ int fi = i;
+ b.scaled(b.lifetime * lenScl, e -> {
+ randLenVectors(e.id + fi - 1, e.fin(Interp.pow10Out), (int)(2.9f * intensity), 13f * intensity, (x, y, in, out) -> {
+ float fout = e.fout(Interp.pow5Out) * rand.random(0.5f, 1f);
+ float rad = fout * ((2f + intensity) * 2.35f);
+
+ Fill.circle(e.x + x, e.y + y, rad);
+ Drawf.light(e.x + x, e.y + y, rad * 2.5f, b.color, 0.5f);
+ });
+ });
+ }
+ }).layer(Layer.bullet - 1f),
+
neoplasmSplat = new Effect(400f, 300f, b -> {
float intensity = 3f;
@@ -523,6 +585,24 @@ public class Fx{
}
}),
+ scatheExplosionSmall = new Effect(40f, 160f, e -> {
+ color(e.color);
+ stroke(e.fout() * 4f);
+ float circleRad = 6f + e.finpow() * 40f;
+ Lines.circle(e.x, e.y, circleRad);
+
+ rand.setSeed(e.id);
+ for(int i = 0; i < 16; i++){
+ float angle = rand.random(360f);
+ float lenRand = rand.random(0.5f, 1f);
+ Tmp.v1.trns(angle, circleRad);
+
+ for(int s : Mathf.signs){
+ Drawf.tri(e.x + Tmp.v1.x, e.y + Tmp.v1.y, e.foutpow() * 30f, e.fout() * 25f * lenRand + 6f, angle + 90f + s * 90f);
+ }
+ }
+ }),
+
scatheLight = new Effect(60f, 160f, e -> {
float circleRad = 6f + e.finpow() * 60f;
@@ -530,6 +610,13 @@ public class Fx{
Fill.circle(e.x, e.y, circleRad);
}).layer(Layer.bullet + 2f),
+ scatheLightSmall = new Effect(60f, 160f, e -> {
+ float circleRad = 6f + e.finpow() * 40f;
+
+ color(e.color, e.foutpow());
+ Fill.circle(e.x, e.y, circleRad);
+ }).layer(Layer.bullet + 2f),
+
scatheSlash = new Effect(40f, 160f, e -> {
Draw.color(e.color);
for(int s : Mathf.signs){
@@ -761,7 +848,7 @@ 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);
@@ -1114,7 +1201,7 @@ 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){
@@ -1387,6 +1474,12 @@ public class Fx{
Lines.circle(e.x, e.y, e.fin() * (e.rotation + 50f));
}),
+ podLandShockwave = new Effect(12f, 80f, e -> {
+ color(Pal.accent);
+ stroke(e.fout() * 2f + 0.2f);
+ Lines.circle(e.x, e.y, e.fin() * 26f);
+ }),
+
explosion = new Effect(30, e -> {
e.scaled(7, i -> {
stroke(3f * i.fout());
@@ -1537,6 +1630,15 @@ public class Fx{
});
}),
+ steamCoolSmoke = new Effect(35f, e -> {
+ color(Pal.water, Color.lightGray, e.fin(Interp.pow2Out));
+ alpha(e.fout(Interp.pow3Out));
+
+ randLenVectors(e.id, 4, e.finpow() * 7f, e.rotation, 30f, (x, y) -> {
+ Fill.circle(e.x + x, e.y + y, Math.max(e.fout(), Math.min(1f, e.fin() * 8f)) * 2.8f);
+ });
+ }),
+
smokePuff = new Effect(30, e -> {
color(e.color);
@@ -1703,6 +1805,18 @@ public class Fx{
}
}),
+ shootSmokeMissileColor = new Effect(130f, 300f, e -> {
+ color(e.color);
+ alpha(0.5f);
+ rand.setSeed(e.id);
+ for(int i = 0; i < 35; i++){
+ v.trns(e.rotation + 180f + rand.range(21f), rand.random(e.finpow() * 90f)).add(rand.range(3f), rand.range(3f));
+ e.scaled(e.lifetime * rand.random(0.2f, 1f), b -> {
+ Fill.circle(e.x + v.x, e.y + v.y, b.fout() * 9f + 0.3f);
+ });
+ }
+ }),
+
regenParticle = new Effect(100f, e -> {
color(Pal.regen);
@@ -2365,6 +2479,12 @@ public class Fx{
});
}),
+ launchAccelerator = new Effect(22, e -> {
+ color(Pal.accent);
+ stroke(e.fout() * 2f);
+ Lines.circle(e.x, e.y, 4f + e.finpow() * 160f);
+ }),
+
launch = new Effect(28, e -> {
color(Pal.command);
stroke(e.fout() * 2f);
@@ -2469,6 +2589,13 @@ public class Fx{
Fill.circle(e.x + Tmp.v1.x, e.y + Tmp.v1.y, 8f * rand.random(0.6f, 1f) * e.fout(0.2f));
}).layer(Layer.groundUnit + 1f),
+ podLandDust = new Effect(70f, e -> {
+ color(e.color, e.fout(0.1f));
+ rand.setSeed(e.id);
+ Tmp.v1.trns(e.rotation, e.finpow() * 35f * rand.random(0.2f, 1f));
+ Fill.circle(e.x + Tmp.v1.x, e.y + Tmp.v1.y, 5f * rand.random(0.6f, 1f) * e.fout(0.2f));
+ }).layer(Layer.groundUnit + 1f),
+
unitShieldBreak = new Effect(35, e -> {
if(!(e.data instanceof Unit unit)) return;
diff --git a/core/src/mindustry/content/Items.java b/core/src/mindustry/content/Items.java
index cfb8bb14d6..00cc3cc5d5 100644
--- a/core/src/mindustry/content/Items.java
+++ b/core/src/mindustry/content/Items.java
@@ -60,7 +60,7 @@ public class Items{
}};
scrap = new Item("scrap", Color.valueOf("777777")){{
-
+ cost = 0.5f;
}};
silicon = new Item("silicon", Color.valueOf("53565c")){{
diff --git a/core/src/mindustry/content/Planets.java b/core/src/mindustry/content/Planets.java
index c5e4531e55..def60e56d6 100644
--- a/core/src/mindustry/content/Planets.java
+++ b/core/src/mindustry/content/Planets.java
@@ -65,7 +65,6 @@ public class Planets{
clearSectorOnLose = true;
defaultCore = Blocks.coreBastion;
iconColor = Color.valueOf("ff9266");
- hiddenItems.addAll(Items.serpuloItems).removeAll(Items.erekirItems);
enemyBuildSpeedMultiplier = 0.4f;
//TODO disallowed for now
@@ -86,12 +85,14 @@ public class Planets{
r.coreDestroyClear = true;
r.onlyDepositCore = true;
};
+ campaignRuleDefaults.fog = true;
+ campaignRuleDefaults.showSpawns = true;
unlockedOnLand.add(Blocks.coreBastion);
}};
//TODO names
- gier = makeAsteroid("gier", erekir, Blocks.ferricStoneWall, Blocks.carbonWall, 0.4f, 7, 1f, gen -> {
+ gier = makeAsteroid("gier", erekir, Blocks.ferricStoneWall, Blocks.carbonWall, -5, 0.4f, 7, 1f, gen -> {
gen.min = 25;
gen.max = 35;
gen.carbonChance = 0.6f;
@@ -99,7 +100,7 @@ public class Planets{
gen.berylChance = 0.1f;
});
- notva = makeAsteroid("notva", sun, Blocks.ferricStoneWall, Blocks.beryllicStoneWall, 0.55f, 9, 1.3f, gen -> {
+ notva = makeAsteroid("notva", sun, Blocks.ferricStoneWall, Blocks.beryllicStoneWall, -4, 0.55f, 9, 1.3f, gen -> {
gen.berylChance = 0.8f;
gen.iceChance = 0f;
gen.carbonChance = 0.01f;
@@ -133,6 +134,7 @@ public class Planets{
launchCapacityMultiplier = 0.5f;
sectorSeed = 2;
allowWaves = true;
+ allowLegacyLaunchPads = true;
allowWaveSimulation = true;
allowSectorInvasion = true;
allowLaunchSchematics = true;
@@ -144,6 +146,7 @@ public class Planets{
r.waveTeam = Team.crux;
r.placeRangeCheck = false;
r.showSpawns = false;
+ r.coreDestroyClear = true;
};
iconColor = Color.valueOf("7d4dff");
atmosphereColor = Color.valueOf("3c1b8f");
@@ -151,11 +154,11 @@ public class Planets{
atmosphereRadOut = 0.3f;
startSector = 15;
alwaysUnlocked = true;
+ allowSelfSectorLaunch = true;
landCloudColor = Pal.spore.cpy().a(0.5f);
- hiddenItems.addAll(Items.erekirItems).removeAll(Items.serpuloItems);
}};
- verilus = makeAsteroid("verlius", sun, Blocks.stoneWall, Blocks.iceWall, 0.5f, 12, 2f, gen -> {
+ verilus = makeAsteroid("verlius", sun, Blocks.stoneWall, Blocks.iceWall, -1, 0.5f, 12, 2f, gen -> {
gen.berylChance = 0f;
gen.iceChance = 0.6f;
gen.carbonChance = 0.1f;
@@ -163,7 +166,7 @@ public class Planets{
});
}
- private static Planet makeAsteroid(String name, Planet parent, Block base, Block tint, float tintThresh, int pieces, float scale, Cons cgen){
+ private static Planet makeAsteroid(String name, Planet parent, Block base, Block tint, int seed, float tintThresh, int pieces, float scale, Cons cgen){
return new Planet(name, parent, 0.12f){{
hasAtmosphere = false;
updateLighting = false;
@@ -186,13 +189,13 @@ public class Planets{
Rand rand = new Rand(id + 2);
meshes.add(new NoiseMesh(
- this, 0, 2, radius, 2, 0.55f, 0.45f, 14f,
+ this, seed, 2, radius, 2, 0.55f, 0.45f, 14f,
color, tinted, 3, 0.6f, 0.38f, tintThresh
));
for(int j = 0; j < pieces; j++){
meshes.add(new MatMesh(
- new NoiseMesh(this, j + 1, 1, 0.022f + rand.random(0.039f) * scale, 2, 0.6f, 0.38f, 20f,
+ new NoiseMesh(this, seed + j + 1, 1, 0.022f + rand.random(0.039f) * scale, 2, 0.6f, 0.38f, 20f,
color, tinted, 3, 0.6f, 0.38f, tintThresh),
new Mat3D().setToTranslation(Tmp.v31.setToRandomDirection(rand).setLength(rand.random(0.44f, 1.4f) * scale)))
);
diff --git a/core/src/mindustry/content/SectorPresets.java b/core/src/mindustry/content/SectorPresets.java
index eb537f1164..af9a2bc53e 100644
--- a/core/src/mindustry/content/SectorPresets.java
+++ b/core/src/mindustry/content/SectorPresets.java
@@ -7,10 +7,12 @@ import static mindustry.content.Planets.*;
public class SectorPresets{
public static SectorPreset
groundZero,
- craters, biomassFacility, frozenForest, ruinousShores, windsweptIslands, stainedMountains, tarFields,
- fungalPass, extractionOutpost, saltFlats, overgrowth,
+ craters, biomassFacility, taintedWoods, frozenForest, ruinousShores, facility32m, windsweptIslands, stainedMountains, tarFields,
+ frontier, fungalPass, infestedCanyons, atolls, mycelialBastion, extractionOutpost, saltFlats, testingGrounds, overgrowth, //polarAerodrome,
impact0078, desolateRift, nuclearComplex, planetaryTerminal,
- coastline, navalFortress,
+ coastline, navalFortress, weatheredChannels, seaPort,
+
+ geothermalStronghold, cruxscape,
onset, aegis, lake, intersect, basin, atlas, split, marsh, peaks, ravine, caldera,
stronghold, crevice, siege, crossroads, karst, origin;
@@ -32,6 +34,11 @@ public class SectorPresets{
difficulty = 5;
}};
+ testingGrounds = new SectorPreset("testingGrounds", serpulo, 3){{
+ difficulty = 7;
+ captureWave = 33;
+ }};
+
frozenForest = new SectorPreset("frozenForest", serpulo, 86){{
captureWave = 15;
difficulty = 2;
@@ -42,6 +49,11 @@ public class SectorPresets{
difficulty = 3;
}};
+ taintedWoods = new SectorPreset("taintedWoods", serpulo, 221){{
+ captureWave = 33;
+ difficulty = 5;
+ }};
+
craters = new SectorPreset("craters", serpulo, 18){{
captureWave = 20;
difficulty = 2;
@@ -52,6 +64,15 @@ public class SectorPresets{
difficulty = 3;
}};
+ seaPort = new SectorPreset("seaPort", serpulo, 47){{
+ difficulty = 4;
+ }};
+
+ facility32m = new SectorPreset("facility32m", serpulo, 64){{
+ captureWave = 25;
+ difficulty = 4;
+ }};
+
windsweptIslands = new SectorPreset("windsweptIslands", serpulo, 246){{
captureWave = 30;
difficulty = 4;
@@ -66,19 +87,45 @@ public class SectorPresets{
difficulty = 5;
}};
+ //TODO: removed for now
+ //polarAerodrome = new SectorPreset("polarAerodrome", serpulo, 68){{
+ // difficulty = 7;
+ //}};
+
coastline = new SectorPreset("coastline", serpulo, 108){{
captureWave = 30;
difficulty = 5;
}};
- navalFortress = new SectorPreset("navalFortress", serpulo, 216){{
+ weatheredChannels = new SectorPreset("weatheredChannels", serpulo, 39){{
+ captureWave = 40;
difficulty = 9;
}};
+ navalFortress = new SectorPreset("navalFortress", serpulo, 216){{
+ difficulty = 8;
+ }};
+
+ frontier = new SectorPreset("frontier", serpulo, 203){{
+ difficulty = 4;
+ }};
+
fungalPass = new SectorPreset("fungalPass", serpulo, 21){{
difficulty = 4;
}};
+ infestedCanyons = new SectorPreset("infestedCanyons", serpulo, 210){{
+ difficulty = 4;
+ }};
+
+ atolls = new SectorPreset("atolls", serpulo, 1){{
+ difficulty = 7;
+ }};
+
+ mycelialBastion = new SectorPreset("mycelialBastion", serpulo, 260){{
+ difficulty = 8;
+ }};
+
overgrowth = new SectorPreset("overgrowth", serpulo, 134){{
difficulty = 5;
}};
@@ -108,6 +155,14 @@ public class SectorPresets{
isLastSector = true;
}};
+ geothermalStronghold = new SectorPreset("geothermalStronghold", serpulo, 264){{
+ difficulty = 10;
+ }};
+
+ cruxscape = new SectorPreset("cruxscape", serpulo, 54){{
+ difficulty = 10;
+ }};
+
//endregion
//region erekir
diff --git a/core/src/mindustry/content/SerpuloTechTree.java b/core/src/mindustry/content/SerpuloTechTree.java
index 6b7ab42668..e791f67680 100644
--- a/core/src/mindustry/content/SerpuloTechTree.java
+++ b/core/src/mindustry/content/SerpuloTechTree.java
@@ -2,6 +2,7 @@ package mindustry.content;
import arc.struct.*;
import mindustry.game.Objectives.*;
+import mindustry.type.*;
import static mindustry.content.Blocks.*;
import static mindustry.content.SectorPresets.craters;
@@ -18,11 +19,12 @@ public class SerpuloTechTree{
node(junction, () -> {
node(router, () -> {
- node(launchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
- //no longer necessary to beat the campaign
- //node(interplanetaryAccelerator, Seq.with(new SectorComplete(planetaryTerminal)), () -> {
+ node(advancedLaunchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
+ node(landingPad, () -> {
+ node(interplanetaryAccelerator, Seq.with(new SectorComplete(planetaryTerminal)), () -> {
- //});
+ });
+ });
});
node(distributor);
@@ -122,7 +124,7 @@ public class SerpuloTechTree{
});
node(pyratiteMixer, () -> {
- node(blastMixer, () -> {
+ node(blastMixer, Seq.with(new SectorComplete(facility32m)), () -> {
});
});
@@ -138,7 +140,7 @@ public class SerpuloTechTree{
});
});
- node(plastaniumCompressor, Seq.with(new SectorComplete(windsweptIslands)), () -> {
+ node(plastaniumCompressor, Seq.with(new SectorComplete(windsweptIslands), new OnSector(tarFields)), () -> {
node(phaseWeaver, Seq.with(new SectorComplete(tarFields)), () -> {
});
@@ -261,12 +263,21 @@ public class SerpuloTechTree{
node(duo, () -> {
node(copperWall, () -> {
node(copperWallLarge, () -> {
+ node(scrapWall, () -> {
+ node(scrapWallLarge, () -> {
+ node(scrapWallHuge, () -> {
+ node(scrapWallGigantic);
+ });
+ });
+ });
+
node(titaniumWall, () -> {
node(titaniumWallLarge);
node(door, () -> {
node(doorLarge);
});
+
node(plastaniumWall, () -> {
node(plastaniumWallLarge, () -> {
@@ -359,11 +370,12 @@ public class SerpuloTechTree{
});
});
- node(crawler, () -> {
+ //override research requirements to have graphite, not coal
+ node(crawler, ItemStack.with(Items.silicon, 400, Items.graphite, 400), () -> {
node(atrax, () -> {
node(spiroct, () -> {
node(arkyid, () -> {
- node(toxopid, () -> {
+ node(toxopid, Seq.with(new SectorComplete(mycelialBastion)), () -> {
});
});
@@ -397,7 +409,7 @@ public class SerpuloTechTree{
});
});
- node(navalFactory, Seq.with(new SectorComplete(ruinousShores)), () -> {
+ node(navalFactory, Seq.with(new OnSector(windsweptIslands)), () -> {
node(risso, () -> {
node(minke, () -> {
node(bryde, () -> {
@@ -425,8 +437,8 @@ public class SerpuloTechTree{
});
node(additiveReconstructor, Seq.with(new SectorComplete(biomassFacility)), () -> {
- node(multiplicativeReconstructor, () -> {
- node(exponentialReconstructor, Seq.with(new SectorComplete(overgrowth)), () -> {
+ node(multiplicativeReconstructor, Seq.with(new SectorComplete(overgrowth)), () -> {
+ node(exponentialReconstructor, () -> {
node(tetrativeReconstructor, () -> {
});
@@ -446,6 +458,16 @@ public class SerpuloTechTree{
new Research(mender),
new Research(combustionGenerator)
), () -> {
+ node(frontier, Seq.with(
+ new Research(groundFactory),
+ new Research(airFactory),
+ new Research(thermalGenerator),
+ new Research(dagger),
+ new Research(mono)
+ ), () -> {
+
+ });
+
node(ruinousShores, Seq.with(
new SectorComplete(craters),
new Research(graphitePress),
@@ -459,6 +481,18 @@ public class SerpuloTechTree{
new Research(siliconSmelter),
new Research(steamGenerator)
), () -> {
+ node(seaPort, Seq.with(
+ new SectorComplete(biomassFacility),
+ new Research(navalFactory),
+ new Research(risso),
+ new Research(retusa),
+ new Research(steamGenerator),
+ new Research(cultivator),
+ new Research(coalCentrifuge)
+ ), () -> {
+
+ });
+
node(tarFields, Seq.with(
new SectorComplete(windsweptIslands),
new Research(coalCentrifuge),
@@ -487,28 +521,73 @@ public class SerpuloTechTree{
new Research(risso),
new Research(minke),
new Research(bryde),
+ new Research(sei),
+ new Research(omura),
new Research(spectre),
- new Research(launchPad),
+ new Research(advancedLaunchPad),
new Research(massDriver),
new Research(impactReactor),
new Research(additiveReconstructor),
- new Research(exponentialReconstructor)
+ new Research(exponentialReconstructor),
+ new Research(tetrativeReconstructor)
), () -> {
+ node(geothermalStronghold, Seq.with(
+ new Research(omura),
+ new Research(navanax),
+ new Research(eclipse),
+ new Research(oct),
+ new Research(reign),
+ new Research(corvus),
+ new Research(toxopid)
+ ), () -> {
+ });
+
+ node(cruxscape, Seq.with(
+ new Research(omura),
+ new Research(navanax),
+ new Research(eclipse),
+ new Research(oct),
+ new Research(reign),
+ new Research(corvus),
+ new Research(toxopid)
+ ), () -> {
+
+ });
});
});
});
});
- node(extractionOutpost, Seq.with(
- new SectorComplete(stainedMountains),
- new SectorComplete(windsweptIslands),
- new Research(groundFactory),
- new Research(nova),
- new Research(airFactory),
- new Research(mono)
+ node(facility32m, Seq.with(
+ new Research(pneumaticDrill),
+ new SectorComplete(stainedMountains)
), () -> {
+ node(extractionOutpost, Seq.with(
+ new SectorComplete(windsweptIslands),
+ new SectorComplete(facility32m),
+ new Research(groundFactory),
+ new Research(nova),
+ new Research(airFactory),
+ new Research(mono)
+ ), () -> {
+ //TODO: removed for now
+ /*node(polarAerodrome, Seq.with(
+ new SectorComplete(fungalPass),
+ new SectorComplete(desolateRift),
+ new SectorComplete(overgrowth),
+ new Research(multiplicativeReconstructor),
+ new Research(zenith),
+ new Research(swarmer),
+ new Research(cyclone),
+ new Research(blastDrill),
+ new Research(blastDrill),
+ new Research(massDriver)
+ ), () -> {
+ });
+ */
+ });
});
node(saltFlats, Seq.with(
@@ -518,21 +597,41 @@ public class SerpuloTechTree{
new Research(airFactory),
new Research(door)
), () -> {
+ node(testingGrounds, Seq.with(
+ new Research(cryofluidMixer),
+ new Research(Liquids.cryofluid),
+ new Research(waterExtractor),
+ new Research(ripple)
+ ), () -> {
+
+ });
+
node(coastline, Seq.with(
new SectorComplete(windsweptIslands),
new SectorComplete(saltFlats),
new Research(navalFactory),
new Research(payloadConveyor)
), () -> {
+
node(navalFortress, Seq.with(
new SectorComplete(coastline),
new SectorComplete(extractionOutpost),
+ new Research(coreNucleus),
+ new Research(massDriver),
new Research(oxynoe),
new Research(minke),
+ new Research(bryde),
new Research(cyclone),
new Research(ripple)
), () -> {
+ node(weatheredChannels, Seq.with(
+ new SectorComplete(impact0078),
+ new Research(bryde),
+ new Research(surgeSmelter),
+ new Research(overdriveProjector)
+ ), () -> {
+ });
});
});
});
@@ -548,7 +647,22 @@ public class SerpuloTechTree{
new Research(UnitTypes.mace),
new Research(UnitTypes.flare)
), () -> {
+ node(mycelialBastion, Seq.with(
+ new Research(atrax),
+ new Research(spiroct),
+ new Research(multiplicativeReconstructor),
+ new Research(exponentialReconstructor)
+ ), () -> {
+ });
+
+ node(atolls, Seq.with(
+ new SectorComplete(windsweptIslands),
+ new Research(multiplicativeReconstructor),
+ new Research(mega)
+ ), () -> {
+
+ });
});
});
@@ -559,6 +673,14 @@ public class SerpuloTechTree{
new Research(scatter),
new Research(graphitePress)
), () -> {
+ node(taintedWoods, Seq.with(
+ new SectorComplete(biomassFacility),
+ new Research(Items.sporePod),
+ new Research(wave)
+ ), () -> {
+
+ });
+
node(stainedMountains, Seq.with(
new SectorComplete(biomassFacility),
new Research(pneumaticDrill),
@@ -569,6 +691,16 @@ public class SerpuloTechTree{
new Research(groundFactory),
new Research(door)
), () -> {
+ node(infestedCanyons, Seq.with(
+ new SectorComplete(fungalPass),
+ new Research(navalFactory),
+ new Research(risso),
+ new Research(minke),
+ new Research(additiveReconstructor)
+ ), () -> {
+
+ });
+
node(nuclearComplex, Seq.with(
new SectorComplete(fungalPass),
new Research(thermalGenerator),
diff --git a/core/src/mindustry/content/StatusEffects.java b/core/src/mindustry/content/StatusEffects.java
index ff3dcf43df..1ccaabc80f 100644
--- a/core/src/mindustry/content/StatusEffects.java
+++ b/core/src/mindustry/content/StatusEffects.java
@@ -61,12 +61,12 @@ public class StatusEffects{
color = Pal.lightishGray;
speedMultiplier = 0.4f;
- init(() -> opposite(fast));
+ init(() -> opposite(fast));
}};
fast = new StatusEffect("fast"){{
- color = Pal.boostTo;
- speedMultiplier = 1.6f;
+ color = Pal.boostTo;
+ speedMultiplier = 1.6f;
init(() -> opposite(slow));
}};
@@ -89,7 +89,7 @@ public class StatusEffects{
opposite(burning, melting);
});
}};
-
+
muddy = new StatusEffect("muddy"){{
color = Color.valueOf("46382a");
speedMultiplier = 0.94f;
diff --git a/core/src/mindustry/content/TechTree.java b/core/src/mindustry/content/TechTree.java
index b782b8204d..eade391c03 100644
--- a/core/src/mindustry/content/TechTree.java
+++ b/core/src/mindustry/content/TechTree.java
@@ -99,6 +99,7 @@ public class TechTree{
public TechNode(@Nullable TechNode parent, UnlockableContent content, ItemStack[] requirements){
if(parent != null){
parent.children.add(this);
+ planet = parent.planet;
researchCostMultipliers = parent.researchCostMultipliers;
}else if(researchCostMultipliers == null){
researchCostMultipliers = new ObjectFloatMap<>();
@@ -139,6 +140,16 @@ public class TechTree{
}
}
+ /** Adds the specified database tab to all the content in this tree. */
+ public void addDatabaseTab(UnlockableContent tab){
+ each(node -> node.content.databaseTabs.add(tab));
+ }
+
+ /** Adds the specified planet to the shownPlanets of all the content in this tree. */
+ public void addPlanet(Planet planet){
+ each(node -> node.content.shownPlanets.add(planet));
+ }
+
public Drawable icon(){
return icon == null ? new TextureRegionDrawable(content.uiIcon) : icon;
}
diff --git a/core/src/mindustry/content/UnitTypes.java b/core/src/mindustry/content/UnitTypes.java
index ab6b1942f2..6e3514620c 100644
--- a/core/src/mindustry/content/UnitTypes.java
+++ b/core/src/mindustry/content/UnitTypes.java
@@ -255,7 +255,7 @@ public class UnitTypes{
reign = new UnitType("reign"){{
speed = 0.4f;
- hitSize = 26f;
+ hitSize = 30f;
rotateSpeed = 1.65f;
health = 24000;
armor = 18f;
@@ -322,7 +322,7 @@ public class UnitTypes{
speed = 0.55f;
hitSize = 8f;
health = 120f;
- buildSpeed = 0.35f;
+ buildSpeed = 0.3f;
armor = 1f;
abilities.add(new RepairFieldAbility(10f, 60f * 4, 60f));
@@ -610,13 +610,14 @@ public class UnitTypes{
speed = 1f;
hitSize = 8f;
- health = 200;
+ health = 150;
mechSideSway = 0.25f;
range = 40f;
ammoType = new ItemAmmoType(Items.coal);
weapons.add(new Weapon(){{
shootOnDeath = true;
+ targetUnderBlocks = false;
reload = 24f;
shootCone = 180f;
ejectEffect = Fx.none;
@@ -628,12 +629,12 @@ public class UnitTypes{
collides = false;
hitSound = Sounds.explosion;
- rangeOverride = 30f;
+ rangeOverride = 25f;
hitEffect = Fx.pulverize;
speed = 0f;
- splashDamageRadius = 55f;
+ splashDamageRadius = 44f;
instantDisappear = true;
- splashDamage = 90f;
+ splashDamage = 80f;
killShooter = true;
hittable = false;
collidesAir = true;
@@ -1011,7 +1012,7 @@ public class UnitTypes{
accel = 0.08f;
drag = 0.016f;
flying = true;
- hitSize = 10f;
+ hitSize = 11f;
targetAir = false;
engineOffset = 7.8f;
range = 140f;
@@ -1041,6 +1042,7 @@ public class UnitTypes{
status = StatusEffects.blasted;
statusDuration = 60f;
+ damage = splashDamage * 0.5f;
}};
}});
}};
@@ -1254,6 +1256,7 @@ public class UnitTypes{
controller = u -> new MinerAI();
defaultCommand = UnitCommand.mineCommand;
+ allowChangeCommands = false;
flying = true;
drag = 0.06f;
@@ -1445,6 +1448,7 @@ public class UnitTypes{
healPercent = 15f;
splashDamage = 220f;
splashDamageRadius = 80f;
+ damage = splashDamage * 0.7f;
}};
}});
}};
@@ -1831,7 +1835,6 @@ public class UnitTypes{
//region naval support
retusa = new UnitType("retusa"){{
speed = 0.9f;
- targetAir = false;
drag = 0.14f;
hitSize = 11f;
health = 270;
@@ -1861,6 +1864,23 @@ public class UnitTypes{
}};
}});
+ weapons.add(new Weapon("retusa-weapon"){{
+ shootSound = Sounds.lasershoot;
+ reload = 22f;
+ x = 4.5f;
+ y = -3.5f;
+ rotateSpeed = 5f;
+ mirror = true;
+ rotate = true;
+ bullet = new LaserBoltBulletType(5.2f, 12){{
+ lifetime = 30f;
+ healPercent = 5.5f;
+ collidesTeam = true;
+ backColor = Pal.heal;
+ frontColor = Color.white;
+ }};
+ }});
+
weapons.add(new Weapon(){{
mirror = false;
rotate = true;
@@ -1912,7 +1932,7 @@ public class UnitTypes{
trailWidth = 3f;
trailLength = 8;
- splashDamage = 33f;
+ splashDamage = 40f;
splashDamageRadius = 32f;
}};
}});
@@ -2346,7 +2366,8 @@ public class UnitTypes{
//region core
alpha = new UnitType("alpha"){{
- aiController = BuilderAI::new;
+ aiController = () -> new BuilderAI(true, 400f);
+ controller = u -> u.team.isAI() ? aiController.get() : new CommandAI();
isEnemy = false;
lowAltitude = true;
@@ -2384,7 +2405,8 @@ public class UnitTypes{
}};
beta = new UnitType("beta"){{
- aiController = BuilderAI::new;
+ aiController = () -> new BuilderAI(true, 400f);
+ controller = u -> u.team.isAI() ? aiController.get() : new CommandAI();
isEnemy = false;
flying = true;
@@ -2425,7 +2447,8 @@ public class UnitTypes{
}};
gamma = new UnitType("gamma"){{
- aiController = BuilderAI::new;
+ aiController = () -> new BuilderAI(true, 400f);
+ controller = u -> u.team.isAI() ? aiController.get() : new CommandAI();
isEnemy = false;
lowAltitude = true;
@@ -2646,7 +2669,7 @@ public class UnitTypes{
width = 5f;
height = 7f;
lifetime = 15f;
- hitSize = 4f;
+ hitSize = 4f;
pierceCap = 3;
pierce = true;
pierceBuilding = true;
@@ -3524,7 +3547,7 @@ public class UnitTypes{
trailWidth = 2.2f;
trailLength = 7;
trailChance = -1f;
-
+
collidesAir = false;
despawnEffect = Fx.none;
diff --git a/core/src/mindustry/core/ContentLoader.java b/core/src/mindustry/core/ContentLoader.java
index 1e2afa02de..4e2f86410a 100644
--- a/core/src/mindustry/core/ContentLoader.java
+++ b/core/src/mindustry/core/ContentLoader.java
@@ -27,6 +27,7 @@ import static mindustry.Vars.*;
public class ContentLoader{
private ObjectMap[] contentNameMap = new ObjectMap[ContentType.all.length];
private Seq[] contentMap = new Seq[ContentType.all.length];
+ private ObjectMap nameMap = new ObjectMap<>();
private MappableContent[][] temporaryMapper;
private @Nullable LoadedMod currentMod;
private @Nullable Content lastAdded;
@@ -81,13 +82,14 @@ public class ContentLoader{
for(int k = 0; k < contentMap.length; k++){
Log.debug("[@]: loaded @", ContentType.all[k].name(), contentMap[k].size);
}
- Log.debug("Total content loaded: @", Seq.with(ContentType.all).mapInt(c -> contentMap[c.ordinal()].size).sum());
+ Log.debug("Total content loaded: @", Seq.with(ContentType.all).sum(c -> contentMap[c.ordinal()].size));
Log.debug("-------------------");
}
/** Calls Content#init() on everything. Use only after all modules have been created. */
public void init(){
initialize(Content::init);
+ initialize(Content::postInit);
if(logicVars != null) logicVars.init();
Events.fire(new ContentInitEvent());
}
@@ -187,12 +189,18 @@ public class ContentLoader{
}
}
contentNameMap[content.getContentType().ordinal()].put(content.name, content);
+ nameMap.put(content.name, content);
}
public void setTemporaryMapper(MappableContent[][] temporaryMapper){
this.temporaryMapper = temporaryMapper;
}
+ /** @return the last registered content with the specified name. Note that the content loader makes no attempt to resolve name conflicts. This method can be unreliable. */
+ public @Nullable MappableContent byName(String name){
+ return nameMap.get(name);
+ }
+
public Seq[] getContentMap(){
return contentMap;
}
diff --git a/core/src/mindustry/core/Control.java b/core/src/mindustry/core/Control.java
index bc730c44c4..dd49e90f88 100644
--- a/core/src/mindustry/core/Control.java
+++ b/core/src/mindustry/core/Control.java
@@ -16,9 +16,9 @@ import mindustry.content.*;
import mindustry.content.TechTree.*;
import mindustry.core.GameState.*;
import mindustry.entities.*;
+import mindustry.game.*;
import mindustry.game.EventType.*;
import mindustry.game.Objectives.*;
-import mindustry.game.*;
import mindustry.game.Saves.*;
import mindustry.gen.*;
import mindustry.input.*;
@@ -30,7 +30,6 @@ import mindustry.net.*;
import mindustry.type.*;
import mindustry.ui.dialogs.*;
import mindustry.world.*;
-import mindustry.world.blocks.storage.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import java.io.*;
@@ -75,6 +74,7 @@ public class Control implements ApplicationListener, Loadable{
ui.showInfo("@mods.initfailed");
});
}
+ checkAutoUnlocks();
});
Events.on(StateChangeEvent.class, event -> {
@@ -199,9 +199,9 @@ public class Control implements ApplicationListener, Loadable{
float coreDelay = 0f;
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
- coreDelay = core.landDuration();
+ coreDelay = core.launchDuration();
//delay player respawn so animation can play.
- player.deathTimer = Player.deathDelay - core.landDuration();
+ player.deathTimer = Player.deathDelay - core.launchDuration();
//TODO this sounds pretty bad due to conflict
if(settings.getInt("musicvol") > 0){
//TODO what to do if another core with different music is already playing?
@@ -215,6 +215,10 @@ public class Control implements ApplicationListener, Loadable{
}
if(state.isCampaign()){
+ if(state.rules.sector.info.importRateCache != null){
+ state.rules.sector.info.refreshImportRates(state.rules.sector.planet);
+ }
+
//don't run when hosting, that doesn't really work.
if(state.rules.sector.planet.prebuildBase){
toBePlaced.clear();
@@ -404,7 +408,7 @@ public class Control implements ApplicationListener, Loadable{
ui.planet.hide();
SaveSlot slot = sector.save;
sector.planet.setLastSector(sector);
- if(slot != null && !clearSectors && (!sector.planet.clearSectorOnLose || sector.info.hasCore)){
+ if(slot != null && !clearSectors && (!(sector.planet.clearSectorOnLose || sector.info.hasWorldProcessor) || sector.info.hasCore)){
try{
boolean hadNoCore = !sector.info.hasCore;
@@ -417,7 +421,7 @@ public class Control implements ApplicationListener, Loadable{
//if there is no base, simulate a new game and place the right loadout at the spawn position
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
- if(sector.planet.clearSectorOnLose){
+ if(sector.planet.clearSectorOnLose || sector.info.hasWorldProcessor){
playNewSector(origin, sector, reloader);
}else{
//no spawn set -> delete the sector save
@@ -441,6 +445,7 @@ public class Control implements ApplicationListener, Loadable{
state.wave = 1;
//set up default wave time
state.wavetime = state.rules.initialWaveSpacing <= 0f ? (state.rules.waveSpacing * (sector.preset == null ? 2f : sector.preset.startWaveTimeMultiplier)) : state.rules.initialWaveSpacing;
+ state.wavetime *= sector.planet.campaignRules.difficulty.waveTimeMultiplier;
//reset captured state
sector.info.wasCaptured = false;
@@ -457,7 +462,7 @@ public class Control implements ApplicationListener, Loadable{
for(var plan : state.rules.waveTeam.data().plans){
Tile tile = world.tile(plan.x, plan.y);
if(tile != null){
- tile.setBlock(content.block(plan.block), state.rules.waveTeam, plan.rotation);
+ tile.setBlock(plan.block, state.rules.waveTeam, plan.rotation);
if(plan.config != null && tile.build != null){
tile.build.configureAny(plan.config);
}
diff --git a/core/src/mindustry/core/GameState.java b/core/src/mindustry/core/GameState.java
index 17d3b3bfe9..1066e6d2a6 100644
--- a/core/src/mindustry/core/GameState.java
+++ b/core/src/mindustry/core/GameState.java
@@ -78,7 +78,7 @@ public class GameState{
}
public @Nullable Planet getPlanet(){
- return rules.sector != null ? rules.sector.planet : null;
+ return rules.sector != null ? rules.sector.planet : rules.planet;
}
public boolean isEditor(){
diff --git a/core/src/mindustry/core/Logic.java b/core/src/mindustry/core/Logic.java
index 59f9b3cdcd..328d838c4c 100644
--- a/core/src/mindustry/core/Logic.java
+++ b/core/src/mindustry/core/Logic.java
@@ -92,7 +92,7 @@ public class Logic implements ApplicationListener{
if(wavesPassed > 0){
//simulate wave counter moving forward
state.wave += wavesPassed;
- state.wavetime = state.rules.waveSpacing;
+ state.wavetime = state.rules.waveSpacing * state.getPlanet().campaignRules.difficulty.waveTimeMultiplier;
SectorDamage.applyCalculatedDamage();
}
@@ -131,6 +131,7 @@ public class Logic implements ApplicationListener{
//enable building AI on campaign unless the preset disables it
state.rules.coreIncinerates = true;
+ state.rules.allowEditWorldProcessors = false;
state.rules.waveTeam.rules().infiniteResources = true;
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
@@ -140,10 +141,6 @@ public class Logic implements ApplicationListener{
core.items.set(item, core.block.itemCapacity);
}
}
-
- //set up hidden items
- state.rules.hiddenBuildItems.clear();
- state.rules.hiddenBuildItems.addAll(state.rules.sector.planet.hiddenItems);
}
//save settings
@@ -213,8 +210,7 @@ public class Logic implements ApplicationListener{
var bounds = tile.block().bounds(tile.x, tile.y, Tmp.r1);
while(it.hasNext()){
BlockPlan b = it.next();
- Block block = content.block(b.block);
- if(bounds.overlaps(block.bounds(b.x, b.y, Tmp.r2))){
+ if(bounds.overlaps(b.block.bounds(b.x, b.y, Tmp.r2))){
b.removed = true;
it.remove();
}
@@ -225,7 +221,7 @@ public class Logic implements ApplicationListener{
public void play(){
state.set(State.playing);
//grace period of 2x wave time before game starts
- state.wavetime = state.rules.initialWaveSpacing <= 0 ? state.rules.waveSpacing * 2 : state.rules.initialWaveSpacing;
+ state.wavetime = (state.rules.initialWaveSpacing <= 0 ? state.rules.waveSpacing * 2 : state.rules.initialWaveSpacing) * (state.isCampaign() ? state.getPlanet().campaignRules.difficulty.waveTimeMultiplier : 1f);;
Events.fire(new PlayEvent());
//add starting items
@@ -274,7 +270,7 @@ public class Logic implements ApplicationListener{
public void runWave(){
spawner.spawnEnemies();
state.wave++;
- state.wavetime = state.rules.waveSpacing;
+ state.wavetime = state.rules.waveSpacing * (state.isCampaign() ? state.getPlanet().campaignRules.difficulty.waveTimeMultiplier : 1f);
Events.fire(new WaveEvent());
}
@@ -398,8 +394,8 @@ public class Logic implements ApplicationListener{
public static void researched(Content content){
if(!(content instanceof UnlockableContent u)) return;
- boolean was = u.unlockedNow();
- state.rules.researched.add(u.name);
+ boolean was = u.unlockedNowHost();
+ state.rules.researched.add(u);
if(!was){
Events.fire(new UnlockEvent(u));
@@ -409,7 +405,9 @@ public class Logic implements ApplicationListener{
@Override
public void dispose(){
//save the settings before quitting
- netServer.admins.forceSave();
+ if(netServer != null){
+ netServer.admins.forceSave();
+ }
Core.settings.manualSave();
}
@@ -431,6 +429,8 @@ public class Logic implements ApplicationListener{
}
if(!state.isPaused()){
+ Events.fire(Trigger.beforeGameUpdate);
+
float delta = Core.graphics.getDeltaTime();
state.tick += Float.isNaN(delta) || Float.isInfinite(delta) ? 0f : delta * 60f;
state.updateId ++;
@@ -490,6 +490,8 @@ public class Logic implements ApplicationListener{
Groups.weather.each(w -> state.envAttrs.add(w.weather.attrs, w.opacity));
Groups.update();
+
+ Events.fire(Trigger.afterGameUpdate);
}
if(runStateCheck){
diff --git a/core/src/mindustry/core/NetClient.java b/core/src/mindustry/core/NetClient.java
index 8d3ac0bd19..32c4543043 100644
--- a/core/src/mindustry/core/NetClient.java
+++ b/core/src/mindustry/core/NetClient.java
@@ -10,6 +10,7 @@ import arc.util.*;
import arc.util.CommandHandler.*;
import arc.util.io.*;
import arc.util.serialization.*;
+import arc.util.serialization.JsonValue.*;
import mindustry.*;
import mindustry.annotations.Annotations.*;
import mindustry.core.GameState.*;
@@ -18,6 +19,7 @@ import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.game.Teams.*;
import mindustry.gen.*;
+import mindustry.io.*;
import mindustry.logic.*;
import mindustry.net.Administration.*;
import mindustry.net.*;
@@ -32,10 +34,12 @@ import java.util.zip.*;
import static mindustry.Vars.*;
public class NetClient implements ApplicationListener{
+ private static final long entitySnapshotTimeout = 1000 * 20;
private static final float dataTimeout = 60 * 30;
/** ticks between syncs, e.g. 5 means 60/5 = 12 syncs/sec*/
private static final float playerSyncTime = 4;
private static final Reads dataReads = new Reads(null);
+ private static final JsonValue tmpJsonMap = new JsonValue(ValueType.object);
private long ping;
private Interval timer = new Interval(5);
@@ -47,6 +51,8 @@ public class NetClient implements ApplicationListener{
private boolean quietReset = false;
/** Counter for data timeout. */
private float timeoutTime = 0f;
+ /** Timestamp for last UDP state snapshot received. */
+ private long lastSnapshotTimestamp;
/** Last sent client snapshot ID. */
private int lastSent;
@@ -57,6 +63,8 @@ public class NetClient implements ApplicationListener{
private DataInputStream dataStream = new DataInputStream(byteStream);
/** Packet handlers for custom types of messages. */
private ObjectMap>> customPacketHandlers = new ObjectMap<>();
+ /** Packet handlers for custom types of messages, in binary. */
+ private ObjectMap>> customBinaryPacketHandlers = new ObjectMap<>();
public NetClient(){
@@ -147,10 +155,34 @@ public class NetClient implements ApplicationListener{
return customPacketHandlers.get(type, Seq::new);
}
+ public void addBinaryPacketHandler(String type, Cons handler){
+ customBinaryPacketHandlers.get(type, Seq::new).add(handler);
+ }
+
+ public Seq> getBinaryPacketHandlers(String type){
+ return customBinaryPacketHandlers.get(type, Seq::new);
+ }
+
+ @Remote(targets = Loc.server, variants = Variant.both)
+ public static void clientBinaryPacketReliable(String type, byte[] contents){
+ var arr = netClient.customBinaryPacketHandlers.get(type);
+ if(arr != null){
+ for(var c : arr){
+ c.get(contents);
+ }
+ }
+ }
+
+ @Remote(targets = Loc.server, variants = Variant.both, unreliable = true)
+ public static void clientBinaryPacketUnreliable(String type, byte[] contents){
+ clientBinaryPacketReliable(type, contents);
+ }
+
@Remote(targets = Loc.server, variants = Variant.both)
public static void clientPacketReliable(String type, String contents){
- if(netClient.customPacketHandlers.containsKey(type)){
- for(Cons c : netClient.customPacketHandlers.get(type)){
+ var arr = netClient.customPacketHandlers.get(type);
+ if(arr != null){
+ for(Cons c : arr){
c.get(contents);
}
}
@@ -290,7 +322,7 @@ public class NetClient implements ApplicationListener{
ui.join.connect(ip, port);
}
- @Remote(targets = Loc.client)
+ @Remote(targets = Loc.client, priority = PacketPriority.high)
public static void ping(Player player, long time){
Call.pingResponse(player.con, time);
}
@@ -340,6 +372,18 @@ public class NetClient implements ApplicationListener{
state.rules = rules;
}
+ @Remote(variants = Variant.both)
+ public static void setRule(String rule, String jsonData){
+ try{
+ //readField searches for the specified value, so create a fake parent for it.
+ tmpJsonMap.child = null;
+ tmpJsonMap.addChild(rule, new JsonReader().parse(jsonData));
+ JsonIO.json.readField(state.rules, rule, tmpJsonMap);
+ }catch(Throwable error){
+ Log.err("Failed to read rule", error);
+ }
+ }
+
//NOTE: avoid using this, runs into packet/buffer size limitations
@Remote(variants = Variant.both)
public static void setObjectives(MapObjectives executor){
@@ -437,6 +481,7 @@ public class NetClient implements ApplicationListener{
@Remote(variants = Variant.one, priority = PacketPriority.low, unreliable = true)
public static void entitySnapshot(short amount, byte[] data){
try{
+ netClient.lastSnapshotTimestamp = Time.millis();
netClient.byteStream.setBytes(data);
DataInputStream input = netClient.dataStream;
@@ -534,7 +579,18 @@ public class NetClient implements ApplicationListener{
if(!net.client()) return;
if(state.isGame()){
- if(!connecting) sync();
+ if(!connecting){
+ sync();
+
+ //timeout if UDP snapshot packets are not received for a while
+ if(lastSnapshotTimestamp > 0 && Time.timeSinceMillis(lastSnapshotTimestamp) > entitySnapshotTimeout){
+ Log.err("Timed out after not received UDP snapshots.");
+ quiet = true;
+ ui.showErrorMessage("@disconnect.snapshottimeout");
+ net.disconnect();
+ lastSnapshotTimestamp = 0;
+ }
+ }
}else if(!connecting){
net.disconnect();
}else{ //...must be connecting
@@ -571,6 +627,7 @@ public class NetClient implements ApplicationListener{
Core.app.post(Call::connectConfirm);
Time.runTask(40f, platform::updateRPC);
Core.app.post(ui.loadfrag::hide);
+ lastSnapshotTimestamp = Time.millis();
}
private void reset(){
@@ -581,6 +638,7 @@ public class NetClient implements ApplicationListener{
quietReset = false;
quiet = false;
lastSent = 0;
+ lastSnapshotTimestamp = 0;
Groups.clear();
ui.chatfrag.clearMessages();
diff --git a/core/src/mindustry/core/NetServer.java b/core/src/mindustry/core/NetServer.java
index 3558877cbb..b882706e83 100644
--- a/core/src/mindustry/core/NetServer.java
+++ b/core/src/mindustry/core/NetServer.java
@@ -117,6 +117,8 @@ public class NetServer implements ApplicationListener{
private DataOutputStream dataStream = new DataOutputStream(syncStream);
/** Packet handlers for custom types of messages. */
private ObjectMap>> customPacketHandlers = new ObjectMap<>();
+ /** Packet handlers for custom types of messages - binary version. */
+ private ObjectMap>> customBinaryPacketHandlers = new ObjectMap<>();
/** Packet handlers for logic client data */
private ObjectMap>> logicClientDataHandlers = new ObjectMap<>();
@@ -423,7 +425,7 @@ public class NetServer implements ApplicationListener{
}
});
- clientCommands.register("vote", "", "Vote to kick the current player. Admin can cancel the voting with 'c'.", (arg, player) -> {
+ clientCommands.register("vote", "", "Vote to kick the current player. Admins can cancel the voting with 'c'.", (arg, player) -> {
if(currentlyKicking == null){
player.sendMessage("[scarlet]Nobody is being voted on.");
}else{
@@ -517,6 +519,14 @@ public class NetServer implements ApplicationListener{
return customPacketHandlers.get(type, Seq::new);
}
+ public void addBinaryPacketHandler(String type, Cons2 handler){
+ customBinaryPacketHandlers.get(type, Seq::new).add(handler);
+ }
+
+ public Seq> getBinaryPacketHandlers(String type){
+ return customBinaryPacketHandlers.get(type, Seq::new);
+ }
+
public void addLogicDataHandler(String type, Cons2 handler){
logicClientDataHandlers.get(type, Seq::new).add(handler);
}
@@ -589,6 +599,20 @@ public class NetServer implements ApplicationListener{
serverPacketReliable(player, type, contents);
}
+ @Remote(targets = Loc.client)
+ public static void serverBinaryPacketReliable(Player player, String type, byte[] contents){
+ if(netServer.customPacketHandlers.containsKey(type)){
+ for(var c : netServer.customBinaryPacketHandlers.get(type)){
+ c.get(player, contents);
+ }
+ }
+ }
+
+ @Remote(targets = Loc.client, unreliable = true)
+ public static void serverBinaryPacketUnreliable(Player player, String type, byte[] contents){
+ serverBinaryPacketReliable(player, type, contents);
+ }
+
@Remote(targets = Loc.client)
public static void clientLogicDataReliable(Player player, String channel, Object value){
Seq> handlers = netServer.logicClientDataHandlers.get(channel);
@@ -608,7 +632,7 @@ public class NetServer implements ApplicationListener{
return Float.isInfinite(f) || Float.isNaN(f);
}
- @Remote(targets = Loc.client, unreliable = true)
+ @Remote(targets = Loc.client, unreliable = true, priority = PacketPriority.high)
public static void clientSnapshot(
Player player,
int snapshotID,
@@ -674,7 +698,7 @@ public class NetServer implements ApplicationListener{
//auto-skip done requests
if(req.breaking && tile.block() == Blocks.air){
continue;
- }else if(!req.breaking && tile.block() == req.block && (!req.block.rotate || (tile.build != null && tile.build.rotation == req.rotation))){
+ }else if(!req.breaking && tile.block() == req.block && tile.team() != Team.derelict && (!req.block.rotate || (tile.build != null && tile.build.rotation == req.rotation))){
continue;
}else if(con.rejectedRequests.contains(r -> r.breaking == req.breaking && r.x == req.x && r.y == req.y)){ //check if request was recently rejected, and skip it if so
continue;
@@ -791,7 +815,7 @@ public class NetServer implements ApplicationListener{
}
case trace -> {
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, stats.ips.toArray(String.class), stats.names.toArray(String.class));
+ TraceInfo info = new TraceInfo(other.con.address, other.uuid(), other.locale, other.con.modclient, other.con.mobile, stats.timesJoined, stats.timesKicked, stats.ips.toArray(String.class), stats.names.toArray(String.class));
if(player.con != null){
Call.traceInfo(player.con, other, info);
}else{
@@ -806,7 +830,7 @@ public class NetServer implements ApplicationListener{
}
}
- @Remote(targets = Loc.client)
+ @Remote(targets = Loc.client, priority = PacketPriority.high)
public static void connectConfirm(Player player){
if(player.con.kicked) return;
@@ -1058,7 +1082,7 @@ public class NetServer implements ApplicationListener{
try{
writeEntitySnapshot(player);
}catch(IOException e){
- e.printStackTrace();
+ Log.err(e);
}
});
diff --git a/core/src/mindustry/core/Renderer.java b/core/src/mindustry/core/Renderer.java
index ae3ae07e38..00fb77bfaf 100644
--- a/core/src/mindustry/core/Renderer.java
+++ b/core/src/mindustry/core/Renderer.java
@@ -20,15 +20,14 @@ import mindustry.graphics.*;
import mindustry.graphics.g3d.*;
import mindustry.maps.*;
import mindustry.type.*;
-import mindustry.world.blocks.storage.*;
-import mindustry.world.blocks.storage.CoreBlock.*;
+import mindustry.world.blocks.*;
import static arc.Core.*;
import static mindustry.Vars.*;
public class Renderer implements ApplicationListener{
/** These are global variables, for headless access. Cached. */
- public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
+ public static float laserOpacity = 0.5f, unitLaserOpacity = 1f, bridgeOpacity = 0.75f;
public final BlockRenderer blocks = new BlockRenderer();
public final FogRenderer fog = new FogRenderer();
@@ -51,8 +50,7 @@ public class Renderer implements ApplicationListener{
public TextureRegion[][] fluidFrames;
//currently landing core, null if there are no cores or it has finished landing.
- private @Nullable CoreBuild landCore;
- private @Nullable CoreBlock launchCoreType;
+ private @Nullable LaunchAnimator launchAnimator;
private Color clearColor = new Color(0f, 0f, 0f, 1f);
private float
//target camera scale that is lerp-ed to
@@ -61,8 +59,6 @@ public class Renderer implements ApplicationListener{
camerascale = targetscale,
//starts at coreLandDuration, ends at 0. if positive, core is landing.
landTime,
- //timer for core landing particles
- landPTimer,
//intensity for screen shake
shakeIntensity,
//reduction rate of screen shake
@@ -162,6 +158,7 @@ public class Renderer implements ApplicationListener{
float dest = Mathf.clamp(Mathf.round(baseTarget, 0.5f), minScale(), maxScale());
camerascale = Mathf.lerpDelta(camerascale, dest, 0.1f);
if(Mathf.equal(camerascale, dest, 0.001f)) camerascale = dest;
+ unitLaserOpacity = settings.getInt("unitlaseropacity") / 100f;
laserOpacity = settings.getInt("lasersopacity") / 100f;
bridgeOpacity = settings.getInt("bridgeopacity") / 100f;
animateShields = settings.getBool("animatedshields");
@@ -172,21 +169,21 @@ public class Renderer implements ApplicationListener{
pixelate = settings.getBool("pixelate");
//don't bother drawing landing animation if core is null
- if(landCore == null) landTime = 0f;
+ if(launchAnimator == null) landTime = 0f;
if(landTime > 0){
- if(!state.isPaused()) landCore.updateLaunching();
+ if(!state.isPaused()) launchAnimator.updateLaunch();
weatherAlpha = 0f;
- camerascale = landCore.zoomLaunching();
+ camerascale = launchAnimator.zoomLaunch();
if(!state.isPaused()) landTime -= Time.delta;
}else{
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
}
- if(landCore != null && landTime <= 0f){
- landCore.endLaunch();
- landCore = null;
+ if(launchAnimator != null && landTime <= 0f){
+ launchAnimator.endLaunch();
+ launchAnimator = null;
}
camera.width = graphics.getWidth() / camerascale;
@@ -339,6 +336,8 @@ public class Renderer implements ApplicationListener{
Draw.draw(Layer.effect + 0.02f, bloom::render);
}
+ control.input.drawCommanded();
+
Draw.draw(Layer.plans, overlays::drawBottom);
if(animateShields && Shaders.shield != null){
@@ -376,9 +375,14 @@ public class Renderer implements ApplicationListener{
Draw.draw(Layer.overlayUI, overlays::drawTop);
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
Draw.draw(Layer.space, () -> {
- if(landCore == null || landTime <= 0f) return;
- landCore.drawLanding(launching && launchCoreType != null ? launchCoreType : (CoreBlock)landCore.block);
+ if(launchAnimator == null || landTime <= 0f) return;
+ launchAnimator.drawLaunch();
});
+ if(launchAnimator != null){
+ Draw.z(Layer.space);
+ launchAnimator.drawLaunchGlobalZ();
+ Draw.reset();
+ }
Events.fire(Trigger.drawOver);
blocks.drawBlocks();
@@ -502,65 +506,41 @@ public class Renderer implements ApplicationListener{
return launching;
}
- public CoreBlock getLaunchCoreType(){
- return launchCoreType;
- }
-
public float getLandTime(){
return landTime;
}
public float getLandTimeIn(){
- if(landCore == null) return 0f;
- float fin = landTime / landCore.landDuration();
+ if(launchAnimator == null) return 0f;
+ float fin = landTime / launchAnimator.launchDuration();
if(!launching) fin = 1f - fin;
return fin;
}
- public float getLandPTimer(){
- return landPTimer;
- }
-
- public void setLandPTimer(float landPTimer){
- this.landPTimer = landPTimer;
- }
-
- @Deprecated
- public void showLanding(){
- var core = player.bestCore();
- if(core != null) showLanding(core);
- }
-
- public void showLanding(CoreBuild landCore){
- this.landCore = landCore;
+ public void showLanding(LaunchAnimator landCore){
+ this.launchAnimator = landCore;
launching = false;
- landTime = landCore.landDuration();
+ landTime = landCore.launchDuration();
- landCore.beginLaunch(null);
- camerascale = landCore.zoomLaunching();
+ landCore.beginLaunch(false);
+ camerascale = landCore.zoomLaunch();
}
- @Deprecated
- public void showLaunch(CoreBlock coreType){
- var core = player.team().core();
- if(core != null) showLaunch(core, coreType);
- }
-
- public void showLaunch(CoreBuild landCore, CoreBlock coreType){
+ public void showLaunch(LaunchAnimator landCore){
control.input.config.hideConfig();
+ control.input.planConfig.hide();
control.input.inv.hide();
- this.landCore = landCore;
+ this.launchAnimator = landCore;
launching = true;
- landTime = landCore.landDuration();
- launchCoreType = coreType;
+ landTime = landCore.launchDuration();
Music music = landCore.launchMusic();
music.stop();
music.play();
music.setVolume(settings.getInt("musicvol") / 100f);
- landCore.beginLaunch(coreType);
+ landCore.beginLaunch(true);
}
public void takeMapScreenshot(){
diff --git a/core/src/mindustry/core/UI.java b/core/src/mindustry/core/UI.java
index 085f97d6d8..1eb38240d1 100644
--- a/core/src/mindustry/core/UI.java
+++ b/core/src/mindustry/core/UI.java
@@ -628,6 +628,7 @@ public class UI implements ApplicationListener, Loadable{
int option = 0;
for(var optionsRow : options){
+ if(optionsRow.length == 0) continue;
Table buttonRow = table.row().table().get().row();
int fullWidth = 400 - (optionsRow.length - 1) * 8; // adjust to count padding as well
int width = fullWidth / optionsRow.length;
diff --git a/core/src/mindustry/core/Version.java b/core/src/mindustry/core/Version.java
index 73bbd59416..c79594eebd 100644
--- a/core/src/mindustry/core/Version.java
+++ b/core/src/mindustry/core/Version.java
@@ -12,6 +12,8 @@ public class Version{
public static String type = "unknown";
/** Build modifier, e.g. 'alpha' or 'release' */
public static String modifier = "unknown";
+ /** Git commit hash (short) */
+ public static String commitHash = "unknown";
/** Number specifying the major version, e.g. '4' */
public static int number;
/** Build number, e.g. '43'. set to '-1' for custom builds. */
@@ -32,6 +34,7 @@ public class Version{
type = map.get("type");
number = Integer.parseInt(map.get("number", "4"));
modifier = map.get("modifier");
+ commitHash = map.get("commitHash");
if(map.get("build").contains(".")){
String[] split = map.get("build").split("\\.");
try{
@@ -73,6 +76,6 @@ public class Version{
if(build == -1){
return "custom build";
}
- return (type.equals("official") ? modifier : type) + " build " + build + (revision == 0 ? "" : "." + revision);
+ return (type.equals("official") ? modifier : type) + " build " + build + (revision == 0 ? "" : "." + revision) + (commitHash.equals("unknown") ? "" : " (" + commitHash + ")");
}
}
diff --git a/core/src/mindustry/core/World.java b/core/src/mindustry/core/World.java
index 92e3e46a8c..a9e858a0c7 100644
--- a/core/src/mindustry/core/World.java
+++ b/core/src/mindustry/core/World.java
@@ -321,8 +321,6 @@ public class World{
state.rules.cloudColor = sector.planet.landCloudColor;
state.rules.env = sector.planet.defaultEnv;
state.rules.planet = sector.planet;
- state.rules.hiddenBuildItems.clear();
- state.rules.hiddenBuildItems.addAll(sector.planet.hiddenItems);
sector.planet.applyRules(state.rules);
sector.info.resources = content.toSeq();
sector.info.resources.sort(Structs.comps(Structs.comparing(Content::getContentType), Structs.comparingInt(c -> c.id)));
diff --git a/core/src/mindustry/ctype/Content.java b/core/src/mindustry/ctype/Content.java
index 58a75b4dc8..97816377e2 100644
--- a/core/src/mindustry/ctype/Content.java
+++ b/core/src/mindustry/ctype/Content.java
@@ -25,6 +25,9 @@ public abstract class Content implements Comparable{
/** Called after all content and modules are created. Do not use to load regions or texture data! */
public void init(){}
+ /** Called after init(). */
+ public void postInit(){}
+
/**
* Called after all content is created, only on non-headless versions.
* Use for loading regions or other image data.
diff --git a/core/src/mindustry/ctype/UnlockableContent.java b/core/src/mindustry/ctype/UnlockableContent.java
index c8eacc4f6a..f8fdc28679 100644
--- a/core/src/mindustry/ctype/UnlockableContent.java
+++ b/core/src/mindustry/ctype/UnlockableContent.java
@@ -9,6 +9,7 @@ import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
+import mindustry.content.*;
import mindustry.content.TechTree.*;
import mindustry.game.EventType.*;
import mindustry.graphics.*;
@@ -31,12 +32,12 @@ public abstract class UnlockableContent extends MappableContent{
public boolean alwaysUnlocked = false;
/** Whether to show the description in the research dialog preview. */
public boolean inlineDescription = true;
- /** Whether details of blocks are hidden in custom games if they haven't been unlocked in campaign mode. */
+ /** Whether details are hidden in custom games if this hasn't been unlocked in campaign mode. */
public boolean hideDetails = true;
+ /** Whether this is hidden from the Core Database. */
+ public boolean hideDatabase = false;
/** If false, all icon generation is disabled for this content; createIcons is not called. */
public boolean generateIcons = true;
- /** Special logic icon ID. */
- public int iconId = 0;
/** How big the content appears in certain selection menus */
public float selectionSize = 24f;
/** Icon of the content to use in UI. */
@@ -45,11 +46,24 @@ public abstract class UnlockableContent extends MappableContent{
public TextureRegion fullIcon;
/** Override for the full icon. Useful for mod content with duplicate icons. Overrides any other full icon.*/
public String fullOverride = "";
+ /** If true, this content will appear in all database tabs. */
+ public boolean allDatabaseTabs = false;
+ /**
+ * Planets that this content is made for. If empty, a planet is decided based on item requirements.
+ * Currently, this is only meaningful for blocks.
+ * */
+ public ObjectSet shownPlanets = new ObjectSet<>();
+ /**
+ * Content - usually a planet - that dictates which database tab(s) this content will appear in.
+ * If nothing is defined, it will use the values in shownPlanets.
+ * If shownPlanets is also empty, it will use Serpulo as the "default" tab.
+ * */
+ public ObjectSet databaseTabs = new ObjectSet<>();
/** The tech tree node for this content, if applicable. Null if not part of a tech tree. */
public @Nullable TechNode techNode;
/** Tech nodes for all trees that this content is part of. */
public Seq techNodes = new Seq<>();
- /** Unlock state. Loaded from settings. Do not modify outside of the constructor. */
+ /** Unlock state. Loaded from settings. Do not modify outside the constructor. */
protected boolean unlocked;
public UnlockableContent(String name){
@@ -61,6 +75,13 @@ public abstract class UnlockableContent extends MappableContent{
this.unlocked = Core.settings != null && Core.settings.getBool(this.name + "-unlocked", false);
}
+ @Override
+ public void postInit(){
+ super.postInit();
+
+ databaseTabs.addAll(shownPlanets);
+ }
+
@Override
public void loadIcon(){
fullIcon =
@@ -74,6 +95,10 @@ public abstract class UnlockableContent extends MappableContent{
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
}
+ public boolean isOnPlanet(@Nullable Planet planet){
+ return planet == null || planet == Planets.sun || shownPlanets.isEmpty() || shownPlanets.contains(planet);
+ }
+
public int getLogicId(){
return logicVars.lookupLogicId(this);
}
@@ -200,15 +225,24 @@ public abstract class UnlockableContent extends MappableContent{
}
public boolean unlockedNowHost(){
- if(!state.isCampaign()) return true;
+ return !state.isCampaign() || unlockedHost();
+ }
+
+ /** @return in multiplayer, whether this is unlocked for the host player, otherwise, whether it is unlocked for the local player (same as unlocked()) */
+ public boolean unlockedHost(){
return net != null && net.client() ?
- alwaysUnlocked || state.rules.researched.contains(name) :
+ alwaysUnlocked || state.rules.researched.contains(this) :
unlocked || alwaysUnlocked;
}
+ /** @return whether this content is unlocked, or the player is in a custom (non-campaign) game. */
+ public boolean unlockedNow(){
+ return unlocked() || !state.isCampaign();
+ }
+
public boolean unlocked(){
return net != null && net.client() ?
- alwaysUnlocked || unlocked || state.rules.researched.contains(name) :
+ alwaysUnlocked || unlocked || state.rules.researched.contains(this) :
unlocked || alwaysUnlocked;
}
@@ -220,11 +254,6 @@ public abstract class UnlockableContent extends MappableContent{
}
}
- /** @return whether this content is unlocked, or the player is in a custom (non-campaign) game. */
- public boolean unlockedNow(){
- return unlocked() || !state.isCampaign();
- }
-
public boolean locked(){
return !unlocked();
}
diff --git a/core/src/mindustry/editor/BannedContentDialog.java b/core/src/mindustry/editor/BannedContentDialog.java
new file mode 100644
index 0000000000..2a15742195
--- /dev/null
+++ b/core/src/mindustry/editor/BannedContentDialog.java
@@ -0,0 +1,210 @@
+package mindustry.editor;
+
+import arc.*;
+import arc.func.*;
+import arc.graphics.*;
+import arc.graphics.g2d.*;
+import arc.scene.style.*;
+import arc.scene.ui.*;
+import arc.scene.ui.layout.*;
+import arc.struct.*;
+import arc.util.*;
+import mindustry.ctype.*;
+import mindustry.gen.*;
+import mindustry.graphics.*;
+import mindustry.type.*;
+import mindustry.ui.*;
+import mindustry.ui.dialogs.*;
+import mindustry.world.*;
+
+import static mindustry.Vars.*;
+
+public class BannedContentDialog extends BaseDialog{
+ private final ContentType type;
+ private Table selectedTable;
+ private Table deselectedTable;
+ private ObjectSet contentSet;
+ private final Boolf pred;
+ private String contentSearch;
+ private Category selectedCategory;
+ private Seq filteredContent;
+
+ public BannedContentDialog(String title, ContentType type, Boolf pred){
+ super(title);
+ this.type = type;
+ this.pred = pred;
+ contentSearch = "";
+
+ selectedTable = new Table();
+ deselectedTable = new Table();
+
+ addCloseButton();
+
+ shown(this::build);
+ resized(this::build);
+ }
+
+ public void show(ObjectSet contentSet){
+ this.contentSet = contentSet;
+ show();
+ }
+
+ public void build(){
+ cont.clear();
+
+ var cell = cont.table(t -> {
+ t.table(s -> {
+ s.label(() -> "@search").padRight(10);
+ var field = s.field(contentSearch, value -> {
+ contentSearch = value;
+ rebuildTables();
+ }).get();
+ s.button(Icon.cancel, Styles.emptyi, () -> {
+ contentSearch = "";
+ field.setText("");
+ rebuildTables();
+ }).padLeft(10f).size(35f);
+ });
+ if(type == ContentType.block){
+ t.row();
+ t.table(c -> {
+ c.marginTop(8f);
+ c.defaults().marginRight(4f);
+ for(Category category : Category.values()){
+ c.button(ui.getIcon(category.name()), Styles.squareTogglei, () -> {
+ if(selectedCategory == category){
+ selectedCategory = null;
+ }else{
+ selectedCategory = category;
+ }
+ rebuildTables();
+ }).size(45f).update(i -> i.setChecked(selectedCategory == category)).padLeft(4f);
+ }
+ c.add("").padRight(4f);
+ }).center();
+ }
+ });
+ cont.row();
+ if(!Core.graphics.isPortrait()) cell.colspan(2);
+
+ filteredContent = content.getBy(type).select(pred);
+ if(!contentSearch.isEmpty()) filteredContent.removeAll(content -> !content.localizedName.toLowerCase().contains(contentSearch.toLowerCase()));
+
+ cont.table(table -> {
+ if(type == ContentType.block){
+ table.add("@bannedblocks").color(Color.valueOf("f25555")).padBottom(-1).top().row();
+ }else{
+ table.add("@bannedunits").color(Color.valueOf("f25555")).padBottom(-1).top().row();
+ }
+
+ table.image().color(Color.valueOf("f25555")).height(3f).padBottom(5f).fillX().expandX().top().row();
+ table.pane(table2 -> selectedTable = table2).fill().expand().row();
+ table.button("@addall", Icon.add, () -> {
+ contentSet.addAll(filteredContent);
+ rebuildTables();
+ }).disabled(button -> contentSet.toSeq().containsAll(filteredContent)).padTop(10f).bottom().fillX();
+ }).fill().expandY().uniform();
+
+ if(Core.graphics.isPortrait()) cont.row();
+
+ var cell2 = cont.table(table -> {
+ if(type == ContentType.block){
+ table.add("@unbannedblocks").color(Pal.accent).padBottom(-1).top().row();
+ }else{
+ table.add("@unbannedunits").color(Pal.accent).padBottom(-1).top().row();
+ }
+
+ table.image().color(Pal.accent).height(3f).padBottom(5f).fillX().top().row();
+ table.pane(table2 -> deselectedTable = table2).fill().expand().row();
+ table.button("@addall", Icon.add, () -> {
+ contentSet.removeAll(filteredContent);
+ rebuildTables();
+ }).disabled(button -> {
+ Seq array = content.getBy(type);
+ array = array.copy();
+ array.removeAll(contentSet.toSeq());
+ return array.containsAll(filteredContent);
+ }).padTop(10f).bottom().fillX();
+ }).fill().expandY().uniform();
+ if(Core.graphics.isPortrait()){
+ cell2.padTop(10f);
+ }else{
+ cell2.padLeft(10f);
+ }
+
+ rebuildTables();
+ }
+
+ private void rebuildTables(){
+ filteredContent.clear();
+ filteredContent = content.getBy(type);
+ filteredContent = filteredContent.select(pred);
+
+ if(!contentSearch.isEmpty()) filteredContent.removeAll(content -> !content.localizedName.toLowerCase().contains(contentSearch.toLowerCase()));
+ if(type == ContentType.block){
+ filteredContent.removeAll(content -> selectedCategory != null && ((Block)content).category != selectedCategory);
+ }
+
+ rebuildTable(selectedTable, true);
+ rebuildTable(deselectedTable, false);
+ }
+
+ private void rebuildTable(Table table, boolean isSelected){
+ table.clear();
+
+ int cols;
+ if(Core.graphics.isPortrait()){
+ cols = Math.max(4, (int)((Core.graphics.getWidth() / Scl.scl() - 100f) / 50f));
+ }else{
+ cols = Math.max(4, (int)((Core.graphics.getWidth() / Scl.scl() - 300f) / 50f / 2));
+ }
+
+ if((isSelected && contentSet.isEmpty()) || (!isSelected && contentSet.size == content.getBy(type).count(pred))){
+ table.add("@empty").width(50f * cols).padBottom(5f).get().setAlignment(Align.center);
+ }else{
+ Seq array;
+ if(!isSelected){
+ array = content.getBy(type);
+ array = array.copy();
+ array.removeAll(contentSet.toSeq());
+ }else{
+ array = contentSet.toSeq();
+ }
+ array.sort();
+ array.removeAll(content -> !filteredContent.contains(content));
+
+ if(array.isEmpty()){
+ table.add("@empty").width(50f * cols).padBottom(5f).get().setAlignment(Align.center);
+ return;
+ }
+ int i = 0;
+ boolean requiresPad = true;
+
+ for(T content : array){
+ TextureRegion region = content.uiIcon;
+
+ ImageButton button = new ImageButton(Tex.whiteui, Styles.clearNonei);
+ button.getStyle().imageUp = new TextureRegionDrawable(region);
+ button.resizeImage(8 * 4f);
+ if(isSelected) button.clicked(() -> {
+ contentSet.remove(content);
+ rebuildTables();
+ });
+ else button.clicked(() -> {
+ contentSet.add(content);
+ rebuildTables();
+ });
+ table.add(button).size(50f).tooltip(content.localizedName);
+
+ if(++i % cols == 0){
+ table.row();
+ requiresPad = false;
+ }
+ }
+
+ if(requiresPad){
+ table.add("").padRight(50f * (cols - i));
+ }
+ }
+ }
+}
diff --git a/core/src/mindustry/editor/MapEditorDialog.java b/core/src/mindustry/editor/MapEditorDialog.java
index a4c2de9dc3..ad35a4a45f 100644
--- a/core/src/mindustry/editor/MapEditorDialog.java
+++ b/core/src/mindustry/editor/MapEditorDialog.java
@@ -172,21 +172,18 @@ public class MapEditorDialog extends Dialog implements Disposable{
menu.cont.row();
}
- //wip feature
- if(experimental){
- menu.cont.button("@editor.sectorgenerate", Icon.terrain, () -> {
- menu.hide();
- sectorGenDialog.show();
- }).padTop(!steam ? -3 : 1).size(swidth * 2f + 10, 60f);
- menu.cont.row();
- }
+ menu.cont.button("@editor.sectorgenerate", Icon.terrain, () -> {
+ menu.hide();
+ sectorGenDialog.show();
+ }).padTop(!steam ? -3 : 1).size(swidth * 2f + 10, 60f);
+ menu.cont.row();
menu.cont.row();
menu.cont.button("@quit", Icon.exit, () -> {
tryExit();
menu.hide();
- }).padTop(!steam && !experimental ? -3 : 1).size(swidth * 2f + 10, 60f);
+ }).padTop(1).size(swidth * 2f + 10, 60f);
resizeDialog = new MapResizeDialog((width, height, shiftX, shiftY) -> {
if(!(editor.width() == width && editor.height() == height && shiftX == 0 && shiftY == 0)){
@@ -271,6 +268,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
));
world.endMapLoad();
player.set(world.width() * tilesize/2f, world.height() * tilesize/2f);
+ Core.camera.position.set(player);
player.clearUnit();
for(var unit : Groups.unit){
@@ -695,28 +693,6 @@ public class MapEditorDialog extends Dialog implements Disposable{
editor.undo();
}
- //more undocumented features, fantastic
- if(Core.input.keyTap(KeyCode.t)){
-
- //clears all 'decoration' from the map
- for(int x = 0; x < editor.width(); x++){
- for(int y = 0; y < editor.height(); y++){
- Tile tile = editor.tile(x, y);
- if(tile.block().breakable && tile.block() instanceof Prop){
- tile.setBlock(Blocks.air);
- editor.renderer.updatePoint(x, y);
- }
-
- if(tile.overlay() != Blocks.air && tile.overlay() != Blocks.spawn){
- tile.setOverlay(Blocks.air);
- editor.renderer.updatePoint(x, y);
- }
- }
- }
-
- editor.flushOp();
- }
-
if(Core.input.keyTap(KeyCode.y)){
editor.redo();
}
@@ -737,7 +713,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
private void addBlockSelection(Table cont){
blockSelection = new Table();
- pane = new ScrollPane(blockSelection);
+ pane = new ScrollPane(blockSelection, Styles.smallPane);
pane.setFadeScrollBars(false);
pane.setOverscroll(true, false);
pane.exited(() -> {
@@ -754,7 +730,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
cont.row();
cont.table(Tex.underline, extra -> extra.labelWrap(() -> editor.drawBlock.localizedName).width(200f).center()).growX();
cont.row();
- cont.add(pane).expandY().top().left();
+ cont.add(pane).expandY().growX().top().left();
rebuildBlockSelection("");
}
@@ -784,7 +760,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|| (!searchText.isEmpty() && !block.localizedName.toLowerCase().contains(searchText.toLowerCase()))
) continue;
- ImageButton button = new ImageButton(Tex.whiteui, Styles.squareTogglei);
+ ImageButton button = new ImageButton(Tex.whiteui, Styles.clearNoneTogglei);
button.getStyle().imageUp = new TextureRegionDrawable(region);
button.clicked(() -> editor.drawBlock = block);
button.resizeImage(8 * 4f);
@@ -793,7 +769,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
if(i == 0) editor.drawBlock = block;
- if(++i % 4 == 0){
+ if(++i % 6 == 0){
blockSelection.row();
}
}
diff --git a/core/src/mindustry/editor/MapObjectivesCanvas.java b/core/src/mindustry/editor/MapObjectivesCanvas.java
index bd84a22ff7..0cde471b89 100644
--- a/core/src/mindustry/editor/MapObjectivesCanvas.java
+++ b/core/src/mindustry/editor/MapObjectivesCanvas.java
@@ -368,7 +368,7 @@ public class MapObjectivesCanvas extends WidgetGroup{
() -> obj,
res -> {}
);
- }).width(400f).fillY()).grow();
+ }).width(Math.min(Core.graphics.getWidth() * 0.95f / Scl.scl(1f) - Scl.scl(20f), 700f)).fillY()).grow();
dialog.addCloseButton();
dialog.show();
diff --git a/core/src/mindustry/editor/MapObjectivesDialog.java b/core/src/mindustry/editor/MapObjectivesDialog.java
index ecdc53e01e..c8f021f214 100644
--- a/core/src/mindustry/editor/MapObjectivesDialog.java
+++ b/core/src/mindustry/editor/MapObjectivesDialog.java
@@ -1,5 +1,6 @@
package mindustry.editor;
+import arc.*;
import arc.func.*;
import arc.graphics.*;
import arc.math.geom.*;
@@ -44,7 +45,7 @@ public class MapObjectivesDialog extends BaseDialog{
name(cont, name, remover, indexer);
if(field != null && field.isAnnotationPresent(Multiline.class)){
- cont.area(get.get(), set).height(85f).growX();
+ cont.area(get.get(), set).height(100f).growX();
}else{
cont.field(get.get(), set).growX();
}
@@ -465,10 +466,42 @@ public class MapObjectivesDialog extends BaseDialog{
buttons.defaults().size(160f, 64f).pad(2f);
buttons.button("@back", Icon.left, MapObjectivesDialog.this::hide);
buttons.button("@add", Icon.add, () -> getProvider(MapObjective.class).get(new TypeInfo(MapObjective.class), canvas::query));
+ buttons.button("@waves.edit", Icon.edit, () -> {
+ BaseDialog dialog = new BaseDialog("@waves.edit");
+ dialog.addCloseButton();
+ dialog.setFillParent(false);
+ dialog.cont.table(Tex.button, t -> {
+ var style = Styles.cleart;
+ t.defaults().size(280f, 64f).pad(2f);
+
+ t.button("@waves.copy", Icon.copy, style, () -> {
+ ui.showInfoFade("@copied");
+ Core.app.setClipboardText(JsonIO.write(new MapObjectives(canvas.objectives)));
+ dialog.hide();
+ }).disabled(b -> canvas.objectives.isEmpty()).marginLeft(12f).row();
+
+ t.button("@waves.load", Icon.download, style, () -> {
+ try{
+ rebuildObjectives(new Seq<>(JsonIO.read(MapObjectives.class, Core.app.getClipboardText()).all));
+ }catch(Exception e){
+ Log.err(e);
+ ui.showErrorMessage("@waves.invalid");
+ }
+ dialog.hide();
+ }).disabled(Core.app.getClipboardText() == null || !Core.app.getClipboardText().startsWith("[")).marginLeft(12f).row();
+
+ t.button("@clear", Icon.none, style, () -> ui.showConfirm("@confirm", "@settings.clear.confirm", () -> {
+ rebuildObjectives(new Seq<>());
+ dialog.hide();
+ })).marginLeft(12f).row();
+ });
+
+ dialog.show();
+ });
if(mobile){
- buttons.button("@cancel", Icon.cancel, canvas::stopQuery).disabled(b -> !canvas.isQuerying());
- buttons.button("@ok", Icon.ok, canvas::placeQuery).disabled(b -> !canvas.isQuerying());
+ buttons.button("@cancel", Icon.cancel, canvas::stopQuery).visible(() -> canvas.isQuerying());
+ buttons.button("@ok", Icon.ok, canvas::placeQuery).visible(() -> canvas.isQuerying());
}
setFillParent(true);
@@ -490,22 +523,27 @@ public class MapObjectivesDialog extends BaseDialog{
public void show(Seq objectives, Cons> out){
this.out = out;
+ rebuildObjectives(objectives);
+ show();
+ }
+
+ public void rebuildObjectives(Seq objectives){
canvas.clearObjectives();
if(
- objectives.any() && (
- // If the objectives were previously programmatically made...
- objectives.contains(obj -> obj.editorX == -1 || obj.editorY == -1) ||
- // ... or some idiot somehow made it not work...
- objectives.contains(obj -> !canvas.tilemap.createTile(obj))
+ objectives.any() && (
+ // If the objectives were previously programmatically made...
+ objectives.contains(obj -> obj.editorX == -1 || obj.editorY == -1) ||
+ // ... or some idiot somehow made it not work...
+ objectives.contains(obj -> !canvas.tilemap.createTile(obj))
)){
// ... then rebuild the structure.
canvas.clearObjectives();
// This is definitely NOT a good way to do it, but only insane people or people from the distant past would actually encounter this anyway.
int w = objWidth + 2,
- len = objectives.size * w,
- columns = objectives.size,
- rows = 1;
+ len = objectives.size * w,
+ columns = objectives.size,
+ rows = 1;
if(len > bounds){
rows = len / bounds;
@@ -525,7 +563,6 @@ public class MapObjectivesDialog extends BaseDialog{
}
canvas.objectives.set(objectives);
- show();
}
public static void showContentSelect(@Nullable ContentType type, Cons cons, Boolf check){
diff --git a/core/src/mindustry/editor/MapProcessorsDialog.java b/core/src/mindustry/editor/MapProcessorsDialog.java
index dd0f73d3f7..8867c2df13 100644
--- a/core/src/mindustry/editor/MapProcessorsDialog.java
+++ b/core/src/mindustry/editor/MapProcessorsDialog.java
@@ -19,7 +19,7 @@ import mindustry.world.blocks.logic.LogicBlock.*;
import static mindustry.Vars.*;
public class MapProcessorsDialog extends BaseDialog{
- private IconSelectDialog iconSelect = new IconSelectDialog();
+ private IconSelectDialog iconSelect = new IconSelectDialog(true);
private TextField search;
private Seq processors = new Seq<>();
private Table list;
diff --git a/core/src/mindustry/editor/SectorGenerateDialog.java b/core/src/mindustry/editor/SectorGenerateDialog.java
index f51b55f443..4d0b8bcb37 100644
--- a/core/src/mindustry/editor/SectorGenerateDialog.java
+++ b/core/src/mindustry/editor/SectorGenerateDialog.java
@@ -93,6 +93,7 @@ public class SectorGenerateDialog extends BaseDialog{
var preset = sectorobj.preset;
sectorobj.preset = null;
+ logic.reset(); //TODO: is this a good idea? all rules and map state are cleared, but it fixes inconsistent gen
world.loadSector(sectorobj, seed, false);
sectorobj.preset = preset;
diff --git a/core/src/mindustry/editor/WaveGraph.java b/core/src/mindustry/editor/WaveGraph.java
index 398443c177..11e6e6cfe8 100644
--- a/core/src/mindustry/editor/WaveGraph.java
+++ b/core/src/mindustry/editor/WaveGraph.java
@@ -1,8 +1,13 @@
package mindustry.editor;
+import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
+import arc.input.*;
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.struct.*;
@@ -17,7 +22,6 @@ import mindustry.ui.*;
public class WaveGraph extends Table{
public Seq groups = new Seq<>();
- public int from = 0, to = 20;
private Mode mode = Mode.counts;
private int[][] values;
@@ -26,47 +30,114 @@ public class WaveGraph extends Table{
private float maxHealth;
private Table colors;
private ObjectSet hidden = new ObjectSet<>();
+ private StringBuilder countStr = new StringBuilder();
+
+ private float pan;
+ private float zoom = 1f;
+ private int from = 0, to = 20;
+ private int lastFrom = -1, lastTo = -1;
+ private float lastZoom = -1f;
+
+ private float defaultSpace = Scl.scl(40f);
+ private FloatSeq points = new FloatSeq(40);
public WaveGraph(){
background(Tex.pane);
+ scrolled((scroll) -> {
+ zoom -= scroll * 2f / 10f * zoom;
+ clampZoom();
+ });
+
+ touchable = Touchable.enabled;
+ addListener(new InputListener(){
+
+ @Override
+ public void enter(InputEvent event, float x, float y, int pointer, Element fromActor){
+ requestScroll();
+ }
+ });
+
+ addListener(new ElementGestureListener(){
+ @Override
+ public void pan(InputEvent event, float x, float y, float deltaX, float deltaY){
+ pan -= deltaX/zoom;
+ }
+
+ @Override
+ public void zoom(InputEvent event, float initialDistance, float distance){
+ if(lastZoom < 0) lastZoom = zoom;
+
+ zoom = distance / initialDistance * lastZoom;
+ clampZoom();
+ }
+
+ @Override
+ public void touchUp(InputEvent event, float x, float y, int pointer, KeyCode button){
+ lastZoom = zoom;
+ }
+ });
+
rect((x, y, width, height) -> {
Lines.stroke(Scl.scl(3f));
+ countStr.setLength(0);
+
+ Vec2 mouse = stageToLocalCoordinates(Core.input.mouse());
GlyphLayout lay = Pools.obtain(GlyphLayout.class, GlyphLayout::new);
Font font = Fonts.outline;
- lay.setText(font, "1");
-
int maxY = switch(mode){
case counts -> nextStep(max);
case health -> nextStep((int)maxHealth);
case totals -> nextStep(maxTotal);
};
- float fh = lay.height;
- float offsetX = Scl.scl(lay.width * (maxY + "").length() * 2), offsetY = Scl.scl(22f) + fh + Scl.scl(5f);
+ lay.setText(font, "1");
- float graphX = x + offsetX, graphY = y + offsetY, graphW = width - offsetX, graphH = height - offsetY;
- float spacing = graphW / (values.length - 1);
+ float spacing = zoom * defaultSpace;
+ pan = Math.max(pan, (width/2f)/zoom-defaultSpace);
+
+ float fh = lay.height;
+ float offsetX = 0f, offsetY = Scl.scl(22f) + fh + Scl.scl(5f);
+ float graphX = x + offsetX - pan * zoom + width/2f, graphY = y + offsetY, graphW = width - offsetX, graphH = height - offsetY;
+
+ float left = (x-graphX)/spacing, right = (x + width - graphX)/spacing;
+
+ //int radius = Mathf.ceil(graphW / spacing / 2f);
+
+ from = (int)left - 1;
+ to = (int)right + 1;
+
+ if(lastFrom != from || lastTo != to){
+ rebuild();
+ }
+
+ lastFrom = from;
+ lastTo = to;
+
+ if(!clipBegin(x + offsetX, y + offsetY, graphW, graphH)) return;
+
+ int selcol = Rect.contains(x, y, width, height, mouse.x, mouse.y) ? Mathf.round((mouse.x - graphX - (from * spacing)) / spacing) : -1;
+ if(selcol + from <= -1) selcol = -1;
if(mode == Mode.counts){
for(UnitType type : used.orderedItems()){
Draw.color(color(type));
Draw.alpha(parentAlpha);
- Lines.beginLine();
+ beginLine();
for(int i = 0; i < values.length; i++){
int val = values[i][type.id];
- float cx = graphX + i * spacing, cy = graphY + val * graphH / maxY;
- Lines.linePoint(cx, cy);
+ float cx = graphX + (i+from) * spacing, cy = graphY + val * graphH / maxY;
+ linePoint(cx, cy);
}
- Lines.endLine();
+ endLine();
}
}else if(mode == Mode.totals){
- Lines.beginLine();
+ beginLine();
Draw.color(Pal.accent);
for(int i = 0; i < values.length; i++){
@@ -75,13 +146,13 @@ public class WaveGraph extends Table{
sum += values[i][type.id];
}
- float cx = graphX + i * spacing, cy = graphY + sum * graphH / maxY;
- Lines.linePoint(cx, cy);
+ float cx = graphX + (i+from) * spacing, cy = graphY + sum * graphH / maxY;
+ linePoint(cx, cy);
}
- Lines.endLine();
+ endLine();
}else if(mode == Mode.health){
- Lines.beginLine();
+ beginLine();
Draw.color(Pal.health);
for(int i = 0; i < values.length; i++){
@@ -90,13 +161,32 @@ public class WaveGraph extends Table{
sum += (type.health) * values[i][type.id];
}
- float cx = graphX + i * spacing, cy = graphY + sum * graphH / maxY;
- Lines.linePoint(cx, cy);
+ float cx = graphX + (i+from) * spacing, cy = graphY + sum * graphH / maxY;
+ linePoint(cx, cy);
}
- Lines.endLine();
+ endLine();
}
+
+ if(selcol >= 0 && selcol < values.length){
+ Draw.color(1f, 0f, 0f, 0.2f);
+ Fill.crect((selcol+from) * spacing + graphX - spacing/2f, graphY, spacing, graphH);
+ Draw.color();
+ font.getData().setScale(1.5f);
+ for(UnitType type : used.orderedItems()){
+ int amount = values[Mathf.clamp(selcol, 0, values.length - 1)][type.id];
+ if(amount > 0){
+ countStr.append(type.emoji()).append(" ").append(amount).append("\n");
+ }
+ }
+ float pad = Scl.scl(5f);
+ font.draw(countStr, (selcol+from) * spacing + graphX - spacing/2f + pad, graphY + graphH - pad);
+ font.getData().setScale(1f);
+ }
+
+ clipEnd();
+
//how many numbers can fit here
float totalMarks = Mathf.clamp(maxY, 1, 10);
@@ -106,13 +196,13 @@ public class WaveGraph extends Table{
Draw.alpha(0.1f);
for(int i = 0; i < maxY; i += markSpace){
- float cy = graphY + i * graphH / maxY, cx = graphX;
+ float cy = graphY + i * graphH / maxY, cx = x;
Lines.line(cx, cy, cx + graphW, cy);
lay.setText(font, "" + i);
- font.draw("" + i, cx, cy + lay.height / 2f, Align.right);
+ font.draw("" + i, cx, cy + lay.height / 2f, Align.left);
}
Draw.alpha(1f);
@@ -120,10 +210,12 @@ public class WaveGraph extends Table{
font.setColor(Color.lightGray);
for(int i = 0; i < values.length; i++){
- float cy = y + fh, cx = graphX + graphW / (values.length - 1) * i;
+ float cy = y + fh, cx = graphX + spacing * (i + from);
- Lines.line(cx, cy, cx, cy + len);
- if(i == values.length / 2){
+ if(cx >= x + offsetX && cx <= x + offsetX + graphW){
+ Lines.line(cx, cy, cx, cy + len);
+ }
+ if(i == selcol){
font.draw("" + (i + from + 1), cx, cy - Scl.scl(2f), Align.center);
}
}
@@ -152,6 +244,28 @@ public class WaveGraph extends Table{
}).growX();
}
+ private void clampZoom(){
+ zoom = Mathf.clamp(zoom, 0.5f / Scl.scl(1f), 40f / Scl.scl(1f));
+ }
+
+ private void linePoint(float x, float y){
+ points.add(x, y);
+ }
+
+ private void beginLine(){
+ points.clear();
+ }
+
+ private void endLine(){
+ var items = points.items;
+ for(int i = 0; i < points.size - 2; i += 2){
+ Lines.line(items[i], items[i + 1], items[i + 2], items[i + 3], false);
+ Fill.circle(items[i], items[i + 1], Lines.getStroke()/2f);
+ }
+ Fill.circle(items[points.size - 2], items[points.size - 1], Lines.getStroke());
+ points.clear();
+ }
+
public void rebuild(){
values = new int[to - from + 1][Vars.content.units().size];
used.clear();
@@ -177,6 +291,8 @@ public class WaveGraph extends Table{
maxHealth = Math.max(maxHealth, healthsum);
}
+ used.orderedItems().sort();
+
ObjectSet usedCopy = new ObjectSet<>(used);
colors.clear();
@@ -198,7 +314,7 @@ public class WaveGraph extends Table{
t.button(b -> {
Color tcolor = color(type).cpy();
b.image().size(32f).update(i -> i.setColor(b.isChecked() ? Tmp.c1.set(tcolor).mul(0.5f) : tcolor)).get().act(1);
- b.image(type.uiIcon).size(32f).padRight(20).update(i -> i.setColor(b.isChecked() ? Color.gray : Color.white)).get().act(1);
+ b.image(type.uiIcon).size(32f).scaling(Scaling.fit).padRight(20).update(i -> i.setColor(b.isChecked() ? Color.gray : Color.white)).get().act(1);
b.margin(0f);
}, Styles.fullTogglet, () -> {
if(!hidden.add(type)){
@@ -212,6 +328,8 @@ public class WaveGraph extends Table{
}
}).scrollY(false);
+ colors.act(0.000001f);
+
for(UnitType type : hidden){
used.remove(type);
}
diff --git a/core/src/mindustry/editor/WaveInfoDialog.java b/core/src/mindustry/editor/WaveInfoDialog.java
index d3f2e7ca6e..b4bc26acc2 100644
--- a/core/src/mindustry/editor/WaveInfoDialog.java
+++ b/core/src/mindustry/editor/WaveInfoDialog.java
@@ -27,7 +27,6 @@ import static mindustry.Vars.*;
import static mindustry.game.SpawnGroup.*;
public class WaveInfoDialog extends BaseDialog{
- private int start = 0, displayed = 20;
Seq groups = new Seq<>();
private @Nullable SpawnGroup expandedGroup;
@@ -36,7 +35,6 @@ public class WaveInfoDialog extends BaseDialog{
private @Nullable UnitType filterType;
private Sort sort = Sort.begin;
private boolean reverseSort = false;
- private float updateTimer, updatePeriod = 1f;
private boolean checkedSpawns;
private WaveGraph graph = new WaveGraph();
@@ -49,7 +47,6 @@ public class WaveInfoDialog extends BaseDialog{
});
hidden(() -> state.rules.spawns = groups);
- onResize(this::setup);
addCloseButton();
buttons.button("@waves.edit", Icon.edit, () -> {
@@ -71,7 +68,7 @@ public class WaveInfoDialog extends BaseDialog{
groups = maps.readWaves(Core.app.getClipboardText());
buildGroups();
}catch(Exception e){
- e.printStackTrace();
+ Log.err(e);
ui.showErrorMessage("@waves.invalid");
}
dialog.hide();
@@ -93,57 +90,11 @@ public class WaveInfoDialog extends BaseDialog{
dialog.show();
}).size(250f, 64f);
- buttons.defaults().width(60f);
-
- buttons.button("<", () -> {}).update(t -> {
- if(t.getClickListener().isPressed()){
- shift(-1);
- }
- });
- buttons.button(">", () -> {}).update(t -> {
- if(t.getClickListener().isPressed()){
- shift(1);
- }
- });
-
- buttons.button("-", () -> {}).update(t -> {
- if(t.getClickListener().isPressed()){
- view(-1);
- }
- });
- buttons.button("+", () -> {}).update(t -> {
- if(t.getClickListener().isPressed()){
- view(1);
- }
- });
-
- if(experimental){
- buttons.button(Core.bundle.get("waves.random"), Icon.refresh, () -> {
- groups.clear();
- groups = Waves.generate(1f / 10f);
- buildGroups();
- }).width(200f);
- }
- }
-
- void view(int amount){
- updateTimer += Time.delta;
- if(updateTimer >= updatePeriod){
- displayed += amount;
- if(displayed < 5) displayed = 5;
- updateTimer = 0f;
- updateWaves();
- }
- }
-
- void shift(int amount){
- updateTimer += Time.delta;
- if(updateTimer >= updatePeriod){
- start += amount;
- if(start < 0) start = 0;
- updateTimer = 0f;
- updateWaves();
- }
+ buttons.button(Core.bundle.get("waves.random"), Icon.refresh, () -> {
+ groups.clear();
+ groups = Waves.generate(1f / 10f);
+ buildGroups();
+ }).width(200f);
}
void setup(){
@@ -156,7 +107,6 @@ public class WaveInfoDialog extends BaseDialog{
s.image(Icon.zoom).padRight(8);
s.field(search < 0 ? "" : (search + 1) + "", TextFieldFilter.digitsOnly, text -> {
search = groups.any() ? Strings.parseInt(text, 0) - 1 : -1;
- start = Math.max(search - (displayed / 2) - (displayed % 2), 0);
buildGroups();
}).growX().maxTextLength(8).get().setMessageText("@waves.search");
s.button(Icon.units, Styles.emptyi, () -> showUnits(type -> filterType = type, true)).size(46f).tooltip("@waves.filter")
@@ -222,7 +172,7 @@ public class WaveInfoDialog extends BaseDialog{
t.button(b -> {
b.left();
b.image(group.type.uiIcon).size(32f).padRight(3).scaling(Scaling.fit);
- b.add(group.type.localizedName).color(Pal.accent);
+ b.add(group.type.localizedName).ellipsis(true).width(110f).left().color(Pal.accent);
b.add().growX();
@@ -493,8 +443,6 @@ public class WaveInfoDialog extends BaseDialog{
void updateWaves(){
graph.groups = groups;
- graph.from = start;
- graph.to = start + displayed;
graph.rebuild();
}
}
\ No newline at end of file
diff --git a/core/src/mindustry/entities/Damage.java b/core/src/mindustry/entities/Damage.java
index 988b92660e..7f13c16546 100644
--- a/core/src/mindustry/entities/Damage.java
+++ b/core/src/mindustry/entities/Damage.java
@@ -16,6 +16,8 @@ import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.world.*;
+import mindustry.world.blocks.*;
+import mindustry.world.meta.*;
import static mindustry.Vars.*;
@@ -101,9 +103,13 @@ public class Damage{
float damagePerWave = explosiveness / 2f;
for(int i = 0; i < waves; i++){
+ var shields = ignoreTeam == null ? null : indexer.getEnemy(ignoreTeam, BlockFlag.shield);
int f = i;
Time.run(i * 2f, () -> {
- damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), damagePerWave, false);
+ if(shields == null || shields.isEmpty() || !shields.contains(b -> b instanceof ExplosionShield s && s.absorbExplosion(x, y, damagePerWave))){
+ damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), damagePerWave, false);
+ }
+
Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
});
}
@@ -166,7 +172,7 @@ public class Damage{
public static float findPierceLength(Bullet b, int pierceCap, float length){
return findPierceLength(b, pierceCap, b.type.laserAbsorb, length);
}
-
+
public static float findPierceLength(Bullet b, int pierceCap, boolean laser, float length){
vec.trnsExact(b.rotation(), length);
rect.setPosition(b.x, b.y).setSize(vec.x, vec.y).normalize().grow(3f);
@@ -358,7 +364,7 @@ public class Damage{
*/
public static Healthc linecast(Bullet hitter, float x, float y, float angle, float length){
vec.trns(angle, length);
-
+
tmpBuilding = null;
if(hitter.type.collidesGround){
@@ -644,7 +650,7 @@ public class Damage{
this.target = target;
return this;
}
-
+
@Override
public void reset(){
target = null;
diff --git a/core/src/mindustry/entities/Units.java b/core/src/mindustry/entities/Units.java
index 659112d57a..d334651092 100644
--- a/core/src/mindustry/entities/Units.java
+++ b/core/src/mindustry/entities/Units.java
@@ -83,6 +83,7 @@ public class Units{
@Remote(called = Loc.server)
public static void unitDespawn(Unit unit){
+ if(unit == null) return;
Fx.unitDespawn.at(unit.x, unit.y, 0, unit);
unit.remove();
}
@@ -94,7 +95,7 @@ public class Units{
public static int getCap(Team team){
//wave team has no cap
- if((team == state.rules.waveTeam && !state.rules.pvp) || (state.isCampaign() && team == state.rules.waveTeam)){
+ if((team == state.rules.waveTeam && !state.rules.pvp) || (state.isCampaign() && team == state.rules.waveTeam) || state.rules.disableUnitCap){
return Integer.MAX_VALUE;
}
return Math.max(0, state.rules.unitCapVariable ? state.rules.unitCap + team.data().unitCap : state.rules.unitCap);
@@ -111,6 +112,10 @@ public class Units{
return player == null || tile == null || tile.interactable(player.team()) || state.rules.editor;
}
+ public static boolean isHittable(@Nullable Posc target, boolean air, boolean ground){
+ return target != null && (target instanceof Buildingc ? ground : (target instanceof Unit u && u.checkTarget(air, ground)));
+ }
+
/**
* Validates a target.
* @param target The target to validate
@@ -474,7 +479,7 @@ public class Units{
Seq data = state.teams.present;
for(int i = 0; i < data.size; i++){
var other = data.items[i];
- if(other.team != team){
+ if(other.team != team && other.team != Team.derelict){
if(other.tree().any(x, y, width, height)){
return true;
}
diff --git a/core/src/mindustry/entities/abilities/Ability.java b/core/src/mindustry/entities/abilities/Ability.java
index 42a31d6312..d64a77ffea 100644
--- a/core/src/mindustry/entities/abilities/Ability.java
+++ b/core/src/mindustry/entities/abilities/Ability.java
@@ -15,6 +15,7 @@ public abstract class Ability implements Cloneable{
public void update(Unit unit){}
public void draw(Unit unit){}
public void death(Unit unit){}
+ public void created(Unit unit){}
public void init(UnitType type){}
public void displayBars(Unit unit, Table bars){}
public void addStats(Table t){
diff --git a/core/src/mindustry/entities/abilities/EnergyFieldAbility.java b/core/src/mindustry/entities/abilities/EnergyFieldAbility.java
index 8c041087c0..430ccd9d3c 100644
--- a/core/src/mindustry/entities/abilities/EnergyFieldAbility.java
+++ b/core/src/mindustry/entities/abilities/EnergyFieldAbility.java
@@ -14,6 +14,7 @@ import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
+import mindustry.world.meta.*;
import static mindustry.Vars.*;
@@ -68,7 +69,7 @@ public class EnergyFieldAbility extends Ability{
t.add(Core.bundle.format("bullet.damage", damage));
if(status != StatusEffects.none){
t.row();
- t.add((status.hasEmoji() ? status.emoji() : "") + "[stat]" + status.localizedName);
+ t.add((status.hasEmoji() ? status.emoji() : "") + "[stat]" + status.localizedName).with(l -> StatValues.withTooltip(l, status));
}
if(displayHeal){
t.row();
@@ -135,7 +136,7 @@ public class EnergyFieldAbility extends Ability{
if(hitBuildings && targetGround){
Units.nearbyBuildings(rx, ry, range, b -> {
- if((b.team != Team.derelict || state.rules.coreCapture) && (b.team != unit.team || b.damaged())){
+ if((b.team != Team.derelict || state.rules.coreCapture) && ((b.team != unit.team && b.block.targetable) || b.damaged()) && !b.block.privileged){
all.add(b);
}
});
diff --git a/core/src/mindustry/entities/abilities/ForceFieldAbility.java b/core/src/mindustry/entities/abilities/ForceFieldAbility.java
index 504bf20681..2ef8e8e804 100644
--- a/core/src/mindustry/entities/abilities/ForceFieldAbility.java
+++ b/core/src/mindustry/entities/abilities/ForceFieldAbility.java
@@ -41,8 +41,7 @@ public class ForceFieldAbility extends Ability{
if(trait.team != paramUnit.team && trait.type.absorbable && Intersector.isInRegularPolygon(paramField.sides, paramUnit.x, paramUnit.y, realRad, paramField.rotation, trait.x(), trait.y()) && paramUnit.shield > 0){
trait.absorb();
Fx.absorb.at(trait);
-
- paramUnit.shield -= trait.damage();
+ paramUnit.shield -= trait.type().shieldDamage(trait);
paramField.alpha = 1f;
}
};
@@ -105,6 +104,15 @@ public class ForceFieldAbility extends Ability{
}
}
+ @Override
+ public void death(Unit unit){
+
+ //self-destructing units can have a shield on death
+ if(unit.shield > 0f && !wasBroken){
+ Fx.shieldBreak.at(unit.x, unit.y, radius, unit.type.shieldColor(unit), this);
+ }
+ }
+
@Override
public void draw(Unit unit){
checkRadius(unit);
@@ -131,6 +139,11 @@ public class ForceFieldAbility extends Ability{
bars.add(new Bar("stat.shieldhealth", Pal.accent, () -> unit.shield / max)).row();
}
+ @Override
+ public void created(Unit unit){
+ unit.shield = max;
+ }
+
public void checkRadius(Unit unit){
//timer2 is used to store radius scale as an effect
realRad = radiusScale * radius;
diff --git a/core/src/mindustry/entities/abilities/ShieldArcAbility.java b/core/src/mindustry/entities/abilities/ShieldArcAbility.java
index 820255f602..a4d60c3eec 100644
--- a/core/src/mindustry/entities/abilities/ShieldArcAbility.java
+++ b/core/src/mindustry/entities/abilities/ShieldArcAbility.java
@@ -11,7 +11,6 @@ import mindustry.*;
import mindustry.content.*;
import mindustry.gen.*;
import mindustry.graphics.*;
-import mindustry.type.*;
import mindustry.ui.*;
public class ShieldArcAbility extends Ability{
@@ -20,9 +19,9 @@ public class ShieldArcAbility extends Ability{
private static Vec2 paramPos = new Vec2();
private static final Cons shieldConsumer = b -> {
if(b.team != paramUnit.team && b.type.absorbable && paramField.data > 0 &&
- !b.within(paramPos, paramField.radius - paramField.width/2f) &&
- Tmp.v1.set(b).add(b.vel).within(paramPos, paramField.radius + paramField.width/2f) &&
- Angles.within(paramPos.angleTo(b), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f)){
+ !(b.within(paramPos, paramField.radius - paramField.width/2f) && paramPos.within(b.x - b.deltaX, b.y - b.deltaY, paramField.radius - paramField.width/2f)) &&
+ (Tmp.v1.set(b).add(b.deltaX, b.deltaY).within(paramPos, paramField.radius + paramField.width/2f) || b.within(paramPos, paramField.radius + paramField.width/2f)) &&
+ (Angles.within(paramPos.angleTo(b), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f) || Angles.within(paramPos.angleTo(b.x + b.deltaX, b.y + b.deltaY), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f))){
b.absorb();
Fx.absorb.at(b);
@@ -60,7 +59,7 @@ public class ShieldArcAbility extends Ability{
public boolean drawArc = true;
/** If not null, will be drawn on top. */
public @Nullable String region;
- /** Color override of the shield. Uses unit shield colour by default. */
+ /** Color override of the shield. Uses unit shield colour by default. */
public @Nullable Color color;
/** If true, sprite position will be influenced by x/y. */
public boolean offsetRegion = false;
@@ -80,7 +79,7 @@ public class ShieldArcAbility extends Ability{
@Override
public void update(Unit unit){
-
+
if(data < max){
data += Time.delta * regen;
}
@@ -102,7 +101,7 @@ public class ShieldArcAbility extends Ability{
}
@Override
- public void init(UnitType type){
+ public void created(Unit unit){
data = max;
}
diff --git a/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java b/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java
index 092222ec0d..fe7a3e68bb 100644
--- a/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java
+++ b/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java
@@ -34,6 +34,8 @@ public class ShieldRegenFieldAbility extends Ability{
t.row();
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
t.row();
+ t.add(abilityStat("pulseregen", Strings.autoFixed(amount, 2)));
+ t.row();
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
}
diff --git a/core/src/mindustry/entities/abilities/StatusFieldAbility.java b/core/src/mindustry/entities/abilities/StatusFieldAbility.java
index c0ca12d381..a70a382bf0 100644
--- a/core/src/mindustry/entities/abilities/StatusFieldAbility.java
+++ b/core/src/mindustry/entities/abilities/StatusFieldAbility.java
@@ -1,12 +1,14 @@
package mindustry.entities.abilities;
import arc.*;
+import arc.graphics.*;
import arc.math.*;
import arc.scene.ui.layout.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.gen.*;
+import mindustry.graphics.*;
import mindustry.type.*;
import static mindustry.Vars.*;
@@ -19,6 +21,7 @@ public class StatusFieldAbility extends Ability{
public Effect activeEffect = Fx.overdriveWave;
public float effectX, effectY;
public boolean parentizeEffects, effectSizeParam = true;
+ public Color color = Pal.accent;
protected float timer;
@@ -52,7 +55,7 @@ public class StatusFieldAbility extends Ability{
});
float x = unit.x + Angles.trnsx(unit.rotation, effectY, effectX), y = unit.y + Angles.trnsy(unit.rotation, effectY, effectX);
- activeEffect.at(x, y, effectSizeParam ? range : unit.rotation, parentizeEffects ? unit : null);
+ activeEffect.at(x, y, effectSizeParam ? range : unit.rotation, color, parentizeEffects ? unit : null);
timer = 0f;
}
diff --git a/core/src/mindustry/entities/abilities/UnitSpawnAbility.java b/core/src/mindustry/entities/abilities/UnitSpawnAbility.java
index f7ab3667f4..28307cec9c 100644
--- a/core/src/mindustry/entities/abilities/UnitSpawnAbility.java
+++ b/core/src/mindustry/entities/abilities/UnitSpawnAbility.java
@@ -46,7 +46,7 @@ public class UnitSpawnAbility extends Ability{
timer += Time.delta * state.rules.unitBuildSpeed(unit.team);
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);
+ float x = unit.x + Angles.trnsx(unit.rotation, spawnY, -spawnX), y = unit.y + Angles.trnsy(unit.rotation, spawnY, -spawnX);
spawnEffect.at(x, y, 0f, parentizeEffects ? unit : null);
Unit u = this.unit.create(unit.team);
u.set(x, y);
@@ -64,7 +64,7 @@ public class UnitSpawnAbility extends Ability{
public void draw(Unit unit){
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);
+ float x = unit.x + Angles.trnsx(unit.rotation, spawnY, -spawnX), y = unit.y + Angles.trnsy(unit.rotation, spawnY, -spawnX);
Drawf.construct(x, y, this.unit.fullIcon, unit.rotation - 90, timer / spawnTime, 1f, timer);
});
}
diff --git a/core/src/mindustry/entities/bullet/ArtilleryBulletType.java b/core/src/mindustry/entities/bullet/ArtilleryBulletType.java
index 43a1b49466..69e6afbd97 100644
--- a/core/src/mindustry/entities/bullet/ArtilleryBulletType.java
+++ b/core/src/mindustry/entities/bullet/ArtilleryBulletType.java
@@ -52,7 +52,7 @@ public class ArtilleryBulletType extends BasicBulletType{
super.update(b);
if(b.timer(0, (3 + b.fslope() * 2f) * trailMult)){
- trailEffect.at(b.x, b.y, b.fslope() * trailSize, backColor);
+ trailEffect.at(b.x, b.y, trailRotation ? b.rotation() : b.fslope() * trailSize, backColor);
}
}
}
diff --git a/core/src/mindustry/entities/bullet/BulletType.java b/core/src/mindustry/entities/bullet/BulletType.java
index 74fb8a7365..2c7a6184b0 100644
--- a/core/src/mindustry/entities/bullet/BulletType.java
+++ b/core/src/mindustry/entities/bullet/BulletType.java
@@ -84,6 +84,8 @@ public class BulletType extends Content implements Cloneable{
public float reloadMultiplier = 1f;
/** Multiplier of how much base damage is done to tiles. */
public float buildingDamageMultiplier = 1f;
+ /** Multiplier of how much base damage is done to force shields. */
+ public float shieldDamageMultiplier = 1f;
/** Recoil from shooter entities. */
public float recoil;
/** Whether to kill the shooter when this is shot. For suicide bombers. */
@@ -102,6 +104,10 @@ public class BulletType extends Content implements Cloneable{
public StatusEffect status = StatusEffects.none;
/** Intensity of applied status effect in terms of duration. */
public float statusDuration = 60 * 8f;
+ /** Turret only. If false, blocks will not be targeted. */
+ public boolean targetBlocks = true;
+ /** Turret only. If false, missiles will not be targeted. */
+ public boolean targetMissiles = true;
/** Whether this bullet type collides with tiles. */
public boolean collidesTiles = true;
/** Whether this bullet type collides with tiles that are of the same team. */
@@ -137,8 +143,12 @@ public class BulletType extends Content implements Cloneable{
public float rangeOverride = -1f;
/** When used in a turret with multiple ammo types, this can be set to a non-zero value to influence range. */
public float rangeChange = 0f;
+ /** When used in turrets with limitRange() applied, this adds extra range to the bullets that extends past targeting range. Only particularly relevant in vanilla. */
+ public float extraRangeMargin = 0f;
/** Range initialized in init(). */
public float range = 0f;
+ /** When used in a turret with multiple ammoo types, this can be set to a non-zero value to influence minRange */
+ public float minRangeChange = 0f;
/** % of block health healed **/
public float healPercent = 0f;
/** flat amount of block health healed */
@@ -346,7 +356,7 @@ public class BulletType extends Content implements Cloneable{
return spawnUnit.estimateDps();
}
- float sum = damage * (pierce ? pierceCap == -1 ? 2 : Mathf.clamp(pierceCap, 1, 2) : 1f) * splashDamage*0.75f;
+ float sum = (damage + splashDamage*0.75f) * (pierce ? pierceCap == -1 ? 2 : Mathf.clamp(pierceCap, 1, 2) : 1f);
if(fragBullet != null && fragBullet != this){
sum += fragBullet.estimateDPS() * fragBullets / 2f;
}
@@ -521,7 +531,7 @@ public class BulletType extends Content implements Cloneable{
if(fragBullet != null && (fragOnAbsorb || !b.absorbed) && !(b.frags >= pierceFragCap && pierceFragCap > 0)){
for(int i = 0; i < fragBullets; i++){
float len = Mathf.random(fragOffsetMin, fragOffsetMax);
- float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + ((i - fragBullets/2) * fragSpread);
+ float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + fragSpread * i - (fragBullets - 1) * fragSpread / 2f;
fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
}
b.frags++;
@@ -549,7 +559,7 @@ public class BulletType extends Content implements Cloneable{
if(!fragOnHit){
createFrags(b, b.x, b.y);
}
-
+
despawnEffect.at(b.x, b.y, b.rotation(), hitColor);
despawnSound.at(b);
@@ -563,6 +573,14 @@ public class BulletType extends Content implements Cloneable{
}
}
+ public float buildingDamage(Bullet b){
+ return b.damage() * buildingDamageMultiplier;
+ }
+
+ public float shieldDamage(Bullet b){
+ return b.damage() * shieldDamageMultiplier;
+ }
+
public void draw(Bullet b){
drawTrail(b);
drawParts(b);
@@ -675,7 +693,7 @@ public class BulletType extends Content implements Cloneable{
}
}
}
-
+
public void updateTrail(Bullet b){
if(!headless && trailLength > 0){
if(b.trail == null){
@@ -710,13 +728,16 @@ public class BulletType extends Content implements Cloneable{
}
if(lightningType == null){
- lightningType = !collidesAir ? Bullets.damageLightningGround : Bullets.damageLightning;
+ lightningType =
+ !collidesAir ? Bullets.damageLightningGround :
+ !collidesGround ? Bullets.damageLightningAir :
+ Bullets.damageLightning;
}
if(lightRadius <= -1){
lightRadius = Math.max(18, hitSize * 5f);
}
-
+
drawSize = Math.max(drawSize, trailLength * speed * 2f);
range = calculateRange();
}
@@ -748,15 +769,15 @@ public class BulletType extends Content implements Cloneable{
}
public @Nullable Bullet create(Bullet parent, float x, float y, float angle){
- return create(parent.owner, parent.team, x, y, angle);
+ return create(parent.owner, parent.shooter, parent.team, x, y, angle, -1, 1f, 1f, null, null, -1f, -1f);
}
public @Nullable Bullet create(Bullet parent, float x, float y, float angle, float velocityScl, float lifeScale){
- return create(parent.owner, parent.team, x, y, angle, velocityScl, lifeScale);
+ return create(parent.owner, parent.shooter, parent.team, x, y, angle, -1, velocityScl, lifeScale, null, null, -1f, -1f);
}
public @Nullable Bullet create(Bullet parent, float x, float y, float angle, float velocityScl){
- return create(parent.owner(), parent.team, x, y, angle, velocityScl);
+ return create(parent.owner, parent.shooter, parent.team, x, y, angle, -1, velocityScl, 1f, null, null, -1f, -1f);
}
public @Nullable Bullet create(@Nullable Entityc owner, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data){
@@ -772,6 +793,13 @@ public class BulletType extends Content implements Cloneable{
}
public @Nullable Bullet create(@Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY){
+ return create(owner, shooter, team, x, y, angle, damage, velocityScl, lifetimeScl, data, mover, aimX, aimY, null);
+ }
+
+ public @Nullable Bullet create(
+ @Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl,
+ float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY, @Nullable Teamc target
+ ){
if(!Mathf.chance(createChance)) return null;
if(ignoreSpawnAngle) angle = 0;
if(spawnUnit != null){
@@ -807,12 +835,13 @@ public class BulletType extends Content implements Cloneable{
Bullet bullet = Bullet.create();
bullet.type = this;
bullet.owner = owner;
+ bullet.shooter = (shooter == null ? owner : shooter);
bullet.team = team;
bullet.time = 0f;
bullet.originX = x;
bullet.originY = y;
if(!(aimX == -1f && aimY == -1f)){
- bullet.aimTile = world.tileWorld(aimX, aimY);
+ bullet.aimTile = target instanceof Building b ? b.tile : world.tileWorld(aimX, aimY);
}
bullet.aimX = aimX;
bullet.aimY = aimY;
diff --git a/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java b/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java
index b8d6d029be..df7cebd304 100644
--- a/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java
+++ b/core/src/mindustry/entities/bullet/ContinuousLaserBulletType.java
@@ -37,6 +37,7 @@ public class ContinuousLaserBulletType extends ContinuousBulletType{
incendSpread = 5;
incendChance = 0.4f;
lightColor = Color.orange;
+ lightOpacity = 0.7f;
}
@Override
@@ -66,7 +67,7 @@ public class ContinuousLaserBulletType extends ContinuousBulletType{
Tmp.v1.trns(b.rotation(), realLength * 1.1f);
- Drawf.light(b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, lightStroke, lightColor, 0.7f);
+ Drawf.light(b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, lightStroke, lightColor, lightOpacity);
Draw.reset();
}
diff --git a/core/src/mindustry/entities/bullet/EmptyBulletType.java b/core/src/mindustry/entities/bullet/EmptyBulletType.java
new file mode 100644
index 0000000000..13dfd83ccc
--- /dev/null
+++ b/core/src/mindustry/entities/bullet/EmptyBulletType.java
@@ -0,0 +1,10 @@
+package mindustry.entities.bullet;
+
+public class EmptyBulletType extends BulletType{
+
+ public EmptyBulletType(){
+ hittable = collidesGround = collidesAir = collidesTiles = false;
+ speed = 0f;
+ keepVelocity = false;
+ }
+}
diff --git a/core/src/mindustry/entities/bullet/LightningBulletType.java b/core/src/mindustry/entities/bullet/LightningBulletType.java
index add245a16e..226d188f91 100644
--- a/core/src/mindustry/entities/bullet/LightningBulletType.java
+++ b/core/src/mindustry/entities/bullet/LightningBulletType.java
@@ -1,6 +1,5 @@
package mindustry.entities.bullet;
-import arc.graphics.*;
import arc.math.*;
import mindustry.content.*;
import mindustry.entities.*;
@@ -8,8 +7,6 @@ import mindustry.gen.*;
import mindustry.graphics.*;
public class LightningBulletType extends BulletType{
- public Color lightningColor = Pal.lancerLaser;
- public int lightningLength = 25, lightningLengthRand = 0;
public LightningBulletType(){
damage = 1f;
@@ -21,6 +18,9 @@ public class LightningBulletType extends BulletType{
hittable = false;
//for stats
status = StatusEffects.shocked;
+ lightningLength = 25;
+ lightningLengthRand = 0;
+ lightningColor = Pal.lancerLaser;
}
@Override
@@ -33,10 +33,6 @@ public class LightningBulletType extends BulletType{
return super.estimateDPS() * Math.max(lightningLength / 10f, 1);
}
- @Override
- public void draw(Bullet b){
- }
-
@Override
public void init(Bullet b){
super.init(b);
diff --git a/core/src/mindustry/entities/comp/BuilderComp.java b/core/src/mindustry/entities/comp/BuilderComp.java
index 794edf5d04..575d5ffc0b 100644
--- a/core/src/mindustry/entities/comp/BuilderComp.java
+++ b/core/src/mindustry/entities/comp/BuilderComp.java
@@ -1,7 +1,6 @@
package mindustry.entities.comp;
import arc.*;
-import arc.func.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
@@ -63,7 +62,7 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
Tile tile = world.tile(plan.x, plan.y);
boolean isSameDerelict = (tile != null && tile.build != null && tile.block() == plan.block && tile.build.tileX() == plan.x && tile.build.tileY() == plan.y && tile.team() == Team.derelict);
if(tile == null || (plan.breaking && tile.block() == Blocks.air) || (!plan.breaking && ((tile.build != null && tile.build.rotation == plan.rotation && !isSameDerelict) || !plan.block.rotate) &&
- //th block must be the same, but not derelict and the same
+ //the block must be the same, but not derelict and the same
((tile.block() == plan.block && !isSameDerelict) ||
//same floor or overlay
(plan.block != null && (plan.block.isOverlay() && plan.block == tile.overlay() || (plan.block.isFloor() && plan.block == tile.floor())))))){
@@ -137,17 +136,31 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
}
if(!(tile.build instanceof ConstructBuild cb)){
- if(!current.initialized && !current.breaking && Build.validPlace(current.block, team, current.x, current.y, current.rotation)){
- boolean hasAll = infinite || current.isRotation(team) ||
+ if(!current.initialized && !current.breaking && Build.validPlaceIgnoreUnits(current.block, team, current.x, current.y, current.rotation, true)){
+ if(Build.checkNoUnitOverlap(current.block, current.x, current.y)){
+ boolean hasAll = infinite || current.isRotation(team) ||
//derelict repair
(tile.team() == Team.derelict && tile.block() == current.block && tile.build != null && tile.block().allowDerelictRepair && state.rules.derelictRepair) ||
//make sure there's at least 1 item of each type first
- !Structs.contains(current.block.requirements, i -> core != null && !core.items.has(i.item, Math.min(Mathf.round(i.amount * state.rules.buildCostMultiplier), 1)));
+ !Structs.contains(current.block.requirements, i -> !core.items.has(i.item, Math.min(Mathf.round(i.amount * state.rules.buildCostMultiplier), 1)));
- if(hasAll){
- Call.beginPlace(self(), current.block, team, current.x, current.y, current.rotation);
+ if(hasAll){
+ Call.beginPlace(self(), current.block, team, current.x, current.y, current.rotation);
+
+ if(current.block.instantBuild){
+ if(plans.size > 0){
+ plans.removeFirst();
+ }
+ continue;
+ }
+ }else{
+ current.stuck = true;
+ }
}else{
- current.stuck = true;
+ //there's a unit blocking the plan, skip it
+ plans.removeFirst();
+ plans.addLast(current);
+ continue;
}
}else if(!current.initialized && current.breaking && Build.validBreak(team, current.x, current.y)){
Call.beginBreak(self(), team, current.x, current.y);
@@ -186,11 +199,10 @@ abstract class BuilderComp implements Posc, Statusc, 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, type.buildRange) || state.isEditor()));
for(int i = 0; i < 2; i++){
for(BuildPlan plan : plans){
- if(skip.get(plan)) continue;
+ if(plan.progress > 0.01f || (buildPlan() == plan && plan.initialized && (within(plan.x * tilesize, plan.y * tilesize, type.buildRange) || state.isEditor()))) continue;
if(i == 0){
drawPlan(plan, 1f);
}else{
diff --git a/core/src/mindustry/entities/comp/BuildingComp.java b/core/src/mindustry/entities/comp/BuildingComp.java
index 309451907e..7bdbecfed0 100644
--- a/core/src/mindustry/entities/comp/BuildingComp.java
+++ b/core/src/mindustry/entities/comp/BuildingComp.java
@@ -56,7 +56,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
static final BuildTeamChangeEvent teamChangeEvent = new BuildTeamChangeEvent();
static final BuildDamageEvent bulletDamageEvent = new BuildDamageEvent();
static int sleepingEntities = 0;
-
+
@Import float x, y, health, maxHealth;
@Import Team team;
@Import boolean dead;
@@ -338,7 +338,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
}
}
- data.plans.addFirst(new BlockPlan(tile.x, tile.y, (short)rotation, toAdd.id, overrideConfig == null ? config() : overrideConfig));
+ data.plans.addFirst(new BlockPlan(tile.x, tile.y, (short)rotation, toAdd, overrideConfig == null ? config() : overrideConfig));
}
public @Nullable Tile findClosestEdge(Position to, Boolf solid){
@@ -1029,10 +1029,9 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
int itemSize = allItems.size;
Object[] itemArray = allItems.items;
- for(int i = 0; i < proximity.size; i++){
- Building other = proximity.get((i + dump) % proximity.size);
-
- if(todump == null){
+ if(todump == null){
+ for(int i = 0; i < proximity.size; i++){
+ Building other = proximity.get((i + dump) % proximity.size);
for(int ii = 0; ii < itemSize; ii++){
if(!items.has(ii)) continue;
@@ -1045,16 +1044,22 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
return true;
}
}
- }else{
+
+ incrementDump(proximity.size);
+ }
+ }else{
+ for(int i = 0; i < proximity.size; i++){
+ Building other = proximity.get((i + dump) % proximity.size);
+
if(other.acceptItem(self(), todump) && canDump(other, todump)){
other.handleItem(self(), todump);
items.remove(todump, 1);
incrementDump(proximity.size);
return true;
}
- }
- incrementDump(proximity.size);
+ incrementDump(proximity.size);
+ }
}
return false;
@@ -1118,7 +1123,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
}
power.links.clear();
}
-
+
public boolean conductsTo(Building other){
return !block.insulated;
}
@@ -1196,6 +1201,13 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
block.drawOverlay(x, y, rotation);
}
+ public void drawItemSelection(UnlockableContent selection){
+ if(selection != null && Core.settings.getBool("displayselection", true)){
+ TextureRegion region = selection.fullIcon;
+ Draw.rect(region, x, y + block.size * tilesize / 2f + 4, 8f * region.ratio(), 8f);
+ }
+ }
+
public void drawDisabled(){
Draw.color(Color.scarlet);
Draw.alpha(0.8f);
@@ -1217,6 +1229,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
}
public void payloadDraw(){
+ if(block.isAir()) return;
draw();
}
@@ -1319,7 +1332,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
if(value instanceof Block) type = Block.class;
if(value instanceof Liquid) type = Liquid.class;
if(value instanceof UnitType) type = UnitType.class;
-
+
if(builder != null && builder.isPlayer()){
updateLastAccess(builder.getPlayer());
}
@@ -1639,7 +1652,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public boolean collision(Bullet other){
boolean wasDead = health <= 0;
- float damage = other.damage() * other.type().buildingDamageMultiplier;
+ float damage = other.type.buildingDamage(other);
if(!other.type.pierceArmor){
damage = Damage.applyArmor(damage, block.armor);
}
@@ -1726,7 +1739,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public void updateProximity(){
tmpTiles.clear();
proximity.clear();
-
+
Point2[] nearby = Edges.getEdges(block.size);
for(Point2 point : nearby){
Building other = world.build(tile.x + point.x, tile.y + point.y);
@@ -1982,6 +1995,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public double sense(Content content){
if(content instanceof Item i && items != null) return items.get(i);
if(content instanceof Liquid l && liquids != null) return liquids.get(l);
+ if(getPayloads() != null){
+ if(content instanceof UnitType u) return getPayloads().get(u);
+ if(content instanceof Block b) return getPayloads().get(b);
+ }
return Float.NaN; //invalid sense
}
@@ -2079,6 +2096,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
@Override
public void remove(){
+ stopSound();
+ }
+
+ public void stopSound(){
if(sound != null){
sound.stop();
}
diff --git a/core/src/mindustry/entities/comp/BulletComp.java b/core/src/mindustry/entities/comp/BulletComp.java
index d9c3aef000..35916e43f9 100644
--- a/core/src/mindustry/entities/comp/BulletComp.java
+++ b/core/src/mindustry/entities/comp/BulletComp.java
@@ -39,6 +39,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
//setting this variable to true prevents lifetime from decreasing for a frame.
transient boolean keepAlive;
+ transient Entityc shooter;
transient @Nullable Tile aimTile;
transient float aimX, aimY;
transient float originX, originY;
@@ -248,7 +249,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
type.draw(self());
type.drawLight(self());
-
+
Draw.reset();
}
diff --git a/core/src/mindustry/entities/comp/HealthComp.java b/core/src/mindustry/entities/comp/HealthComp.java
index c06e6909e3..f315b3fb75 100644
--- a/core/src/mindustry/entities/comp/HealthComp.java
+++ b/core/src/mindustry/entities/comp/HealthComp.java
@@ -59,6 +59,8 @@ abstract class HealthComp implements Entityc, Posc{
}
void damage(float amount){
+ if(Float.isNaN(health)) health = 0f;
+
health -= amount;
hitTime = 1f;
if(health <= 0 && !dead){
@@ -86,6 +88,7 @@ abstract class HealthComp implements Entityc, Posc{
void clampHealth(){
health = Math.min(health, maxHealth);
+ if(Float.isNaN(health)) health = 0f;
}
/** Heals by a flat amount. */
diff --git a/core/src/mindustry/entities/comp/LegsComp.java b/core/src/mindustry/entities/comp/LegsComp.java
index 32ddc9b09f..cc57b1e87d 100644
--- a/core/src/mindustry/entities/comp/LegsComp.java
+++ b/core/src/mindustry/entities/comp/LegsComp.java
@@ -13,6 +13,7 @@ import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
+import mindustry.world.blocks.*;
import mindustry.world.blocks.environment.*;
import static mindustry.Vars.*;
@@ -194,6 +195,11 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
if(type.legSplashDamage > 0 && !disarmed){
Damage.damage(team, l.base.x, l.base.y, type.legSplashRange, type.legSplashDamage * state.rules.unitDamage(team), false, true);
+
+ var tile = Vars.world.tileWorld(l.base.x, l.base.y);
+ if(tile != null && tile.block().unitMoveBreakable){
+ ConstructBlock.deconstructFinish(tile, tile.block(), self());
+ }
}
}
diff --git a/core/src/mindustry/entities/comp/MinerComp.java b/core/src/mindustry/entities/comp/MinerComp.java
index a58a0503c3..4e9c28bc3d 100644
--- a/core/src/mindustry/entities/comp/MinerComp.java
+++ b/core/src/mindustry/entities/comp/MinerComp.java
@@ -65,7 +65,7 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
}
public boolean canMine(){
- return type.mineSpeed > 0 && type.mineTier >= 0;
+ return type.mineSpeed * state.rules.unitMineSpeed(team()) > 0 && type.mineTier >= 0;
}
@Override
@@ -89,7 +89,7 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
mineTile = null;
mineTimer = 0f;
}else if(mining() && item != null){
- mineTimer += Time.delta * type.mineSpeed;
+ mineTimer += Time.delta * type.mineSpeed * state.rules.unitMineSpeed(team());
if(Mathf.chance(0.06 * Time.delta)){
Fx.pulverizeSmall.at(mineTile.worldx() + Mathf.range(tilesize / 2f), mineTile.worldy() + Mathf.range(tilesize / 2f), 0f, item.color);
diff --git a/core/src/mindustry/entities/comp/PayloadComp.java b/core/src/mindustry/entities/comp/PayloadComp.java
index 9b9d6e6405..b6812991dd 100644
--- a/core/src/mindustry/entities/comp/PayloadComp.java
+++ b/core/src/mindustry/entities/comp/PayloadComp.java
@@ -61,6 +61,13 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
}
@Override
+ public void remove(){
+ for(Payload pay : payloads){
+ pay.remove();
+ }
+ payloads.clear();
+ }
+
public void destroy(){
if(Vars.state.rules.unitPayloadsExplode) payloads.each(Payload::destroyed);
}
@@ -90,6 +97,8 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
}
void pickup(Unit unit){
+ if(unit.isAdded()) unit.team.data().updateCount(unit.type, 1);
+
unit.remove();
addPayload(new UnitPayload(unit));
Fx.unitPickup.at(unit);
@@ -129,7 +138,7 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
}
//drop off payload on an acceptor if possible
- if(on != null && on.build != null && on.build.acceptPayload(on.build, payload)){
+ if(on != null && on.build != null && on.build.team == team && on.build.acceptPayload(on.build, payload)){
Fx.unitDrop.at(on.build);
on.build.handlePayload(on.build, payload);
return true;
@@ -146,8 +155,12 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
boolean dropUnit(UnitPayload payload){
Unit u = payload.unit;
+ //add random offset to prevent unit stacking
+ Tmp.v1.rnd(Mathf.random(2f));
+
//can't drop ground units
- if(!u.canPass(tileX(), tileY()) || Units.count(x, y, u.physicSize(), o -> o.isGrounded()) > 1){
+ //allow stacking for small units for now - otherwise, unit transfer would get annoying
+ if(!u.canPass(World.toTile(x + Tmp.v1.x), World.toTile(y + Tmp.v1.y)) || Units.count(x, y, u.physicSize(), o -> o.isGrounded() && o.hitSize > 14f) > 1){
return false;
}
@@ -156,8 +169,7 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
//clients do not drop payloads
if(Vars.net.client()) return true;
- u.set(this);
- u.trns(Tmp.v1.rnd(Mathf.random(2f)));
+ u.set(x + Tmp.v1.x, y + Tmp.v1.y);
u.rotation(rotation);
//reset the ID to a new value to make sure it's synced
u.id = EntityGroup.nextId();
diff --git a/core/src/mindustry/entities/comp/ShieldComp.java b/core/src/mindustry/entities/comp/ShieldComp.java
index c290fa6251..f2f6e4c808 100644
--- a/core/src/mindustry/entities/comp/ShieldComp.java
+++ b/core/src/mindustry/entities/comp/ShieldComp.java
@@ -45,6 +45,8 @@ abstract class ShieldComp implements Healthc, Posc{
protected void rawDamage(float amount){
boolean hadShields = shield > 0.0001f;
+ if(Float.isNaN(health)) health = 0f;
+
if(hadShields){
shieldAlpha = 1f;
}
diff --git a/core/src/mindustry/entities/comp/TankComp.java b/core/src/mindustry/entities/comp/TankComp.java
index afd4076ff5..eb324b2158 100644
--- a/core/src/mindustry/entities/comp/TankComp.java
+++ b/core/src/mindustry/entities/comp/TankComp.java
@@ -11,6 +11,7 @@ import mindustry.game.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.*;
+import mindustry.world.blocks.*;
import mindustry.world.blocks.environment.*;
import static mindustry.Vars.*;
@@ -57,16 +58,20 @@ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec
for(int dx = -r; dx <= r; dx++){
for(int dy = -r; dy <= r; dy++){
Tile t = Vars.world.tileWorld(x + dx*tilesize, y + dy*tilesize);
- if(t == null || t.solid()){
+ if(t == null || t.solid()){
solids ++;
}
//TODO should this apply to the player team(s)? currently PvE due to balancing
- if(type.crushDamage > 0 && !disarmed && (walked || deltaLen() >= 0.01f) && t != null && t.build != null && t.build.team != team
+ if(type.crushDamage > 0 && !disarmed && (walked || deltaLen() >= 0.01f) && t != null
//damage radius is 1 tile smaller to prevent it from just touching walls as it passes
&& Math.max(Math.abs(dx), Math.abs(dy)) <= r - 1){
- t.build.damage(team, type.crushDamage * Time.delta * t.block().crushDamageMultiplier * state.rules.unitDamage(team));
+ if(t.build != null && t.build.team != team){
+ t.build.damage(team, type.crushDamage * Time.delta * t.block().crushDamageMultiplier * state.rules.unitDamage(team));
+ }else if(t.block().unitMoveBreakable){
+ ConstructBlock.deconstructFinish(t, t.block(), self());
+ }
}
}
}
diff --git a/core/src/mindustry/entities/comp/UnitComp.java b/core/src/mindustry/entities/comp/UnitComp.java
index ffa2bc3592..eaef42f100 100644
--- a/core/src/mindustry/entities/comp/UnitComp.java
+++ b/core/src/mindustry/entities/comp/UnitComp.java
@@ -25,8 +25,10 @@ import mindustry.logic.*;
import mindustry.type.*;
import mindustry.ui.*;
import mindustry.world.*;
+import mindustry.world.blocks.*;
import mindustry.world.blocks.environment.*;
import mindustry.world.blocks.payloads.*;
+import mindustry.world.meta.*;
import static mindustry.Vars.*;
import static mindustry.logic.GlobalVars.*;
@@ -239,6 +241,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
controller instanceof CommandAI command && command.hasCommand() ? ctrlCommand :
0;
case payloadCount -> ((Object)this) instanceof Payloadc pay ? pay.payloads().size : 0;
+ case totalPayload -> ((Object)this) instanceof Payloadc pay ? pay.payloadUsed() : 0;
+ case payloadCapacity -> type.payloadCapacity / tilePayload;
case size -> hitSize / tilesize;
case color -> Color.toDoubleBits(team.color.r, team.color.g, team.color.b, 1f);
default -> Float.NaN;
@@ -263,6 +267,16 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
@Override
public double sense(Content content){
if(content == stack().item) return stack().amount;
+ if(content instanceof UnitType u){
+ return ((Object)this) instanceof Payloadc pay ?
+ (pay.payloads().isEmpty() ? 0 :
+ pay.payloads().count(p -> p instanceof UnitPayload up && up.unit.type == u)) : 0;
+ }
+ if(content instanceof Block b){
+ return ((Object)this) instanceof Payloadc pay ?
+ (pay.payloads().isEmpty() ? 0 :
+ pay.payloads().count(p -> p instanceof BuildPayload bp && bp.build.block == b)) : 0;
+ }
return Float.NaN;
}
@@ -443,6 +457,10 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
}
}
+ public boolean isMissile(){
+ return this instanceof TimedKillc;
+ }
+
public int count(){
return team.data().countType(type);
}
@@ -689,7 +707,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
type.deathExplosionEffect.at(x, y, bounds() / 2f / 8f);
}
- float shake = hitSize / 3f;
+ float shake = type.deathShake < 0 ? hitSize / 3f : type.deathShake;
if(type.createScorch){
Effect.scorch(x, y, (int)(hitSize / 5));
@@ -713,7 +731,11 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
//if this unit crash landed (was flying), damage stuff in a radius
if(type.flying && !spawnedByCore && type.createWreck && state.rules.unitCrashDamage(team) > 0){
- Damage.damage(team, x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f * state.rules.unitCrashDamage(team), true, false, true);
+ var shields = indexer.getEnemy(team, BlockFlag.shield);
+ float crashDamage = Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f * state.rules.unitCrashDamage(team);
+ if(shields.isEmpty() || !shields.contains(b -> b instanceof ExplosionShield s && s.absorbExplosion(x, y, crashDamage))){
+ Damage.damage(team, x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, crashDamage, true, false, true);
+ }
}
if(!headless && type.createScorch){
diff --git a/core/src/mindustry/entities/effect/ParticleEffect.java b/core/src/mindustry/entities/effect/ParticleEffect.java
index 65e376babc..66c61b3329 100644
--- a/core/src/mindustry/entities/effect/ParticleEffect.java
+++ b/core/src/mindustry/entities/effect/ParticleEffect.java
@@ -34,6 +34,8 @@ public class ParticleEffect extends Effect{
public float spin = 0f;
/** Controls the initial and final sprite sizes. */
public float sizeFrom = 2f, sizeTo = 0f;
+ /** Controls the amount of ticks the effect waits before changing size. */
+ public float sizeChangeStart = 0f;
/** Whether the rotation adds with the parent */
public boolean useRotation = true;
/** Rotation offset. */
@@ -51,6 +53,7 @@ public class ParticleEffect extends Effect{
@Override
public void init(){
clip = Math.max(clip, length + Math.max(sizeFrom, sizeTo));
+ sizeChangeStart = Mathf.clamp(sizeChangeStart, 0f, lifetime);
if(sizeInterp == null) sizeInterp = interp;
}
@@ -62,7 +65,7 @@ public class ParticleEffect extends Effect{
int flip = casingFlip ? -Mathf.sign(e.rotation) : 1;
float rawfin = e.fin();
float fin = e.fin(interp);
- float rad = sizeInterp.apply(sizeFrom, sizeTo, rawfin) * 2;
+ float rad = sizeInterp.apply(sizeFrom, sizeTo, Mathf.curve(rawfin, sizeChangeStart / lifetime, 1f)) * 2;
float ox = e.x + Angles.trnsx(realRotation, offsetX * flip, offsetY), oy = e.y + Angles.trnsy(realRotation, offsetX * flip, offsetY);
Draw.color(colorFrom, colorTo, fin);
diff --git a/core/src/mindustry/entities/effect/RadialEffect.java b/core/src/mindustry/entities/effect/RadialEffect.java
index 1ac37f172f..e6495c4b0f 100644
--- a/core/src/mindustry/entities/effect/RadialEffect.java
+++ b/core/src/mindustry/entities/effect/RadialEffect.java
@@ -8,7 +8,7 @@ import mindustry.entities.*;
/** Renders one particle effect repeatedly at specified angle intervals. */
public class RadialEffect extends Effect{
public Effect effect = Fx.none;
- public float rotationSpacing = 90f, rotationOffset = 0f;
+ public float rotationSpacing = 90f, rotationOffset = 0f, effectRotationOffset = 0f;
public float lengthOffset = 0f;
public int amount = 4;
@@ -16,14 +16,19 @@ public class RadialEffect extends Effect{
clip = 100f;
}
- public RadialEffect(Effect effect, int amount, float spacing, float lengthOffset){
+ public RadialEffect(Effect effect, int amount, float spacing, float lengthOffset, float effectRotationOffset){
this();
this.amount = amount;
this.effect = effect;
+ this.effectRotationOffset = effectRotationOffset;
this.rotationSpacing = spacing;
this.lengthOffset = lengthOffset;
}
+ public RadialEffect(Effect effect, int amount, float spacing, float lengthOffset){
+ this(effect, amount, spacing, lengthOffset, 0f);
+ }
+
@Override
public void create(float x, float y, float rotation, Color color, Object data){
if(!shouldCreate()) return;
@@ -31,7 +36,7 @@ public class RadialEffect extends Effect{
rotation += rotationOffset;
for(int i = 0; i < amount; i++){
- effect.create(x + Angles.trnsx(rotation, lengthOffset), y + Angles.trnsy(rotation, lengthOffset), rotation, color, data);
+ effect.create(x + Angles.trnsx(rotation, lengthOffset), y + Angles.trnsy(rotation, lengthOffset), rotation + effectRotationOffset, color, data);
rotation += rotationSpacing;
}
}
diff --git a/core/src/mindustry/entities/part/DrawPart.java b/core/src/mindustry/entities/part/DrawPart.java
index a8642fe6d4..6e14ccb247 100644
--- a/core/src/mindustry/entities/part/DrawPart.java
+++ b/core/src/mindustry/entities/part/DrawPart.java
@@ -96,9 +96,13 @@ public abstract class DrawPart{
}
default float getClamp(PartParams p){
- return Mathf.clamp(get(p));
+ return getClamp(p, true);
}
-
+
+ default float getClamp(PartParams p, boolean clamp){
+ return clamp ? Mathf.clamp(get(p)) : get(p);
+ }
+
default PartProgress inv(){
return p -> 1f - get(p);
}
diff --git a/core/src/mindustry/entities/part/FlarePart.java b/core/src/mindustry/entities/part/FlarePart.java
index d07987d37e..ccf274a5b9 100644
--- a/core/src/mindustry/entities/part/FlarePart.java
+++ b/core/src/mindustry/entities/part/FlarePart.java
@@ -12,6 +12,7 @@ public class FlarePart extends DrawPart{
public float x, y, rotation, rotMove, spinSpeed;
public boolean followRotation;
public Color color1 = Pal.techBlue, color2 = Color.white;
+ public boolean clampProgress = true;
public PartProgress progress = PartProgress.warmup;
public float layer = Layer.effect;
@@ -20,7 +21,7 @@ public class FlarePart extends DrawPart{
float z = Draw.z();
if(layer > 0) Draw.z(layer);
- float prog = progress.getClamp(params);
+ float prog = progress.getClamp(params, clampProgress);
int i = params.sideOverride == -1 ? 0 : params.sideOverride;
float sign = (i == 0 ? 1 : -1) * params.sideMultiplier;
diff --git a/core/src/mindustry/entities/part/HaloPart.java b/core/src/mindustry/entities/part/HaloPart.java
index 0f5f4cafd0..7dc1dfcace 100644
--- a/core/src/mindustry/entities/part/HaloPart.java
+++ b/core/src/mindustry/entities/part/HaloPart.java
@@ -20,6 +20,7 @@ public class HaloPart extends DrawPart{
public Color color = Color.white;
public @Nullable Color colorTo;
public boolean mirror = false;
+ public boolean clampProgress = true;
public PartProgress progress = PartProgress.warmup;
public float layer = -1f, layerOffset = 0f;
@@ -32,7 +33,7 @@ public class HaloPart extends DrawPart{
Draw.z(Draw.z() + layerOffset);
float
- prog = progress.getClamp(params),
+ prog = progress.getClamp(params, clampProgress),
baseRot = Time.time * rotateSpeed,
rad = radiusTo < 0 ? radius : Mathf.lerp(radius, radiusTo, prog),
triLen = triLengthTo < 0 ? triLength : Mathf.lerp(triLength, triLengthTo, prog),
diff --git a/core/src/mindustry/entities/part/RegionPart.java b/core/src/mindustry/entities/part/RegionPart.java
index 4323f5f9aa..527ccae184 100644
--- a/core/src/mindustry/entities/part/RegionPart.java
+++ b/core/src/mindustry/entities/part/RegionPart.java
@@ -27,6 +27,8 @@ public class RegionPart extends DrawPart{
public boolean drawRegion = true;
/** If true, the heat region produces light. */
public boolean heatLight = false;
+ /** Whether to clamp progress to (0-1). If false, allows usage of interps that go past the range, but may have unwanted visual bugs depending on values. */
+ public boolean clampProgress = true;
/** Progress function for determining position/rotation. */
public PartProgress progress = PartProgress.warmup;
/** Progress function for scaling. */
@@ -67,14 +69,14 @@ public class RegionPart extends DrawPart{
Draw.z(Draw.z() + layerOffset);
float prevZ = Draw.z();
- float prog = progress.getClamp(params), sclProg = growProgress.getClamp(params);
+ float prog = progress.getClamp(params, clampProgress), sclProg = growProgress.getClamp(params, clampProgress);
float mx = moveX * prog, my = moveY * prog, mr = moveRot * prog + rotation,
gx = growX * sclProg, gy = growY * sclProg;
if(moves.size > 0){
for(int i = 0; i < moves.size; i++){
var move = moves.get(i);
- float p = move.progress.getClamp(params);
+ float p = move.progress.getClamp(params, clampProgress);
mx += move.x * p;
my += move.y * p;
mr += move.rot * p;
@@ -130,7 +132,7 @@ public class RegionPart extends DrawPart{
}
if(heat.found()){
- float hprog = heatProgress.getClamp(params);
+ float hprog = heatProgress.getClamp(params, clampProgress);
heatColor.write(Tmp.c1).a(hprog * heatColor.a);
Drawf.additive(heat, Tmp.c1, rx, ry, rot, turretShading ? turretHeatLayer : Draw.z() + heatLayerOffset);
if(heatLight) Drawf.light(rx, ry, light.found() ? light : heat, rot, Tmp.c1, heatLightOpacity * hprog);
diff --git a/core/src/mindustry/entities/part/ShapePart.java b/core/src/mindustry/entities/part/ShapePart.java
index 7093c46b6b..dc8211fb26 100644
--- a/core/src/mindustry/entities/part/ShapePart.java
+++ b/core/src/mindustry/entities/part/ShapePart.java
@@ -15,6 +15,7 @@ public class ShapePart extends DrawPart{
public Color color = Color.white;
public @Nullable Color colorTo;
public boolean mirror = false;
+ public boolean clampProgress = true;
public PartProgress progress = PartProgress.warmup;
public float layer = -1f, layerOffset = 0f;
@@ -26,7 +27,7 @@ public class ShapePart extends DrawPart{
Draw.z(Draw.z() + layerOffset);
- float prog = progress.getClamp(params),
+ float prog = progress.getClamp(params, clampProgress),
baseRot = Time.time * rotateSpeed,
rad = radiusTo < 0 ? radius : Mathf.lerp(radius, radiusTo, prog),
str = strokeTo < 0 ? stroke : Mathf.lerp(stroke, strokeTo, prog);
diff --git a/core/src/mindustry/entities/units/AIController.java b/core/src/mindustry/entities/units/AIController.java
index 8adea77edb..f91b707699 100644
--- a/core/src/mindustry/entities/units/AIController.java
+++ b/core/src/mindustry/entities/units/AIController.java
@@ -4,7 +4,6 @@ import arc.math.*;
import arc.math.geom.*;
import arc.util.*;
import mindustry.*;
-import mindustry.ai.*;
import mindustry.entities.*;
import mindustry.game.*;
import mindustry.gen.*;
@@ -29,8 +28,12 @@ public class AIController implements UnitController{
protected Teamc target;
{
- timer.reset(0, Mathf.random(40f));
- timer.reset(1, Mathf.random(60f));
+ resetTimers();
+ }
+
+ protected void resetTimers(){
+ timer.reset(timerTarget, Mathf.random(40f));
+ timer.reset(timerTarget2, Mathf.random(60f));
}
@Override
@@ -127,7 +130,7 @@ public class AIController implements UnitController{
if(tile == null) return;
Tile targetTile = pathfinder.getTargetTile(tile, pathfinder.getField(unit.team, costType, pathTarget));
- if(tile == targetTile || (costType == Pathfinder.costNaval && !targetTile.floor().isLiquid)) return;
+ if(tile == targetTile || !unit.canPass(targetTile.x, targetTile.y)) return;
unit.movePref(vec.trns(unit.angleTo(targetTile.worldx(), targetTile.worldy()), prefSpeed()));
}
diff --git a/core/src/mindustry/entities/units/BuildPlan.java b/core/src/mindustry/entities/units/BuildPlan.java
index 5390f3451f..f9930f707f 100644
--- a/core/src/mindustry/entities/units/BuildPlan.java
+++ b/core/src/mindustry/entities/units/BuildPlan.java
@@ -4,6 +4,7 @@ import arc.func.*;
import arc.math.geom.*;
import arc.math.geom.QuadTree.*;
import arc.util.*;
+import mindustry.content.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.world.*;
@@ -64,7 +65,6 @@ public class BuildPlan implements Position, QuadTreeObject{
public BuildPlan(){
}
-
public boolean placeable(Team team){
return Build.validPlace(block, team, x, y, rotation);
}
@@ -152,6 +152,17 @@ public class BuildPlan implements Position, QuadTreeObject{
return y*tilesize + (block == null ? 0 : block.offset);
}
+ public boolean isDone(){
+ Tile tile = world.tile(x, y);
+ if(tile == null) return true;
+ Block tblock = tile.block();
+ if(breaking){
+ return tblock == Blocks.air || tblock == tile.floor();
+ }else{
+ return tblock == block && (tile.build == null || tile.build.rotation == rotation);
+ }
+ }
+
public @Nullable Tile tile(){
return world.tile(x, y);
}
diff --git a/core/src/mindustry/entities/units/UnitController.java b/core/src/mindustry/entities/units/UnitController.java
index b77a857a2f..240728b2cc 100644
--- a/core/src/mindustry/entities/units/UnitController.java
+++ b/core/src/mindustry/entities/units/UnitController.java
@@ -1,10 +1,11 @@
package mindustry.entities.units;
+import arc.util.*;
import mindustry.gen.*;
public interface UnitController{
void unit(Unit unit);
- Unit unit();
+ @Nullable Unit unit();
default void hit(Bullet bullet){
diff --git a/core/src/mindustry/game/CampaignRules.java b/core/src/mindustry/game/CampaignRules.java
new file mode 100644
index 0000000000..0ff9a7122c
--- /dev/null
+++ b/core/src/mindustry/game/CampaignRules.java
@@ -0,0 +1,23 @@
+package mindustry.game;
+
+import mindustry.type.*;
+
+public class CampaignRules{
+ public Difficulty difficulty = Difficulty.normal;
+ public boolean fog;
+ public boolean showSpawns;
+ public boolean sectorInvasion;
+ public boolean randomWaveAI;
+ public boolean legacyLaunchPads;
+
+ public void apply(Planet planet, Rules rules){
+ rules.staticFog = rules.fog = fog;
+ rules.showSpawns = showSpawns;
+ rules.randomWaveAI = randomWaveAI;
+ rules.objectiveTimerMultiplier = difficulty.waveTimeMultiplier;
+ rules.teams.get(rules.waveTeam).blockHealthMultiplier = difficulty.enemyHealthMultiplier;
+ rules.teams.get(rules.waveTeam).unitHealthMultiplier = difficulty.enemyHealthMultiplier;
+ rules.teams.get(rules.waveTeam).unitCostMultiplier = 1f / difficulty.enemySpawnMultiplier;
+ rules.teams.get(rules.waveTeam).unitBuildSpeedMultiplier = difficulty.enemySpawnMultiplier;
+ }
+}
diff --git a/core/src/mindustry/game/Difficulty.java b/core/src/mindustry/game/Difficulty.java
new file mode 100644
index 0000000000..fe657294ed
--- /dev/null
+++ b/core/src/mindustry/game/Difficulty.java
@@ -0,0 +1,27 @@
+package mindustry.game;
+
+import arc.*;
+
+public enum Difficulty{
+ //TODO these need tweaks
+ casual(0.75f, 0.5f, 2f),
+ easy(1f, 0.75f, 1.5f),
+ normal(1f, 1f, 1f),
+ hard(1.25f, 1.5f, 0.8f),
+ eradication(1.5f, 2f, 0.6f);
+
+ public static final Difficulty[] all = values();
+
+ //TODO add more fields
+ public float enemyHealthMultiplier, enemySpawnMultiplier, waveTimeMultiplier;
+
+ Difficulty(float enemyHealthMultiplier, float enemySpawnMultiplier, float waveTimeMultiplier){
+ this.enemySpawnMultiplier = enemySpawnMultiplier;
+ this.waveTimeMultiplier = waveTimeMultiplier;
+ this.enemyHealthMultiplier = enemyHealthMultiplier;
+ }
+
+ public String localized(){
+ return Core.bundle.get("difficulty." + name());
+ }
+}
diff --git a/core/src/mindustry/game/EventType.java b/core/src/mindustry/game/EventType.java
index 39333fdf96..4fdd36885a 100644
--- a/core/src/mindustry/game/EventType.java
+++ b/core/src/mindustry/game/EventType.java
@@ -38,6 +38,8 @@ public class EventType{
teamCoreDamage,
socketConfigChanged,
update,
+ beforeGameUpdate,
+ afterGameUpdate,
unitCommandChange,
unitCommandPosition,
unitCommandAttack,
@@ -80,6 +82,8 @@ public class EventType{
public static class BlockInfoEvent{}
/** Called *after* all content has been initialized. */
public static class ContentInitEvent{}
+ /** Called *after* all mod content has been loaded, but before it has been initialized. */
+ public static class ModContentLoadEvent{}
/** Called when the client game is first loaded. */
public static class ClientLoadEvent{}
/** Called after SoundControl registers its music. */
diff --git a/core/src/mindustry/game/MapObjectives.java b/core/src/mindustry/game/MapObjectives.java
index d1ba8ffbc6..3a6f77e5ae 100644
--- a/core/src/mindustry/game/MapObjectives.java
+++ b/core/src/mindustry/game/MapObjectives.java
@@ -106,6 +106,13 @@ public class MapObjectives implements Iterable, Eachable all){
+ this.all.addAll(all);
+ }
+
+ public MapObjectives(){
+ }
+
/** Adds all given objectives to the executor as root objectives. */
public void add(MapObjective... objectives){
for(var objective : objectives) flatten(objective);
@@ -164,6 +171,7 @@ public class MapObjectives implements Iterable, Eachable, Eachable= duration;
+ return (countup += Time.delta) >= duration * state.rules.objectiveTimerMultiplier;
}
@Override
@@ -453,7 +461,7 @@ public class MapObjectives implements Iterable, Eachable, Eachable revealedBlocks = new ObjectSet<>();
/** Unlocked content names. Only used in multiplayer when the campaign is enabled. */
- public ObjectSet researched = new ObjectSet<>();
- /** Block containing these items as requirements are hidden. */
- public ObjectSet hiddenBuildItems = Items.erekirOnlyItems.asSet();
+ public ObjectSet researched = new ObjectSet<>();
/** In-map objective executor. */
public MapObjectives objectives = new MapObjectives();
/** Flags set by objectives. Used in world processors. */
@@ -234,6 +243,10 @@ public class Rules{
return (this.env & env) != 0;
}
+ public float buildRadius(Team team){
+ return enemyCoreBuildRadius + teams.get(team).extraCoreBuildRadius;
+ }
+
public float unitBuildSpeed(Team team){
return unitBuildSpeedMultiplier * teams.get(team).unitBuildSpeedMultiplier;
}
@@ -255,6 +268,10 @@ public class Rules{
return unitDamage(team) * unitCrashDamageMultiplier * teams.get(team).unitCrashDamageMultiplier;
}
+ public float unitMineSpeed(Team team){
+ return unitMineSpeedMultiplier * teams.get(team).unitMineSpeedMultiplier;
+ }
+
public float blockHealth(Team team){
return blockHealthMultiplier * teams.get(team).blockHealthMultiplier;
}
@@ -305,6 +322,8 @@ public class Rules{
public float unitDamageMultiplier = 1f;
/** How much damage unit crash damage deals. (Compounds with unitDamageMultiplier) */
public float unitCrashDamageMultiplier = 1f;
+ /** How fast units can mine. */
+ public float unitMineSpeedMultiplier = 1f;
/** Multiplier of resources that units take to build. */
public float unitCostMultiplier = 1f;
/** How much health units start with. */
@@ -315,6 +334,9 @@ public class Rules{
public float blockDamageMultiplier = 1f;
/** Multiplier for building speed. */
public float buildSpeedMultiplier = 1f;
+ /** Extra spacing added to the no-build zone around the core. */
+ public float extraCoreBuildRadius = 0f;
+
//build cost disabled due to technical complexity
}
diff --git a/core/src/mindustry/game/Saves.java b/core/src/mindustry/game/Saves.java
index 6927813008..575c8bb697 100644
--- a/core/src/mindustry/game/Saves.java
+++ b/core/src/mindustry/game/Saves.java
@@ -111,7 +111,7 @@ public class Saves{
if(state.isGame() && !state.gameOver && current != null && current.isAutosave()){
time += Time.delta;
- if(time > Core.settings.getInt("saveinterval") * 60){
+ if(time > Core.settings.getInt("saveinterval") * 60 && !Vars.disableSave){
saving = true;
try{
diff --git a/core/src/mindustry/game/Schematics.java b/core/src/mindustry/game/Schematics.java
index 32b304f3e9..a54ddca43e 100644
--- a/core/src/mindustry/game/Schematics.java
+++ b/core/src/mindustry/game/Schematics.java
@@ -200,8 +200,7 @@ public class Schematics implements Loadable{
Seq keys = previews.orderedKeys().copy();
for(int i = 0; i < previews.size - maxPreviewsMobile; i++){
//dispose and remove unneeded previews
- previews.get(keys.get(i)).dispose();
- previews.remove(keys.get(i));
+ previews.remove(keys.get(i)).dispose();
}
//update last clear time
lastClearTime = Time.millis();
@@ -654,7 +653,7 @@ public class Schematics implements Loadable{
private static Schematic rotated(Schematic input, boolean counter){
int direction = Mathf.sign(counter);
- Schematic schem = input == tmpSchem ? tmpSchem2 : tmpSchem2;
+ Schematic schem = input == tmpSchem ? tmpSchem2 : tmpSchem;
schem.width = input.width;
schem.height = input.height;
Pools.freeAll(schem.tiles);
diff --git a/core/src/mindustry/game/SectorInfo.java b/core/src/mindustry/game/SectorInfo.java
index c4ee046c6c..0d8e8e1f06 100644
--- a/core/src/mindustry/game/SectorInfo.java
+++ b/core/src/mindustry/game/SectorInfo.java
@@ -30,6 +30,9 @@ public class SectorInfo{
public ObjectMap rawProduction = new ObjectMap<>();
/** Export statistics. */
public ObjectMap export = new ObjectMap<>();
+ //TODO: there is an obvious exploit with launch pad redirection here; pads can be redirected after leaving a sector, which doesn't update calculations.
+ /** Import statistics, based on what launch pads are actually receiving. */
+ public ObjectMap imports = new ObjectMap<>();
/** Items stored in all cores. */
public ItemSeq items = new ItemSeq();
/** The best available core type. */
@@ -38,6 +41,8 @@ public class SectorInfo{
public int storageCapacity = 0;
/** Whether a core is available here. */
public boolean hasCore = true;
+ /** Whether a world processor is on this map - implies that the map will get cleared. */
+ public boolean hasWorldProcessor;
/** Whether this sector was ever fully captured. */
public boolean wasCaptured = false;
/** Sector that was launched from. */
@@ -78,14 +83,18 @@ public class SectorInfo{
public int waveVersion = -1;
/** Whether this sector was indicated to the player or not. */
public boolean shown = false;
- /** Temporary seq for last imported items. Do not use. */
- public transient ItemSeq lastImported = new ItemSeq();
/** Special variables for simulation. */
- public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
+ public float sumHealth, sumRps, sumDps, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
/** Wave where first boss shows up. */
public int bossWave = -1;
+ public ObjectFloatMap importCooldownTimers = new ObjectFloatMap<>();
+ public @Nullable transient float[] importRateCache;
+
+ /** Temporary seq for last imported items. Do not use. */
+ public transient ItemSeq lastImported = new ItemSeq();
+
/** Counter refresh state. */
private transient Interval time = new Interval();
/** Core item storage input/output deltas. */
@@ -105,12 +114,6 @@ public class SectorInfo{
productionDeltas[item.id] += amount;
}
- /** @return the real location items go when launched on this sector */
- public Sector getRealDestination(){
- //on multiplayer the destination is, by default, the first captured sector (basically random)
- return !net.client() || destination != null ? destination : state.rules.sector.planet.sectors.find(Sector::hasBase);
- }
-
/** Updates export statistics. */
public void handleItemExport(ItemStack stack){
handleItemExport(stack.item, stack.amount);
@@ -121,10 +124,43 @@ public class SectorInfo{
export.get(item, ExportStat::new).counter += amount;
}
+ /** Updates import statistics. */
+ public void handleItemImport(Item item, int amount){
+ imports.get(item, ExportStat::new).counter += amount;
+ }
+
public float getExport(Item item){
return export.get(item, ExportStat::new).mean;
}
+ public boolean hasExport(Item item){
+ var exp = export.get(item);
+ return exp != null && exp.mean > 0f;
+ }
+
+ public void refreshImportRates(Planet planet){
+ if(importRateCache == null || importRateCache.length != content.items().size){
+ importRateCache = new float[content.items().size];
+ }else{
+ Arrays.fill(importRateCache, 0f);
+ }
+ eachImport(planet, sector -> sector.info.export.each((item, stat) -> {
+ importRateCache[item.id] += stat.mean;
+ }));
+ }
+
+ public float[] getImportRates(Planet planet){
+ if(importRateCache == null){
+ refreshImportRates(planet);
+ }
+ return importRateCache;
+ }
+
+ /** @return the import rate of an item as item/second. This is the *raw* max import rate, not what landing pads are actually using. */
+ public float getImportRate(Planet planet, Item item){
+ return getImportRates(planet)[item.id];
+ }
+
/** Write contents of meta into main storage. */
public void write(){
//enable attack mode when there's a core.
@@ -175,6 +211,7 @@ public class SectorInfo{
spawnPosition = entity.pos();
}
+ hasWorldProcessor = state.teams.present.contains(t -> t.getBuildings(Blocks.worldProcessor).any());
waveSpacing = state.rules.waveSpacing;
wave = state.wave;
winWave = state.rules.winWave;
@@ -218,19 +255,8 @@ public class SectorInfo{
//refresh throughput
if(time.get(refreshPeriod)){
- //refresh export
- export.each((item, stat) -> {
- //initialize stat after loading
- if(!stat.loaded){
- stat.means.fill(stat.mean);
- stat.loaded = true;
- }
-
- //add counter, subtract how many items were taken from the core during this time
- stat.means.add(Math.max(stat.counter, 0));
- stat.counter = 0;
- stat.mean = stat.means.rawMean();
- });
+ updateStats(export);
+ updateStats(imports);
if(coreDeltas == null) coreDeltas = new int[content.items().size];
if(productionDeltas == null) productionDeltas = new int[content.items().size];
@@ -247,6 +273,11 @@ public class SectorInfo{
//export can, at most, be the raw items being produced from factories + the items being taken from the core
export.get(item).mean = Math.min(export.get(item).mean, rawProduction.get(item).mean + Math.max(-production.get(item).mean, 0));
}
+
+ if(imports.containsKey(item)){
+ //import can't exceed max import rate
+ imports.get(item).mean = Math.min(imports.get(item).mean, getImportRate(state.getPlanet(), item));
+ }
}
Arrays.fill(coreDeltas, 0);
@@ -254,6 +285,20 @@ public class SectorInfo{
}
}
+ void updateStats(ObjectMap map){
+ map.each((item, stat) -> {
+ //initialize stat after loading
+ if(!stat.loaded){
+ stat.means.fill(stat.mean);
+ stat.loaded = true;
+ }
+
+ stat.means.add(Math.max(stat.counter, 0));
+ stat.counter = 0;
+ stat.mean = stat.means.rawMean();
+ });
+ }
+
void updateDelta(Item item, ObjectMap map, int[] deltas){
ExportStat stat = map.get(item, ExportStat::new);
if(!stat.loaded){
@@ -290,7 +335,7 @@ public class SectorInfo{
/** Iterates through every sector this one imports from. */
public void eachImport(Planet planet, Cons cons){
for(Sector sector : planet.sectors){
- Sector dest = sector.info.getRealDestination();
+ Sector dest = sector.info.destination;
if(sector.hasBase() && sector.info != this && dest != null && dest.info == this && sector.info.anyExports()){
cons.get(sector);
}
diff --git a/core/src/mindustry/game/Team.java b/core/src/mindustry/game/Team.java
index affcbe525c..f27f099eca 100644
--- a/core/src/mindustry/game/Team.java
+++ b/core/src/mindustry/game/Team.java
@@ -8,12 +8,13 @@ import arc.util.*;
import mindustry.game.Rules.*;
import mindustry.game.Teams.*;
import mindustry.graphics.*;
+import mindustry.logic.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import mindustry.world.modules.*;
import static mindustry.Vars.*;
-public class Team implements Comparable{
+public class Team implements Comparable, Senseable{
public final int id;
public final Color color;
public final Color[] palette;
@@ -138,7 +139,7 @@ public class Team implements Comparable{
public String localized(){
return Core.bundle.get("team." + name + ".name", name);
}
-
+
public String coloredName(){
return emoji + "[#" + color + "]" + localized() + "[]";
}
@@ -152,4 +153,10 @@ public class Team implements Comparable{
public String toString(){
return name;
}
+
+ @Override
+ public double sense(LAccess sensor){
+ if(sensor == LAccess.id) return id;
+ return 0;
+ }
}
diff --git a/core/src/mindustry/game/Teams.java b/core/src/mindustry/game/Teams.java
index 9fb472bf50..eec1b68ee8 100644
--- a/core/src/mindustry/game/Teams.java
+++ b/core/src/mindustry/game/Teams.java
@@ -8,6 +8,7 @@ import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.ai.*;
+import mindustry.annotations.Annotations.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.*;
@@ -55,6 +56,19 @@ public class Teams{
return Geometry.findClosest(x, y, get(team).cores);
}
+ public boolean anyEnemyCoresWithinBuildRadius(Team team, float x, float y){
+ for(TeamData data : active){
+ if(team != data.team){
+ for(CoreBuild tile : data.cores){
+ if(tile.within(x, y, state.rules.buildRadius(tile.team) + tilesize)){
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+ }
+
public boolean anyEnemyCoresWithin(Team team, float x, float y, float radius){
for(TeamData data : active){
if(team != data.team){
@@ -239,6 +253,8 @@ public class Teams{
}
public static class TeamData{
+ private static final IntSeq derelictBuffer = new IntSeq();
+
public final Team team;
/** Handles building ""bases"". */
@@ -316,6 +332,8 @@ public class Teams{
}
}
+ finishScheduleDerelict();
+
//kill all units randomly
units.each(u -> Time.run(Mathf.random(0f, 60f * 5f), () -> {
//ensure unit hasn't switched teams for whatever reason
@@ -325,21 +343,7 @@ public class Teams{
}));
}
- /** Make all buildings within this range derelict / explode. */
- public void makeDerelict(float x, float y, float range){
- var builds = new Seq();
- if(buildingTree != null){
- buildingTree.intersect(x - range, y - range, range * 2f, range * 2f, builds);
- }
-
- for(var build : builds){
- if(build.within(x, y, range) && !build.block.privileged){
- scheduleDerelict(build);
- }
- }
- }
-
- /** Make all buildings within this range explode. */
+ /** Make all buildings within this range derelict/explode. */
public void timeDestroy(float x, float y, float range){
var builds = new Seq();
if(buildingTree != null){
@@ -347,23 +351,31 @@ public class Teams{
}
for(var build : builds){
- if(build.within(x, y, range) && !cores.contains(c -> c.within(build, range))){
- //TODO GPU driver bugs?
- build.kill();
- //Time.run(Mathf.random(0f, 60f * 6f), build::kill);
+ if(!build.block.privileged && build.within(x, y, range) && !cores.contains(c -> c.within(build, range))){
+ scheduleDerelict(build);
}
}
+ finishScheduleDerelict();
}
private void scheduleDerelict(Building build){
- //TODO this may cause a lot of packet spam, optimize?
- Call.setTeam(build, Team.derelict);
+ //queue block to be handled later, avoid packet spam
+ derelictBuffer.add(build.pos());
- if(Mathf.chance(0.25)){
+ if(build.getPayload() instanceof UnitPayload){
+ Call.destroyPayload(build);
+ }
+
+ if(Mathf.chance(0.2)){
Time.run(Mathf.random(0f, 60f * 6f), build::kill);
}
}
+ private void finishScheduleDerelict(){
+ derelictBuffer.chunked(1000, values -> Call.setTeams(values, Team.derelict));
+ derelictBuffer.clear();
+ }
+
//this is just an alias for consistency
@Nullable
public Seq getUnits(UnitType type){
@@ -425,14 +437,23 @@ public class Teams{
}
}
+ @Remote(called = Loc.server, unreliable = true)
+ public static void destroyPayload(Building build){
+ if(build != null && build.getPayload() instanceof UnitPayload && build.takePayload() instanceof UnitPayload unit){
+ unit.dump();
+ unit.unit.killed();
+ }
+ }
+
/** Represents a block made by this team that was destroyed somewhere on the map.
* This does not include deconstructed blocks.*/
public static class BlockPlan{
- public final short x, y, rotation, block;
+ public final short x, y, rotation;
+ public final Block block;
public final Object config;
public boolean removed;
- public BlockPlan(int x, int y, short rotation, short block, Object config){
+ public BlockPlan(int x, int y, short rotation, Block block, Object config){
this.x = (short)x;
this.y = (short)y;
this.rotation = rotation;
diff --git a/core/src/mindustry/game/Universe.java b/core/src/mindustry/game/Universe.java
index 4aa77d8be7..33fcc893c1 100644
--- a/core/src/mindustry/game/Universe.java
+++ b/core/src/mindustry/game/Universe.java
@@ -6,6 +6,7 @@ import arc.struct.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.game.EventType.*;
+import mindustry.game.Schematic.*;
import mindustry.game.SectorInfo.*;
import mindustry.gen.*;
import mindustry.maps.*;
@@ -115,6 +116,11 @@ public class Universe{
Core.settings.putJson("launch-resources-seq", lastLaunchResources);
}
+ /** Updates selected loadout for future deployment. Creates an empty schematic with a single core block. */
+ public void updateLoadout(CoreBlock block){
+ updateLoadout(block, new Schematic(Seq.with(new Stile(block, 0, 0, null, (byte)0)), new StringMap(), block.size, block.size));
+ }
+
/** Updates selected loadout for future deployment. */
public void updateLoadout(CoreBlock block, Schematic schem){
Core.settings.put("lastloadout-" + block.name, schem.file == null ? "" : schem.file.nameWithoutExtension());
@@ -157,26 +163,33 @@ public class Universe{
continue;
}
- //first pass: clear import stats
- for(Sector sector : planet.sectors){
- if(sector.hasBase() && !sector.isBeingPlayed()){
- sector.info.lastImported.clear();
- }
+ //don't simulate the planet if there is an in-progress mission on that planet
+ if(!planet.allowWaveSimulation && planet.sectors.contains(s -> s.hasBase() && !s.isBeingPlayed() && s.isAttacked())){
+ continue;
}
- //second pass: update export & import statistics
- for(Sector sector : planet.sectors){
- if(sector.hasBase() && !sector.isBeingPlayed()){
+ if(planet.campaignRules.legacyLaunchPads){
+ //first pass: clear import stats
+ for(Sector sector : planet.sectors){
+ if(sector.hasBase() && !sector.isBeingPlayed()){
+ sector.info.lastImported.clear();
+ }
+ }
- //export to another sector
- if(sector.info.destination != null){
- Sector to = sector.info.destination;
- if(to.hasBase() && to.planet == planet){
- ItemSeq items = new ItemSeq();
- //calculated exported items to this sector
- sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed * sector.getProductionScale())));
- to.addItems(items);
- to.info.lastImported.add(items);
+ //second pass: update export & import statistics
+ for(Sector sector : planet.sectors){
+ if(sector.hasBase() && !sector.isBeingPlayed()){
+
+ //export to another sector
+ if(sector.info.destination != null){
+ Sector to = sector.info.destination;
+ if(to.hasBase() && to.planet == planet){
+ ItemSeq items = new ItemSeq();
+ //calculated exported items to this sector
+ sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed * sector.getProductionScale())));
+ to.addItems(items);
+ to.info.lastImported.add(items);
+ }
}
}
}
@@ -185,6 +198,9 @@ public class Universe{
//third pass: everything else
for(Sector sector : planet.sectors){
if(sector.hasBase()){
+ if(sector.info.importRateCache != null){
+ sector.info.refreshImportRates(planet);
+ }
//if it is being attacked, capture time is 0; otherwise, increment the timer
if(sector.isAttacked()){
@@ -196,6 +212,8 @@ public class Universe{
//increment seconds passed for this sector by the time that just passed with this turn
if(!sector.isBeingPlayed()){
+ //TODO: if a planet has sectors under attack and simulation is OFF, just don't simulate it
+
//increment time if attacked
if(sector.isAttacked()){
sector.info.secondsPassed += turnDuration/60f;
@@ -238,12 +256,15 @@ public class Universe{
//add production, making sure that it's capped
sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed * scl), sector.info.storageCapacity - sector.info.items.get(item))));
- sector.info.export.each((item, stat) -> {
- if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
- //cap export by import when production is negative.
- stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
- }
- });
+ if(planet.campaignRules.legacyLaunchPads){
+ sector.info.export.each((item, stat) -> {
+ if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
+ //cap export by import when production is negative.
+ //TODO remove
+ stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
+ }
+ });
+ }
//prevent negative values with unloaders
sector.info.items.checkNegative();
@@ -252,7 +273,7 @@ public class Universe{
}
//queue random invasions
- if(!sector.isAttacked() && sector.planet.allowSectorInvasion && sector.info.minutesCaptured > invasionGracePeriod && sector.info.hasSpawns){
+ if(!sector.isAttacked() && sector.planet.campaignRules.sectorInvasion && sector.info.minutesCaptured > invasionGracePeriod && sector.info.hasSpawns){
int count = sector.near().count(s -> s.hasEnemyBase() && !s.hasBase());
//invasion chance depends on # of nearby bases
diff --git a/core/src/mindustry/graphics/BlockRenderer.java b/core/src/mindustry/graphics/BlockRenderer.java
index aec39b6661..10e29ef135 100644
--- a/core/src/mindustry/graphics/BlockRenderer.java
+++ b/core/src/mindustry/graphics/BlockRenderer.java
@@ -274,7 +274,7 @@ public class BlockRenderer{
if(brokenFade > 0.001f){
for(BlockPlan block : player.team().data().plans){
- Block b = content.block(block.block);
+ Block b = block.block;
if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(block.x * tilesize + b.offset, block.y * tilesize + b.offset))) continue;
Draw.alpha(0.33f * brokenFade);
diff --git a/core/src/mindustry/graphics/Drawf.java b/core/src/mindustry/graphics/Drawf.java
index db7db61dd5..497736e6c9 100644
--- a/core/src/mindustry/graphics/Drawf.java
+++ b/core/src/mindustry/graphics/Drawf.java
@@ -141,11 +141,18 @@ public class Drawf{
Draw.z(pz);
}
- public static void limitLine(Position start, Position dest, float len1, float len2){
+ public static void limitLine(Position start, Position dest, float len1, float len2, Color color){
+ if(start.within(dest, len1 + len2)){
+ return;
+ }
Tmp.v1.set(dest).sub(start).setLength(len1);
Tmp.v2.set(Tmp.v1).scl(-1f).setLength(len2);
- Drawf.line(Pal.accent, start.getX() + Tmp.v1.x, start.getY() + Tmp.v1.y, dest.getX() + Tmp.v2.x, dest.getY() + Tmp.v2.y);
+ Drawf.line(color, start.getX() + Tmp.v1.x, start.getY() + Tmp.v1.y, dest.getX() + Tmp.v2.x, dest.getY() + Tmp.v2.y);
+ }
+
+ public static void limitLine(Position start, Position dest, float len1, float len2){
+ limitLine(start, dest, len1, len2, Pal.accent);
}
public static void dashLineDst(Color color, float x, float y, float x2, float y2){
@@ -306,7 +313,7 @@ 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);
@@ -354,13 +361,21 @@ public class Drawf{
}
public static void square(float x, float y, float radius, float rotation, Color color){
- Lines.stroke(3f, Pal.gray);
+ Lines.stroke(3f, Pal.gray.write(Tmp.c3).a(color.a));
Lines.square(x, y, radius + 1f, rotation);
Lines.stroke(1f, color);
Lines.square(x, y, radius + 1f, rotation);
Draw.reset();
}
+ public static void poly(float x, float y, int sides, float radius, float rotation, Color color){
+ Lines.stroke(3f, Pal.gray);
+ Lines.poly(x, y, sides, radius + 1f, rotation);
+ Lines.stroke(1f, color);
+ Lines.poly(x, y, sides, radius + 1f, rotation);
+ Draw.reset();
+ }
+
public static void square(float x, float y, float radius, float rotation){
square(x, y, radius, rotation, Pal.accent);
}
@@ -436,7 +451,7 @@ public class Drawf{
public static void construct(float x, float y, TextureRegion region, float rotation, float progress, float alpha, float time){
construct(x, y, region, Pal.accent, rotation, progress, alpha, time);
}
-
+
public static void construct(float x, float y, TextureRegion region, Color color, float rotation, float progress, float alpha, float time){
Shaders.build.region = region;
Shaders.build.progress = progress;
@@ -458,7 +473,7 @@ public class Drawf{
public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float alpha, float time){
construct(t, region, color, rotation, progress, alpha, time, t.block.size * tilesize - 4f);
}
-
+
public static void construct(Building t, TextureRegion region, Color color, float rotation, float progress, float alpha, float time, float size){
Shaders.build.region = region;
Shaders.build.progress = progress;
@@ -477,7 +492,7 @@ public class Drawf{
Draw.reset();
}
-
+
/** Draws a sprite that should be light-wise correct, when rotated. Provided sprite must be symmetrical in shape. */
public static void spinSprite(TextureRegion region, float x, float y, float r){
float a = Draw.getColorAlpha();
diff --git a/core/src/mindustry/graphics/FogRenderer.java b/core/src/mindustry/graphics/FogRenderer.java
index da0212bd86..60807ed8cf 100644
--- a/core/src/mindustry/graphics/FogRenderer.java
+++ b/core/src/mindustry/graphics/FogRenderer.java
@@ -16,7 +16,6 @@ import mindustry.world.meta.*;
import static mindustry.Vars.*;
-/** Highly experimental fog-of-war renderer. */
public final class FogRenderer{
private FrameBuffer staticFog = new FrameBuffer(), dynamicFog = new FrameBuffer();
private LongSeq events = new LongSeq();
diff --git a/core/src/mindustry/graphics/MultiPacker.java b/core/src/mindustry/graphics/MultiPacker.java
index e5f473a765..42bc8d00d7 100644
--- a/core/src/mindustry/graphics/MultiPacker.java
+++ b/core/src/mindustry/graphics/MultiPacker.java
@@ -116,8 +116,7 @@ public class MultiPacker implements Disposable{
//main page can be massive, but 8192 throws GL_OUT_OF_MEMORY on some GPUs and I can't deal with it yet.
main(4096),
- //TODO stuff like this throws OOM on some devices
- environment(4096, 2048),
+ environment(4096),
ui(4096),
rubble(4096, 2048),
editor(4096, 2048);
diff --git a/core/src/mindustry/graphics/NvGpuInfo.java b/core/src/mindustry/graphics/NvGpuInfo.java
new file mode 100644
index 0000000000..f620680b03
--- /dev/null
+++ b/core/src/mindustry/graphics/NvGpuInfo.java
@@ -0,0 +1,28 @@
+package mindustry.graphics;
+
+import arc.*;
+import arc.graphics.*;
+
+/** Nvidia-specific utility class for querying GPU VRAM information. */
+public class NvGpuInfo{
+ private static final int GL_GPU_MEM_INFO_TOTAL_AVAILABLE_MEM_NVX = 0x9048;
+ private static final int GL_GPU_MEM_INFO_CURRENT_AVAILABLE_MEM_NVX = 0x9049;
+
+ private static boolean supported, initialized;
+
+ public static int getMaxMemoryKB(){
+ return hasMemoryInfo() ? Gl.getInt(GL_GPU_MEM_INFO_TOTAL_AVAILABLE_MEM_NVX) : 0;
+ }
+
+ public static int getAvailableMemoryKB(){
+ return hasMemoryInfo() ? Gl.getInt(GL_GPU_MEM_INFO_CURRENT_AVAILABLE_MEM_NVX) : 0;
+ }
+
+ public static boolean hasMemoryInfo(){
+ if(!initialized){
+ supported = Core.graphics.supportsExtension("GL_NVX_gpu_memory_info");
+ initialized = true;
+ }
+ return supported;
+ }
+}
\ No newline at end of file
diff --git a/core/src/mindustry/graphics/OverlayRenderer.java b/core/src/mindustry/graphics/OverlayRenderer.java
index 8346eb94d6..6ec2d283ac 100644
--- a/core/src/mindustry/graphics/OverlayRenderer.java
+++ b/core/src/mindustry/graphics/OverlayRenderer.java
@@ -151,6 +151,7 @@ public class OverlayRenderer{
}
input.drawTop();
+ input.drawUnitSelection();
buildFade = Mathf.lerpDelta(buildFade, input.isPlacing() || input.isUsingSchematic() ? 1f : 0f, 0.06f);
@@ -177,11 +178,12 @@ public class OverlayRenderer{
}else{
state.teams.eachEnemyCore(player.team(), core -> {
//it must be clear that there is a core here.
- if(/*core.wasVisible && */Core.camera.bounds(Tmp.r1).overlaps(Tmp.r2.setCentered(core.x, core.y, state.rules.enemyCoreBuildRadius * 2f))){
+ float br = state.rules.buildRadius(core.team);
+ if(/*core.wasVisible && */Core.camera.bounds(Tmp.r1).overlaps(Tmp.r2.setCentered(core.x, core.y, br * 2f))){
Draw.color(Color.darkGray);
- Lines.circle(core.x, core.y - 2, state.rules.enemyCoreBuildRadius);
+ Lines.circle(core.x, core.y - 2,br);
Draw.color(Pal.accent, core.team.color, 0.5f + Mathf.absin(Time.time, 10f, 0.5f));
- Lines.circle(core.x, core.y, state.rules.enemyCoreBuildRadius);
+ Lines.circle(core.x, core.y, br);
}
});
}
diff --git a/core/src/mindustry/graphics/Pal.java b/core/src/mindustry/graphics/Pal.java
index 9b56be524b..ba63dcdb68 100644
--- a/core/src/mindustry/graphics/Pal.java
+++ b/core/src/mindustry/graphics/Pal.java
@@ -5,6 +5,7 @@ import arc.graphics.*;
public class Pal{
public static Color
+ water = Color.valueOf("596ab8"),
darkOutline = Color.valueOf("2d2f39"),
thoriumPink = Color.valueOf("f9a3c7"),
coalBlack = Color.valueOf("272727"),
@@ -107,7 +108,7 @@ public class Pal{
redderDust = Color.valueOf("ff7b69"),
plasticSmoke = Color.valueOf("f1e479"),
-
+
adminChat = Color.valueOf("ff4000"),
neoplasmOutline = Color.valueOf("2e191d"),
diff --git a/core/src/mindustry/graphics/g3d/HexSkyMesh.java b/core/src/mindustry/graphics/g3d/HexSkyMesh.java
index a3cec1f170..434e22818f 100644
--- a/core/src/mindustry/graphics/g3d/HexSkyMesh.java
+++ b/core/src/mindustry/graphics/g3d/HexSkyMesh.java
@@ -27,7 +27,7 @@ public class HexSkyMesh extends PlanetMesh{
@Override
public boolean skip(Vec3 position){
- return Simplex.noise3d(planet.id + seed, octaves, persistence, scl, position.x, position.y * 3f, position.z) >= thresh;
+ return Simplex.noise3d(7 + seed, octaves, persistence, scl, position.x, position.y * 3f, position.z) >= thresh;
}
}, divisions, false, planet.radius, radius), Shaders.clouds);
diff --git a/core/src/mindustry/graphics/g3d/NoiseMesh.java b/core/src/mindustry/graphics/g3d/NoiseMesh.java
index f6b8b7328e..88709c4021 100644
--- a/core/src/mindustry/graphics/g3d/NoiseMesh.java
+++ b/core/src/mindustry/graphics/g3d/NoiseMesh.java
@@ -14,7 +14,7 @@ public class NoiseMesh extends HexMesh{
this.mesh = MeshBuilder.buildHex(new HexMesher(){
@Override
public float getHeight(Vec3 position){
- return Simplex.noise3d(planet.id + seed, octaves, persistence, scale, 5f + position.x, 5f + position.y, 5f + position.z) * mag;
+ return Simplex.noise3d(7 + seed, octaves, persistence, scale, 5f + position.x, 5f + position.y, 5f + position.z) * mag;
}
@Override
@@ -31,12 +31,12 @@ public class NoiseMesh extends HexMesh{
this.mesh = MeshBuilder.buildHex(new HexMesher(){
@Override
public float getHeight(Vec3 position){
- return Simplex.noise3d(planet.id + seed, octaves, persistence, scale, 5f + position.x, 5f + position.y, 5f + position.z) * mag;
+ return Simplex.noise3d(7 + seed, octaves, persistence, scale, 5f + position.x, 5f + position.y, 5f + position.z) * mag;
}
@Override
public Color getColor(Vec3 position){
- return Simplex.noise3d(planet.id + seed + 1, coct, cper, cscl, 5f + position.x, 5f + position.y, 5f + position.z) > cthresh ? color2 : color1;
+ return Simplex.noise3d(8 + seed, coct, cper, cscl, 5f + position.x, 5f + position.y, 5f + position.z) > cthresh ? color2 : color1;
}
}, divisions, false, radius, 0.2f);
}
diff --git a/core/src/mindustry/input/Binding.java b/core/src/mindustry/input/Binding.java
index 039829ebd4..d5c52930d3 100644
--- a/core/src/mindustry/input/Binding.java
+++ b/core/src/mindustry/input/Binding.java
@@ -60,6 +60,7 @@ public enum Binding implements KeyBind{
unit_command_load_units(KeyCode.unset),
unit_command_load_blocks(KeyCode.unset),
unit_command_unload_payload(KeyCode.unset),
+ unit_command_loop_payload(KeyCode.unset),
category_prev(KeyCode.comma, "blocks"),
category_next(KeyCode.period),
@@ -80,6 +81,7 @@ public enum Binding implements KeyBind{
block_select_10(KeyCode.num0),
zoom(new Axis(KeyCode.scroll), "view"),
+ detach_camera(KeyCode.unset),
menu(Vars.android ? KeyCode.back : KeyCode.escape),
fullscreen(KeyCode.f11),
pause(KeyCode.space),
diff --git a/core/src/mindustry/input/DesktopInput.java b/core/src/mindustry/input/DesktopInput.java
index 6aef02f339..0ec79e1ab6 100644
--- a/core/src/mindustry/input/DesktopInput.java
+++ b/core/src/mindustry/input/DesktopInput.java
@@ -56,6 +56,8 @@ public class DesktopInput extends InputHandler{
/** Time of most recent control group selection */
public long lastCtrlGroupSelectMillis;
+ private float buildPlanMouseOffsetX, buildPlanMouseOffsetY;
+
boolean showHint(){
return ui.hudfrag.shown && Core.settings.getBool("hints") && selectPlans.isEmpty() && !player.dead() &&
(!isBuilding && !Core.settings.getBool("buildautopause") || player.unit().isBuilding() || !player.dead() && !player.unit().spawnedByCore());
@@ -130,9 +132,6 @@ public class DesktopInput extends InputHandler{
}
}
-
- drawCommanded();
-
Draw.reset();
}
@@ -226,28 +225,46 @@ public class DesktopInput extends InputHandler{
boolean locked = locked();
boolean panCam = false;
float camSpeed = (!Core.input.keyDown(Binding.boost) ? panSpeed : panBoostSpeed) * Time.delta;
+ boolean detached = settings.getBool("detach-camera", false);
- if(input.keyDown(Binding.pan) && !scene.hasField() && !scene.hasDialog()){
- panCam = true;
- panning = true;
+ if(!scene.hasField() && !scene.hasDialog()){
+ if(input.keyTap(Binding.detach_camera)){
+ settings.put("detach-camera", detached = !detached);
+ if(!detached){
+ panning = false;
+ }
+ spectating = null;
+ }
+
+ if(input.keyDown(Binding.pan)){
+ panCam = true;
+ panning = true;
+ spectating = null;
+ }
+
+ if((Math.abs(Core.input.axis(Binding.move_x)) > 0 || Math.abs(Core.input.axis(Binding.move_y)) > 0 || input.keyDown(Binding.mouse_move))){
+ panning = false;
+ spectating = null;
+ }
}
- if((Math.abs(Core.input.axis(Binding.move_x)) > 0 || Math.abs(Core.input.axis(Binding.move_y)) > 0 || input.keyDown(Binding.mouse_move)) && (!scene.hasField())){
- panning = false;
- }
+ panning |= detached;
+
if(!locked){
- if(((player.dead() || state.isPaused()) && !ui.chatfrag.shown()) && !scene.hasField() && !scene.hasDialog()){
+ if(((player.dead() || state.isPaused() || detached) && !ui.chatfrag.shown()) && !scene.hasField() && !scene.hasDialog()){
if(input.keyDown(Binding.mouse_move)){
panCam = true;
}
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){
+ }else if((!player.dead() || spectating != null) && !panning){
//TODO do not pan
Team corePanTeam = state.won ? state.rules.waveTeam : player.team();
Position coreTarget = state.gameOver && !state.rules.pvp && corePanTeam.data().lastCore != null ? corePanTeam.data().lastCore : null;
- Core.camera.position.lerpDelta(coreTarget != null ? coreTarget : player, Core.settings.getBool("smoothcamera") ? 0.08f : 1f);
+ Position panTarget = coreTarget != null ? coreTarget : spectating != null ? spectating : player;
+
+ Core.camera.position.lerpDelta(panTarget, Core.settings.getBool("smoothcamera") ? 0.08f : 1f);
}
if(panCam){
@@ -271,7 +288,7 @@ public class DesktopInput extends InputHandler{
}
//validate commanding units
- selectedUnits.removeAll(u -> !u.isCommandable() || !u.isValid());
+ selectedUnits.removeAll(u -> !u.isCommandable() || !u.isValid() || u.team != player.team());
if(commandMode && !scene.hasField() && !scene.hasDialog()){
if(input.keyTap(Binding.select_all_units)){
@@ -457,7 +474,7 @@ public class DesktopInput extends InputHandler{
cursorType = cursor.build.getCursor();
}
- if(cursor.build != null && player.team() != Team.derelict && cursor.build.team == Team.derelict && Build.validPlace(cursor.block(), player.team(), cursor.build.tileX(), cursor.build.tileY(), cursor.build.rotation)){
+ if(canRepairDerelict(cursor)){
cursorType = ui.repairCursor;
}
@@ -527,8 +544,6 @@ public class DesktopInput extends InputHandler{
@Override
public void buildPlacementUI(Table table){
- table.image().color(Pal.gray).height(4f).colspan(4).growX();
- table.row();
table.left().margin(0f).defaults().size(48f).left();
table.button(Icon.paste, Styles.clearNonei, () -> {
@@ -628,11 +643,10 @@ public class DesktopInput extends InputHandler{
}
if(splan != null){
- float offset = ((splan.block.size + 2) % 2) * tilesize / 2f;
- float x = Core.input.mouseWorld().x + offset;
- float y = Core.input.mouseWorld().y + offset;
- splan.x = (int)(x / tilesize);
- splan.y = (int)(y / tilesize);
+ float x = Core.input.mouseWorld().x + buildPlanMouseOffsetX;
+ float y = Core.input.mouseWorld().y + buildPlanMouseOffsetY;
+ splan.x = Math.round(x / tilesize);
+ splan.y = Math.round(y / tilesize);
}
if(block == null || mode != placing){
@@ -663,6 +677,15 @@ public class DesktopInput extends InputHandler{
tappedOne = false;
BuildPlan plan = getPlan(cursorX, cursorY);
+ if(plan != null){
+ //move selected to front
+ int index = player.unit().plans.indexOf(plan, true);
+ if(index != -1){
+ player.unit().plans.removeIndex(index);
+ player.unit().plans.addFirst(plan);
+ }
+ }
+
if(Core.input.keyDown(Binding.break_block)){
mode = none;
}else if(!selectPlans.isEmpty()){
@@ -676,6 +699,8 @@ public class DesktopInput extends InputHandler{
updateLine(selectX, selectY);
}else if(plan != null && !plan.breaking && mode == none && !plan.initialized && plan.progress <= 0f){
splan = plan;
+ buildPlanMouseOffsetX = splan.x * tilesize - Core.input.mouseWorld().x;
+ buildPlanMouseOffsetY = splan.y * tilesize - Core.input.mouseWorld().y;
}else if(plan != null && plan.breaking){
deleting = true;
}else if(commandMode){
@@ -760,6 +785,15 @@ public class DesktopInput extends InputHandler{
if(getPlan(splan.x, splan.y, splan.block.size, splan) != null){
player.unit().plans().remove(splan, true);
}
+
+ if(input.ctrl()){
+ inv.hide();
+ config.hideConfig();
+ planConfig.showConfig(splan);
+ }else{
+ planConfig.hide();
+ }
+
splan = null;
}
@@ -859,9 +893,20 @@ public class DesktopInput extends InputHandler{
float ya = Core.input.axis(Binding.move_y);
boolean boosted = (unit instanceof Mechc && unit.isFlying());
- movement.set(xa, ya).nor().scl(speed);
- if(Core.input.keyDown(Binding.mouse_move)){
- movement.add(input.mouseWorld().sub(player).scl(1f / 25f * speed)).limit(speed);
+ if(settings.getBool("detach-camera")){
+ Vec2 targetPos = camera.position;
+
+ movement.set(targetPos).sub(player).limit(speed);
+
+ if(player.within(targetPos, 15f)){
+ movement.setZero();
+ unit.vel.approachDelta(Vec2.ZERO, unit.speed() * unit.type().accel / 2f);
+ }
+ }else{
+ movement.set(xa, ya).nor().scl(speed);
+ if(Core.input.keyDown(Binding.mouse_move)){
+ movement.add(input.mouseWorld().sub(player).scl(1f / 25f * speed)).limit(speed);
+ }
}
float mouseAngle = Angles.mouseAngle(unit.x, unit.y);
diff --git a/core/src/mindustry/input/InputHandler.java b/core/src/mindustry/input/InputHandler.java
index 49146f701c..36c55360cd 100644
--- a/core/src/mindustry/input/InputHandler.java
+++ b/core/src/mindustry/input/InputHandler.java
@@ -12,6 +12,7 @@ import arc.scene.*;
import arc.scene.event.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
+import arc.struct.Queue;
import arc.util.*;
import mindustry.*;
import mindustry.ai.*;
@@ -52,7 +53,9 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
/** Used for dropping items. */
final static float playerSelectRange = mobile ? 17f : 11f;
+ final static float unitSelectRadScl = 1f;
final static IntSeq removed = new IntSeq();
+ final static IntSet intSet = new IntSet();
/** Maximum line length. */
final static int maxLength = 100;
final static Rect r1 = new Rect(), r2 = new Rect();
@@ -96,6 +99,9 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
public BuildPlan bplan = new BuildPlan();
public Seq linePlans = new Seq<>();
public Seq selectPlans = new Seq<>(BuildPlan.class);
+ public Queue lastPlans = new Queue<>();
+ public @Nullable Unit lastUnit;
+ public @Nullable Unit spectating;
//for RTS controls
public Seq selectedUnits = new Seq<>();
@@ -112,6 +118,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
public final BlockInventoryFragment inv;
public final BlockConfigFragment config;
+ public final PlanConfigFragment planConfig;
private WidgetGroup group = new WidgetGroup();
@@ -132,6 +139,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
group.touchable = Touchable.childrenOnly;
inv = new BlockInventoryFragment();
config = new BlockConfigFragment();
+ planConfig = new PlanConfigFragment();
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)){
@@ -147,6 +155,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
logicCutscene = false;
itemDepositCooldown = 0f;
Arrays.fill(controlGroups, null);
+ lastUnit = null;
+ lastPlans.clear();
});
}
@@ -793,7 +803,16 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
return !selectPlans.isEmpty();
}
+ public void spectate(Unit unit){
+ spectating = unit;
+ camera.position.set(unit);
+ }
+
public void update(){
+ if(spectating != null && (!spectating.isValid() || spectating.team != player.team())){
+ spectating = null;
+ }
+
if(logicCutscene && !renderer.isCutscene()){
Core.camera.position.lerpDelta(logicCamPan, logicCamSpeed);
}else{
@@ -808,6 +827,24 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
commandRect = false;
}
+ if(player.isBuilder()){
+ var playerPlans = player.unit().plans;
+ if(player.unit() != lastUnit && playerPlans.size <= 1){
+ playerPlans.ensureCapacity(lastPlans.size);
+ for(var plan : lastPlans){
+ playerPlans.addLast(plan);
+ }
+ }
+ if(lastPlans.size != playerPlans.size || (lastPlans.size > 0 && playerPlans.size > 0 && lastPlans.first() != playerPlans.first())){
+ lastPlans.clear();
+ for(var plan : playerPlans){
+ lastPlans.addLast(plan);
+ }
+ }
+ }
+
+ lastUnit = player.unit();
+
playerPlanTree.clear();
if(!player.dead()){
player.unit().plans.each(playerPlanTree::insert);
@@ -830,7 +867,6 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
//you don't want selected blocks while locked, looks weird
if(locked()){
block = null;
-
}
wasShooting = player.shooting;
@@ -1035,34 +1071,77 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
public void drawCommand(Unit sel){
- Drawf.square(sel.x, sel.y, sel.hitSize / 1.4f + Mathf.absin(4f, 1f), selectedUnits.contains(sel) ? Pal.remove : Pal.accent);
+ Drawf.poly(sel.x, sel.y, 6, sel.hitSize / unitSelectRadScl + Mathf.absin(4f, 1f), 0f, selectedUnits.contains(sel) ? Pal.remove : Pal.accent);
}
public void drawCommanded(){
+ Draw.draw(Layer.plans, () -> {
+ drawCommanded(true);
+ });
+
+ Draw.draw(Layer.groundUnit - 1, () -> {
+ drawCommanded(false);
+ });
+ }
+
+ public void drawCommanded(boolean flying){
+ float lineLimit = 6.5f;
+ Color color = Pal.accent;
+ int sides = 6;
+ float alpha = 0.5f;
+
if(commandMode){
//happens sometimes
selectedUnits.removeAll(u -> !u.isCommandable());
//draw command overlay UI
for(Unit unit : selectedUnits){
+
CommandAI ai = unit.command();
Position lastPos = ai.attackTarget != null ? ai.attackTarget : ai.targetPos;
+ if(flying && ai.attackTarget != null && ai.currentCommand().drawTarget){
+ Drawf.target(ai.attackTarget.getX(), ai.attackTarget.getY(), 6f, Pal.remove);
+ }
+
+ if(unit.isFlying() != flying) continue;
+
//draw target line
if(ai.targetPos != null && ai.currentCommand().drawTarget){
Position lineDest = ai.attackTarget != null ? ai.attackTarget : ai.targetPos;
- Drawf.limitLine(unit, lineDest, unit.hitSize / 2f, 3.5f);
+ Drawf.limitLine(unit, lineDest, unit.hitSize / unitSelectRadScl + 1f, lineLimit, color.write(Tmp.c1).a(alpha));
if(ai.attackTarget == null){
- Drawf.square(lineDest.getX(), lineDest.getY(), 3.5f);
+ Drawf.square(lineDest.getX(), lineDest.getY(), 3.5f, color.write(Tmp.c1).a(alpha));
+
+ if(ai.currentCommand() == UnitCommand.enterPayloadCommand){
+ var build = world.buildWorld(lineDest.getX(), lineDest.getY());
+ if(build != null && build.block.acceptsUnitPayloads && build.team == unit.team){
+ Drawf.selected(build, color);
+ }
+ }
}
}
- Drawf.square(unit.x, unit.y, unit.hitSize / 1.4f + 1f);
+ float rad = unit.hitSize / unitSelectRadScl + 1f;
+
+ Fill.lightInner(unit.x, unit.y, sides,
+ Math.max(0f, rad * 0.8f),
+ rad,
+ 0f,
+ Tmp.c3.set(color).a(0f),
+ Tmp.c2.set(color).a(0.7f)
+ );
+
+ Lines.stroke(1f);
+ Draw.color(color);
+ Lines.poly(unit.x, unit.y, sides, rad + 0.5f);
+ //uncomment for a dark border
+ //Draw.color(Pal.gray);
+ //Lines.poly(unit.x, unit.y, sides, rad + 1.5f);
+ Draw.reset();
+
- if(ai.attackTarget != null && ai.currentCommand().drawTarget){
- Drawf.target(ai.attackTarget.getX(), ai.attackTarget.getY(), 6f, Pal.remove);
- }
if(lastPos == null){
lastPos = unit;
@@ -1071,54 +1150,72 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
//draw command queue
if(ai.currentCommand().drawTarget && ai.commandQueue.size > 0){
for(var next : ai.commandQueue){
- Drawf.limitLine(lastPos, next, 3.5f, 3.5f);
+ Drawf.limitLine(lastPos, next, lineLimit, lineLimit, color.write(Tmp.c1).a(alpha));
lastPos = next;
if(next instanceof Vec2 vec){
- Drawf.square(vec.x, vec.y, 3.5f);
+ Drawf.square(vec.x, vec.y, 3.5f, color.write(Tmp.c1).a(alpha));
}else{
Drawf.target(next.getX(), next.getY(), 6f, Pal.remove);
}
}
}
+
+ if(ai.targetPos != null && ai.currentCommand() == UnitCommand.loopPayloadCommand && unit instanceof Payloadc pay){
+ Draw.color(color, 0.4f + Mathf.absin(5f, 0.5f));
+ TextureRegion region = pay.hasPayload() ? Icon.download.getRegion() : Icon.upload.getRegion();
+ float offset = 11f;
+ float size = 8f;
+ Draw.rect(region, ai.targetPos.x, ai.targetPos.y + offset, size, size / region.ratio());
+
+ if(ai.commandQueue.size > 0){
+ region = !pay.hasPayload() ? Icon.download.getRegion() : Icon.upload.getRegion();
+ Draw.rect(region, ai.commandQueue.first().getX(), ai.commandQueue.first().getY() + offset, size, size / region.ratio());
+ }
+ Draw.color();
+ }
}
- for(var commandBuild : commandBuildings){
- if(commandBuild != null){
- Drawf.square(commandBuild.x, commandBuild.y, commandBuild.hitSize() / 1.4f + 1f);
- var cpos = commandBuild.getCommandPosition();
+ if(flying){
+ for(var commandBuild : commandBuildings){
+ if(commandBuild != null){
+ Drawf.square(commandBuild.x, commandBuild.y, commandBuild.hitSize() / 1.4f + 1f);
+ var cpos = commandBuild.getCommandPosition();
- if(cpos != null){
- Drawf.limitLine(commandBuild, cpos, commandBuild.hitSize() / 2f, 3.5f);
- Drawf.square(cpos.x, cpos.y, 3.5f);
+ if(cpos != null){
+ Drawf.limitLine(commandBuild, cpos, commandBuild.hitSize() / 2f, lineLimit, color.write(Tmp.c1).a(alpha));
+ Drawf.square(cpos.x, cpos.y, 3.5f, color.write(Tmp.c1).a(alpha));
+ }
}
}
}
-
- if(commandMode && !commandRect){
- Unit sel = selectedCommandUnit(input.mouseWorldX(), input.mouseWorldY());
-
- if(sel != null && !(!multiUnitSelect() && selectedUnits.size == 1 && selectedUnits.contains(sel))){
- drawCommand(sel);
- }
- }
-
- if(commandRect){
- float x2 = input.mouseWorldX(), y2 = input.mouseWorldY();
- var units = selectedCommandUnits(commandRectX, commandRectY, x2 - commandRectX, y2 - commandRectY);
- for(var unit : units){
- drawCommand(unit);
- }
-
- Draw.color(Pal.accent, 0.3f);
- Fill.crect(commandRectX, commandRectY, x2 - commandRectX, y2 - commandRectY);
- }
}
Draw.reset();
}
+ public void drawUnitSelection(){
+ if(commandRect && commandMode){
+ float x2 = input.mouseWorldX(), y2 = input.mouseWorldY();
+ var units = selectedCommandUnits(commandRectX, commandRectY, x2 - commandRectX, y2 - commandRectY);
+ for(var unit : units){
+ drawCommand(unit);
+ }
+
+ Draw.color(Pal.accent, 0.3f);
+ Fill.crect(commandRectX, commandRectY, x2 - commandRectX, y2 - commandRectY);
+ }
+
+ if(commandMode && !commandRect){
+ Unit sel = selectedCommandUnit(input.mouseWorldX(), input.mouseWorldY());
+
+ if(sel != null && !(!multiUnitSelect() && selectedUnits.size == 1 && selectedUnits.contains(sel))){
+ drawCommand(sel);
+ }
+ }
+ }
+
public void drawBottom(){
}
@@ -1348,9 +1445,9 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
for(BlockPlan plan : player.team().data().plans){
- Block block = content.block(plan.block);
+ Block block = plan.block;
if(block.bounds(plan.x, plan.y, Tmp.r2).overlaps(Tmp.r1)){
- drawSelected(plan.x, plan.y, content.block(plan.block), Pal.remove);
+ drawSelected(plan.x, plan.y, plan.block, Pal.remove);
}
}
@@ -1362,17 +1459,31 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
Lines.rect(result.x, result.y, result.x2 - result.x, result.y2 - result.y);
}
- protected void drawRebuildSelection(int x, int y, int x2, int y2){
- drawSelection(x, y, x2, y2, 0, Pal.sapBulletBack, Pal.sapBullet);
+ protected void drawRebuildSelection(int x1, int y1, int x2, int y2){
+ drawSelection(x1, y1, x2, y2, 0, Pal.sapBulletBack, Pal.sapBullet);
- NormalizeDrawResult result = Placement.normalizeDrawArea(Blocks.air, x, y, x2, y2, false, 0, 1f);
+ NormalizeDrawResult result = Placement.normalizeDrawArea(Blocks.air, x1, y1, x2, y2, false, 0, 1f);
Tmp.r1.set(result.x, result.y, result.x2 - result.x, result.y2 - result.y);
for(BlockPlan plan : player.team().data().plans){
- Block block = content.block(plan.block);
+ Block block = plan.block;
if(block.bounds(plan.x, plan.y, Tmp.r2).overlaps(Tmp.r1)){
- drawSelected(plan.x, plan.y, content.block(plan.block), Pal.sapBullet);
+ drawSelected(plan.x, plan.y, plan.block, Pal.sapBullet);
+ }
+ }
+
+ NormalizeResult dresult = Placement.normalizeArea(x1, y1, x2, y2, rotation, false, 999999999);
+
+ intSet.clear();
+ for(int x = dresult.x; x <= dresult.x2; x++){
+ for(int y = dresult.y; y <= dresult.y2; y++){
+
+ Tile tile = world.tileBuilding(x, y);
+
+ if(tile != null && intSet.add(tile.pos()) && canRepairDerelict(tile)){
+ drawSelected(tile.x, tile.y, tile.block(), Pal.sapBullet);
+ }
}
}
}
@@ -1398,7 +1509,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
protected void flushSelectPlans(Seq plans){
for(BuildPlan plan : plans){
- if(plan.block != null && validPlace(plan.x, plan.y, plan.block, plan.rotation)){
+ if(plan.block != null && validPlace(plan.x, plan.y, plan.block, plan.rotation, null, true)){
BuildPlan other = getPlan(plan.x, plan.y, plan.block.size, null);
if(other == null){
selectPlans.add(plan.copy());
@@ -1414,7 +1525,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
//reversed iteration.
for(int i = plans.size - 1; i >= 0; i--){
var plan = plans.get(i);
- if(plan.block != null && validPlace(plan.x, plan.y, plan.block, plan.rotation)){
+ if(plan.block != null && validPlace(plan.x, plan.y, plan.block, plan.rotation, null, true)){
BuildPlan copy = plan.copy();
plan.block.onNewPlan(copy);
player.unit().addBuild(copy, false);
@@ -1424,7 +1535,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
protected void flushPlans(Seq plans){
for(var plan : plans){
- if(plan.block != null && validPlace(plan.x, plan.y, plan.block, plan.rotation)){
+ if(plan.block != null && validPlace(plan.x, plan.y, plan.block, plan.rotation, null, true)){
BuildPlan copy = plan.copy();
plan.block.onNewPlan(copy);
player.unit().addBuild(copy);
@@ -1522,7 +1633,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
Iterator broken = player.team().data().plans.iterator();
while(broken.hasNext()){
BlockPlan plan = broken.next();
- Block block = content.block(plan.block);
+ Block block = plan.block;
if(block.bounds(plan.x, plan.y, Tmp.r2).overlaps(Tmp.r1)){
removed.add(Point2.pack(plan.x, plan.y));
plan.removed = true;
@@ -1567,6 +1678,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
/** Handles tile tap events that are not platform specific. */
boolean tileTapped(@Nullable Building build){
+ planConfig.hide();
if(build == null){
inv.hide();
config.hideConfig();
@@ -1638,7 +1750,7 @@ 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(!player.dead() && canMine(tile)){
player.unit().mineTile = tile;
return true;
}
@@ -1647,7 +1759,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
/** Tries to stop mining, returns true if mining was stopped. */
boolean tryStopMine(){
- if(player.unit().mining()){
+ if(!player.dead() && player.unit().mining()){
player.unit().mineTile = null;
return true;
}
@@ -1655,7 +1767,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
boolean tryStopMine(Tile tile){
- if(player.unit().mineTile == tile){
+ if(!player.dead() && player.unit().mineTile == tile){
player.unit().mineTile = null;
return true;
}
@@ -1663,13 +1775,20 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
boolean tryRepairDerelict(Tile selected){
- if(selected != null && player.team() != Team.derelict && selected.build != null && selected.build.block.unlockedNow() && selected.build.team == Team.derelict && Build.validPlace(selected.block(), player.team(), selected.build.tileX(), selected.build.tileY(), selected.build.rotation)){
+ if(selected != null && !state.rules.editor && player.team() != Team.derelict && selected.build != null && selected.build.block.unlockedNow() && selected.build.team == Team.derelict &&
+ Build.validPlace(selected.block(), player.team(), selected.build.tileX(), selected.build.tileY(), selected.build.rotation)){
+
player.unit().addBuild(new BuildPlan(selected.build.tileX(), selected.build.tileY(), selected.build.rotation, selected.block(), selected.build.config()));
return true;
}
return false;
}
+ boolean canRepairDerelict(Tile tile){
+ return tile != null && tile.build != null && !state.rules.editor && player.team() != Team.derelict && tile.build.team == Team.derelict && tile.build.block.unlockedNowHost() &&
+ Build.validPlace(tile.block(), player.team(), tile.build.tileX(), tile.build.tileY(), tile.build.rotation);
+ }
+
boolean canMine(Tile tile){
return !Core.scene.hasMouse()
&& player.unit().validMine(tile)
@@ -1835,6 +1954,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
inv.build(group);
config.build(group);
+ planConfig.build(group);
}
}
@@ -1877,16 +1997,28 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
}
- public void rebuildArea(int x, int y, int x2, int y2){
- NormalizeResult result = Placement.normalizeArea(x, y, x2, y2, rotation, false, 999999999);
+ public void rebuildArea(int x1, int y1, int x2, int y2){
+ NormalizeResult result = Placement.normalizeArea(x1, y1, x2, y2, rotation, false, 999999999);
Tmp.r1.set(result.x * tilesize, result.y * tilesize, (result.x2 - result.x) * tilesize, (result.y2 - result.y) * tilesize);
Iterator broken = player.team().data().plans.iterator();
while(broken.hasNext()){
BlockPlan plan = broken.next();
- Block block = content.block(plan.block);
+ Block block = plan.block;
if(block.bounds(plan.x, plan.y, Tmp.r2).overlaps(Tmp.r1)){
- player.unit().addBuild(new BuildPlan(plan.x, plan.y, plan.rotation, content.block(plan.block), plan.config));
+ player.unit().addBuild(new BuildPlan(plan.x, plan.y, plan.rotation, plan.block, plan.config));
+ }
+ }
+
+ intSet.clear();
+ for(int x = result.x; x <= result.x2; x++){
+ for(int y = result.y; y <= result.y2; y++){
+
+ Tile tile = world.tileBuilding(x, y);
+
+ if(tile != null && tile.build != null && intSet.add(tile.pos())){
+ tryRepairDerelict(tile);
+ }
}
}
}
@@ -1900,9 +2032,12 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
public boolean validPlace(int x, int y, Block type, int rotation){
return validPlace(x, y, type, rotation, null);
}
+ public boolean validPlace(int x, int y, Block type, int rotation, @Nullable BuildPlan ignore){
+ return validPlace(x, y, type, rotation, ignore, false);
+ }
- public boolean validPlace(int x, int y, Block type, int rotation, BuildPlan ignore){
- if(player.unit().plans.size > 0){
+ public boolean validPlace(int x, int y, Block type, int rotation, @Nullable BuildPlan ignore, boolean ignoreUnits){
+ if(player.isBuilder() && player.unit().plans.size > 0){
Tmp.r1.setCentered(x * tilesize + type.offset, y * tilesize + type.offset, type.size * tilesize);
plansOut.clear();
playerPlanTree.intersect(Tmp.r1, plansOut);
@@ -1918,7 +2053,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
}
- return Build.validPlace(type, player.team(), x, y, rotation);
+ return ignoreUnits ? Build.validPlaceIgnoreUnits(type, player.team(), x, y, rotation, true) : Build.validPlace(type, player.team(), x, y, rotation);
}
public boolean validBreak(int x, int y){
@@ -1926,6 +2061,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
public void breakBlock(int x, int y){
+ if(!player.isBuilder()) return;
+
Tile tile = world.tile(x, y);
if(tile != null && tile.build != null) tile = tile.build.tile;
player.unit().addBuild(new BuildPlan(tile.x, tile.y));
diff --git a/core/src/mindustry/input/MobileInput.java b/core/src/mindustry/input/MobileInput.java
index ce16f8d915..f667e7444f 100644
--- a/core/src/mindustry/input/MobileInput.java
+++ b/core/src/mindustry/input/MobileInput.java
@@ -88,9 +88,11 @@ public class MobileInput extends InputHandler implements GestureListener{
/** Check and assign targets for a specific position. */
void checkTargets(float x, float y){
+ if(player.dead()) return;
+
Unit unit = Units.closestEnemy(player.team(), x, y, 20f, u -> !u.dead);
- if(unit != null && !player.dead() && player.unit().type.canAttack){
+ if(unit != null && player.unit().type.canAttack){
player.unit().mineTile = null;
target = unit;
}else{
@@ -188,8 +190,6 @@ public class MobileInput extends InputHandler implements GestureListener{
@Override
public void buildPlacementUI(Table table){
- table.image().color(Pal.gray).height(4f).colspan(4).growX();
- table.row();
table.left().margin(0f).defaults().size(48f);
table.button(Icon.hammer, Styles.clearNoneTogglei, () -> {
@@ -234,7 +234,7 @@ public class MobileInput extends InputHandler implements GestureListener{
//actually place/break all selected blocks
if(tile != null){
if(!plan.breaking){
- if(validPlace(plan.x, plan.y, plan.block, plan.rotation)){
+ if(validPlace(plan.x, plan.y, plan.block, plan.rotation, null, true)){
BuildPlan other = getPlan(plan.x, plan.y, plan.block.size, null);
BuildPlan copy = plan.copy();
@@ -265,11 +265,11 @@ public class MobileInput extends InputHandler implements GestureListener{
}).name("confirmplace");
}
- boolean showCancel(){
- return !player.dead() && (player.unit().isBuilding() || block != null || mode == breaking || !selectPlans.isEmpty()) && !hasSchem();
+ public boolean showCancel(){
+ return !player.dead() && (player.unit().isBuilding() || block != null || mode == breaking || !selectPlans.isEmpty()) && !hasSchematic();
}
- boolean hasSchem(){
+ public boolean hasSchematic(){
return lastSchematic != null && !selectPlans.isEmpty();
}
@@ -279,18 +279,18 @@ public class MobileInput extends InputHandler implements GestureListener{
group.fill(t -> {
t.visible(this::showCancel);
t.bottom().left();
- t.button("@cancel", Icon.cancel, () -> {
+ t.button("@cancel", Icon.cancel, Styles.clearTogglet, () -> {
if(!player.dead()){
player.unit().clearBuilding();
}
selectPlans.clear();
mode = none;
block = null;
- }).width(155f).height(50f).margin(12f);
+ }).width(155f).checked(b -> false).height(50f).margin(12f);
});
group.fill(t -> {
- t.visible(() -> !showCancel() && block == null && !hasSchem());
+ t.visible(() -> !hasSchematic() && !state.rules.editor);
t.bottom().left();
t.button("@command.queue", Icon.rightOpen, Styles.clearTogglet, () -> {
@@ -299,7 +299,14 @@ public class MobileInput extends InputHandler implements GestureListener{
t.button("@command", Icon.units, Styles.clearTogglet, () -> {
commandMode = !commandMode;
- }).width(155f).height(48f).margin(12f).checked(b -> commandMode);
+ if(commandMode){
+ block = null;
+ rebuildMode = false;
+ mode = none;
+ }
+ }).width(155f).height(48f).margin(12f).checked(b -> commandMode).row();
+
+ t.spacerY(() -> showCancel() ? 50f : 0f).row();
//for better looking insets
t.rect((x, y, w, h) -> {
@@ -310,7 +317,7 @@ public class MobileInput extends InputHandler implements GestureListener{
});
group.fill(t -> {
- t.visible(this::hasSchem);
+ t.visible(this::hasSchematic);
t.bottom().left();
t.table(Tex.pane, b -> {
b.defaults().size(50f);
@@ -391,8 +398,6 @@ public class MobileInput extends InputHandler implements GestureListener{
}else if(mode == rebuildSelect){
drawRebuildSelection(lineStartX, lineStartY, lastLineX, lastLineY);
}
-
- drawCommanded();
}
@Override
@@ -518,7 +523,7 @@ public class MobileInput extends InputHandler implements GestureListener{
if(cursor == null || Core.scene.hasMouse(screenX, screenY)) return false;
//only begin selecting if the tapped block is a plan
- selecting = hasPlan(cursor);
+ selecting = hasPlan(cursor) && !commandMode;
//call tap events
if(pointer == 0 && !selecting){
@@ -680,7 +685,7 @@ public class MobileInput extends InputHandler implements GestureListener{
}
//remove if plan present
- if(hasPlan(cursor)){
+ if(hasPlan(cursor) && !commandMode){
removePlan(getPlan(cursor));
}else if(mode == placing && isPlacing() && validPlace(cursor.x, cursor.y, block, rotation) && !checkOverlapPlacement(cursor.x, cursor.y, block)){
//add to selection queue if it's a valid place position
@@ -759,12 +764,12 @@ public class MobileInput extends InputHandler implements GestureListener{
payloadTarget = null;
}
- if(locked || block != null || scene.hasField() || hasSchem() || selectPlans.size > 0){
+ if(locked || block != null || scene.hasField() || hasSchematic()){
commandMode = false;
}
//validate commanding units
- selectedUnits.removeAll(u -> !u.isCommandable() || !u.isValid());
+ selectedUnits.removeAll(u -> !u.isCommandable() || !u.isValid() || u.team != player.team());
if(!commandMode){
commandBuildings.clear();
@@ -772,14 +777,18 @@ public class MobileInput extends InputHandler implements GestureListener{
}
//zoom camera
- if(!locked && Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!player.isBuilder() || !isPlacing() || !block.rotate) && selectPlans.isEmpty()))){
+ if(!locked && !scene.hasKeyboard() && !scene.hasScroll() && Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!player.isBuilder() || !isPlacing() || !block.rotate) && selectPlans.isEmpty()))){
renderer.scaleCamera(Core.input.axisTap(Binding.zoom));
}
if(!Core.settings.getBool("keyboard") && !locked && !scene.hasKeyboard()){
//move camera around
float camSpeed = 6f;
- Core.camera.position.add(Tmp.v1.setZero().add(Core.input.axis(Binding.move_x), Core.input.axis(Binding.move_y)).nor().scl(Time.delta * camSpeed));
+ Vec2 delta = Tmp.v1.setZero().add(Core.input.axis(Binding.move_x), Core.input.axis(Binding.move_y)).nor().scl(Time.delta * camSpeed);
+ Core.camera.position.add(delta);
+ if(!delta.isZero()){
+ spectating = null;
+ }
}
if(Core.settings.getBool("keyboard")){
@@ -940,6 +949,7 @@ public class MobileInput extends InputHandler implements GestureListener{
//pan player
Core.camera.position.x -= deltaX;
Core.camera.position.y -= deltaY;
+ spectating = null;
}
camera.position.clamp(-camera.width/4f, -camera.height/4f, world.unitWidth() + camera.width/4f, world.unitHeight() + camera.height/4f);
diff --git a/core/src/mindustry/input/Placement.java b/core/src/mindustry/input/Placement.java
index abec7d9f65..5274692aaa 100644
--- a/core/src/mindustry/input/Placement.java
+++ b/core/src/mindustry/input/Placement.java
@@ -142,7 +142,7 @@ public class Placement{
Boolf placeable = plan ->
(plan.placeable(player.team()) || (plan.tile() != null && plan.tile().block() == plan.block)) && //don't count the same block as inaccessible
- !(plan.build() != null && plan.build().rotation != plan.rotation && avoid.get(plan.tile().block()));
+ !(plan != plans.first() && plan.build() != null && plan.build().rotation != plan.rotation && avoid.get(plan.tile().block()));
var result = plans1.clear();
var rotated = plans.first().tile() != null && plans.first().tile().absoluteRelativeTo(plans.peek().x, plans.peek().y) == Mathf.mod(plans.first().rotation + 2, 4);
@@ -217,7 +217,7 @@ public class Placement{
Boolf placeable = plan ->
(plan.placeable(player.team()) || (plan.tile() != null && plan.tile().block() == plan.block)) && //don't count the same block as inaccessible
- !(plan.build() != null && plan.build().rotation != plan.rotation && avoid.get(plan.tile().block()));
+ !(plan != plans.first() && plan.build() != null && plan.build().rotation != plan.rotation && avoid.get(plan.tile().block()));
var result = plans1.clear();
diff --git a/core/src/mindustry/io/JsonIO.java b/core/src/mindustry/io/JsonIO.java
index e301f5b499..34957d1443 100644
--- a/core/src/mindustry/io/JsonIO.java
+++ b/core/src/mindustry/io/JsonIO.java
@@ -261,15 +261,8 @@ public class JsonIO{
public UnlockableContent read(Json json, JsonValue jsonData, Class type){
if(jsonData.isNull()) return null;
String str = jsonData.asString();
- Item item = Vars.content.item(str);
- Liquid liquid = Vars.content.liquid(str);
- Block block = Vars.content.block(str);
- UnitType unit = Vars.content.unit(str);
- return
- item != null ? item :
- liquid != null ? liquid :
- block != null ? block :
- unit;
+ var map = Vars.content.byName(str);
+ return map instanceof UnlockableContent u ? u : null;
}
});
diff --git a/core/src/mindustry/io/SaveVersion.java b/core/src/mindustry/io/SaveVersion.java
index ca7a5f4c9e..1dff34d35f 100644
--- a/core/src/mindustry/io/SaveVersion.java
+++ b/core/src/mindustry/io/SaveVersion.java
@@ -232,7 +232,8 @@ public abstract class SaveVersion extends SaveFileReader{
Tile tile = world.rawTile(i % world.width(), i / world.width());
stream.writeShort(tile.blockID());
- boolean savedata = tile.block().saveData;
+ boolean savedata = tile.floor().saveData || tile.overlay().saveData || tile.block().saveData;
+
byte packed = (byte)((tile.build != null ? 1 : 0) | (savedata ? 2 : 0));
//make note of whether there was an entity/rotation here
@@ -367,7 +368,7 @@ public abstract class SaveVersion extends SaveFileReader{
stream.writeShort(block.x);
stream.writeShort(block.y);
stream.writeShort(block.rotation);
- stream.writeShort(block.block);
+ stream.writeShort(block.block.id);
TypeIO.writeObject(Writes.get(stream), block.config);
}
}
@@ -425,7 +426,7 @@ public abstract class SaveVersion extends SaveFileReader{
var obj = TypeIO.readObject(reads);
//cannot have two in the same position
if(set.add(Point2.pack(x, y))){
- data.plans.addLast(new BlockPlan(x, y, rot, content.block(bid).id, obj));
+ data.plans.addLast(new BlockPlan(x, y, rot, content.block(bid), obj));
}
}
}
diff --git a/core/src/mindustry/io/TypeIO.java b/core/src/mindustry/io/TypeIO.java
index c02ceb4ae6..70f28cae9d 100644
--- a/core/src/mindustry/io/TypeIO.java
+++ b/core/src/mindustry/io/TypeIO.java
@@ -246,7 +246,7 @@ public class TypeIO{
//this is irrelevant.
static final WeaponMount[] noMounts = {};
-
+
public static WeaponMount[] readMounts(Reads read){
read.skip(read.b() * (1 + 4 + 4));
@@ -581,7 +581,7 @@ public class TypeIO{
if(ai.command == null) ai.command = UnitCommand.moveCommand;
}
- //command queue only in type 7
+ //command queue only in type 7/8
if(type == 7 || type == 8){
ai.commandQueue.clear();
int length = read.ub();
@@ -955,6 +955,7 @@ public class TypeIO{
public static void writeTraceInfo(Writes write, TraceInfo trace){
writeString(write, trace.ip);
writeString(write, trace.uuid);
+ writeString(write, trace.locale);
write.b(trace.modded ? (byte)1 : 0);
write.b(trace.mobile ? (byte)1 : 0);
write.i(trace.timesJoined);
@@ -965,7 +966,7 @@ public class TypeIO{
}
public static TraceInfo readTraceInfo(Reads read){
- return new TraceInfo(readString(read), readString(read), read.b() == 1, read.b() == 1, read.i(), read.i(), readStrings(read), readStrings(read));
+ return new TraceInfo(readString(read), readString(read), readString(read), read.b() == 1, read.b() == 1, read.i(), read.i(), readStrings(read), readStrings(read));
}
public static void writeStrings(Writes write, String[] strings, int maxLen){
diff --git a/core/src/mindustry/io/versions/Save3.java b/core/src/mindustry/io/versions/Save3.java
index 51cd8bf4aa..6eff300d88 100644
--- a/core/src/mindustry/io/versions/Save3.java
+++ b/core/src/mindustry/io/versions/Save3.java
@@ -21,7 +21,7 @@ public class Save3 extends LegacySaveVersion{
TeamData data = team.data();
int blocks = stream.readInt();
for(int j = 0; j < blocks; j++){
- data.plans.addLast(new BlockPlan(stream.readShort(), stream.readShort(), stream.readShort(), content.block(stream.readShort()).id, stream.readInt()));
+ data.plans.addLast(new BlockPlan(stream.readShort(), stream.readShort(), stream.readShort(), content.block(stream.readShort()), stream.readInt()));
}
}
diff --git a/core/src/mindustry/logic/GlobalVars.java b/core/src/mindustry/logic/GlobalVars.java
index 3b954d986d..732c870983 100644
--- a/core/src/mindustry/logic/GlobalVars.java
+++ b/core/src/mindustry/logic/GlobalVars.java
@@ -22,7 +22,8 @@ import static mindustry.Vars.*;
/** Stores global logic variables for logic processors. */
public class GlobalVars{
public static final int ctrlProcessor = 1, ctrlPlayer = 2, ctrlCommand = 3;
- public static final ContentType[] lookableContent = {ContentType.block, ContentType.unit, ContentType.item, ContentType.liquid};
+ public static final ContentType[] lookableContent = {ContentType.block, ContentType.unit, ContentType.item, ContentType.liquid, ContentType.team};
+ public static final ContentType[] writableLookableContent = {ContentType.block, ContentType.unit, ContentType.item, ContentType.liquid};
/** Global random state. */
public static final Rand rand = new Rand();
@@ -34,9 +35,9 @@ public class GlobalVars{
private ObjectSet privilegedNames = new ObjectSet<>();
private UnlockableContent[][] logicIdToContent;
private int[][] contentIdToLogicId;
-
+
public static final Seq soundNames = new Seq<>();
-
+
public void init(){
putEntryOnly("sectionProcessor");
@@ -91,7 +92,7 @@ public class GlobalVars{
put("@ctrlProcessor", ctrlProcessor);
put("@ctrlPlayer", ctrlPlayer);
put("@ctrlCommand", ctrlCommand);
-
+
//sounds
if(Core.assets != null){
for(Sound sound : Core.assets.getAll(Sound.class, new Seq<>(Sound.class))){
@@ -132,7 +133,9 @@ public class GlobalVars{
}
for(UnitType type : Vars.content.units()){
- put("@" + type.name, type);
+ if(!type.internal){
+ put("@" + type.name, type);
+ }
}
for(Weather weather : Vars.content.weathers()){
@@ -153,7 +156,7 @@ public class GlobalVars{
if(ids.exists()){
//read logic ID mapping data (generated in ImagePacker)
try(DataInputStream in = new DataInputStream(ids.readByteStream())){
- for(ContentType ctype : lookableContent){
+ for(ContentType ctype : writableLookableContent){
short amount = in.readShort();
logicIdToContent[ctype.ordinal()] = new UnlockableContent[amount];
contentIdToLogicId[ctype.ordinal()] = new int[Vars.content.getBy(ctype).size];
@@ -201,7 +204,7 @@ public class GlobalVars{
varClient.numval = net.client() ? 1 : 0;
//client
- if(!net.server() && player != null){
+ if(player != null){
varClientLocale.objval = player.locale();
varClientUnit.objval = player.unit();
varClientName.objval = player.name();
@@ -218,8 +221,13 @@ public class GlobalVars{
return varEntries;
}
- /** @return a piece of content based on its logic ID. This is not equivalent to content ID. */
- public @Nullable Content lookupContent(ContentType type, int id){
+ /** @return a piece of content based on its logic ID. This is not equivalent to content ID. In the case of teams, the return value may not be Content. */
+ public @Nullable Object lookupContent(ContentType type, int id){
+ //teams are a special case; they are not technically content, but can be looked up
+ if(type == ContentType.team){
+ return id >= 0 && id < 256 ? Team.all[id] : null;
+ }
+
var arr = logicIdToContent[type.ordinal()];
return arr != null && id >= 0 && id < arr.length ? arr[id] : null;
}
diff --git a/core/src/mindustry/logic/LAccess.java b/core/src/mindustry/logic/LAccess.java
index a4d242e27c..94b57c73ac 100644
--- a/core/src/mindustry/logic/LAccess.java
+++ b/core/src/mindustry/logic/LAccess.java
@@ -55,6 +55,8 @@ public enum LAccess{
name,
payloadCount,
payloadType,
+ totalPayload,
+ payloadCapacity,
id,
//values with parameters are considered controllable
diff --git a/core/src/mindustry/logic/LAssembler.java b/core/src/mindustry/logic/LAssembler.java
index 362754afe6..847e409100 100644
--- a/core/src/mindustry/logic/LAssembler.java
+++ b/core/src/mindustry/logic/LAssembler.java
@@ -21,7 +21,7 @@ public class LAssembler{
public LAssembler(){
//instruction counter
- putVar("@counter");
+ putVar("@counter").isobj = false;
//currently controlled unit
putConst("@unit", null);
//reference to self
@@ -33,8 +33,9 @@ public class LAssembler{
Seq st = read(data, privileged);
- asm.instructions = st.map(l -> l.build(asm)).retainAll(l -> l != null).toArray(LInstruction.class);
asm.privileged = privileged;
+
+ asm.instructions = st.map(l -> l.build(asm)).retainAll(l -> l != null).toArray(LInstruction.class);
return asm;
}
@@ -120,7 +121,9 @@ public class LAssembler{
if(vars.containsKey(name)){
return vars.get(name);
}else{
+ //variables are null objects by default
LVar var = new LVar(name);
+ var.isobj = true;
vars.put(name, var);
return var;
}
diff --git a/core/src/mindustry/logic/LCanvas.java b/core/src/mindustry/logic/LCanvas.java
index dd3c0133cd..b78908ef6f 100644
--- a/core/src/mindustry/logic/LCanvas.java
+++ b/core/src/mindustry/logic/LCanvas.java
@@ -116,14 +116,7 @@ public class LCanvas extends Table{
jumps.cullable = false;
}).grow().get();
pane.setFlickScroll(false);
-
pane.setScrollYForce(s);
- pane.updateVisualScroll();
- //load old scroll percent
- Core.app.post(() -> {
- pane.setScrollYForce(s);
- pane.updateVisualScroll();
- });
if(toLoad != null){
load(toLoad);
@@ -257,7 +250,7 @@ public class LCanvas extends Table{
}
}
- if(parent != null) parent.invalidateHierarchy();//don't invalid self
+ if(parent != null) parent.invalidateHierarchy();
if(parent != null && parent instanceof Table){
setCullingArea(parent.getCullingArea());
diff --git a/core/src/mindustry/logic/LExecutor.java b/core/src/mindustry/logic/LExecutor.java
index f57cdffc9e..d2d074ae56 100644
--- a/core/src/mindustry/logic/LExecutor.java
+++ b/core/src/mindustry/logic/LExecutor.java
@@ -45,9 +45,9 @@ public class LExecutor{
public LInstruction[] instructions = {};
/** Non-constant variables used for network sync */
public LVar[] vars = {};
-
+
public LVar counter, unit, thisv, ipt;
-
+
public int[] binds;
public boolean yield;
@@ -226,7 +226,7 @@ public class LExecutor{
cache.found = false;
outFound.setnum(0);
}
-
+
if(res != null && res.build != null &&
(unit.within(res.build.x, res.build.y, Math.max(unit.range(), buildingRange)) || res.build.team == exec.team)){
cache.build = res.build;
@@ -555,7 +555,7 @@ public class LExecutor{
int address = position.numi();
Building from = target.building();
- if(from instanceof MemoryBuild mem && (exec.privileged || from.team == exec.team)){
+ if(from instanceof MemoryBuild mem && (exec.privileged || (from.team == exec.team && !mem.block.privileged))){
output.setnum(address < 0 || address >= mem.memory.length ? 0 : mem.memory[address]);
}
}
@@ -662,7 +662,7 @@ public class LExecutor{
LogicAI ai = null;
if(base instanceof Ranged r && (exec.privileged || r.team() == exec.team) &&
- (base instanceof Building || (ai = UnitControlI.checkLogicAI(exec, base)) != null)){ //must be a building or a controllable unit
+ ((base instanceof Building b && (!b.block.privileged || exec.privileged)) || (ai = UnitControlI.checkLogicAI(exec, base)) != null)){ //must be a building or a controllable unit
float range = r.range();
Healthc targeted;
@@ -966,8 +966,8 @@ public class LExecutor{
exec.textBuffer.append(strValue);
}else{
//display integer version when possible
- if(Math.abs(value.numval - (long)value.numval) < 0.00001){
- exec.textBuffer.append((long)value.numval);
+ if(Math.abs(value.numval - Math.round(value.numval)) < 0.00001){
+ exec.textBuffer.append(Math.round(value.numval));
}else{
exec.textBuffer.append(value.numval);
}
@@ -978,7 +978,6 @@ public class LExecutor{
return
obj == null ? "null" :
obj instanceof String s ? s :
- obj == Blocks.stoneWall ? "solid" : //special alias
obj instanceof MappableContent content ? content.name :
obj instanceof Content ? "[content]" :
obj instanceof Building build ? build.block.name :
@@ -989,6 +988,29 @@ public class LExecutor{
}
}
+ public static class PrintCharI implements LInstruction{
+ public LVar value;
+
+ public PrintCharI(LVar value){
+ this.value = value;
+ }
+
+ PrintCharI(){}
+
+ @Override
+ public void run(LExecutor exec){
+
+ if(exec.textBuffer.length() >= maxTextBuffer) return;
+ if(value.isobj){
+ if(!(value.objval instanceof UnlockableContent cont)) return;
+ exec.textBuffer.append((char)cont.emojiChar());
+ return;
+ }
+
+ exec.textBuffer.append((char)Math.floor(value.numval));
+ }
+ }
+
public static class FormatI implements LInstruction{
public LVar value;
@@ -1028,8 +1050,8 @@ public class LExecutor{
exec.textBuffer.replace(placeholderIndex, placeholderIndex + 3, strValue);
}else{
//display integer version when possible
- if(Math.abs(value.numval - (long)value.numval) < 0.00001){
- exec.textBuffer.replace(placeholderIndex, placeholderIndex + 3, (long)value.numval + "");
+ if(Math.abs(value.numval - Math.round(value.numval)) < 0.00001){
+ exec.textBuffer.replace(placeholderIndex, placeholderIndex + 3, Math.round(value.numval) + "");
}else{
exec.textBuffer.replace(placeholderIndex, placeholderIndex + 3, value.numval + "");
}
@@ -1050,7 +1072,7 @@ public class LExecutor{
@Override
public void run(LExecutor exec){
- if(target.building() instanceof MessageBuild d && (d.team == exec.team || exec.privileged)){
+ if(target.building() instanceof MessageBuild d && (exec.privileged || (d.team == exec.team && !d.block.privileged))){
d.message.setLength(0);
d.message.append(exec.textBuffer, 0, Math.min(exec.textBuffer.length(), maxTextBuffer));
@@ -1242,7 +1264,8 @@ public class LExecutor{
result.setobj(units == null || i < 0 || i >= units.size ? null : units.get(i));
}
}
- case player -> result.setobj(i < 0 || i >= data.players.size ? null : data.players.get(i).unit());
+ case player -> result.setobj(i < 0 || i >= data.players.size ? null :
+ data.players.get(i).unit() instanceof BlockUnitc block ? block.tile() : data.players.get(i).unit());
case core -> result.setobj(i < 0 || i >= data.cores.size ? null : data.cores.get(i));
case build -> {
Block block = extra.obj() instanceof Block b ? b : null;
@@ -1295,7 +1318,7 @@ public class LExecutor{
@Override
public void run(LExecutor exec){
- Tile tile = world.tile(x.numi(), y.numi());
+ Tile tile = world.tile(Mathf.round(x.numf()), Mathf.round(y.numf()));
if(tile == null){
dest.setobj(null);
}else{
@@ -1349,7 +1372,7 @@ public class LExecutor{
if(t == null) t = Team.derelict;
if(tile.block() != b || tile.team() != t){
- tile.setBlock(b, t, Mathf.clamp(rotation.numi(), 0, 3));
+ tile.setNet(b, t, Mathf.clamp(rotation.numi(), 0, 3));
}
}
}
@@ -1380,7 +1403,7 @@ public class LExecutor{
Team t = team.team();
- if(type.obj() instanceof UnitType type && !type.hidden && t != null && Units.canCreate(t, type)){
+ if(type.obj() instanceof UnitType type && !type.internal && !type.hidden && t != null && Units.canCreate(t, type)){
//random offset to prevent stacking
var unit = type.spawn(t, World.unconv(x.numf()) + Mathf.range(0.01f), World.unconv(y.numf()) + Mathf.range(0.01f));
spawner.spawnEffect(unit, rotation.numf());
@@ -1489,6 +1512,7 @@ public class LExecutor{
case dropZoneRadius -> state.rules.dropZoneRadius = value.numf() * 8f;
case unitCap -> state.rules.unitCap = Math.max(value.numi(), 0);
case lighting -> state.rules.lighting = value.bool();
+ case canGameOver -> state.rules.canGameOver = value.bool();
case mapArea -> {
int x = p1.numi(), y = p2.numi(), w = p3.numi(), h = p4.numi();
if(!checkMapArea(x, y, w, h, false)){
@@ -1515,7 +1539,7 @@ public class LExecutor{
state.rules.bannedUnits.remove(u);
}
}
- case unitHealth, unitBuildSpeed, unitCost, unitDamage, blockHealth, blockDamage, buildSpeed, rtsMinSquad, rtsMinWeight -> {
+ case unitHealth, unitBuildSpeed, unitMineSpeed, unitCost, unitDamage, blockHealth, blockDamage, buildSpeed, rtsMinSquad, rtsMinWeight -> {
Team team = p1.team();
if(team != null){
float num = value.numf();
@@ -1523,6 +1547,7 @@ public class LExecutor{
case buildSpeed -> team.rules().buildSpeedMultiplier = Mathf.clamp(num, 0.001f, 50f);
case unitHealth -> team.rules().unitHealthMultiplier = Math.max(num, 0.001f);
case unitBuildSpeed -> team.rules().unitBuildSpeedMultiplier = Mathf.clamp(num, 0f, 50f);
+ case unitMineSpeed -> team.rules().unitMineSpeedMultiplier = Math.max(num, 0f);
case unitCost -> team.rules().unitCostMultiplier = Math.max(num, 0f);
case unitDamage -> team.rules().unitDamageMultiplier = Math.max(num, 0f);
case blockHealth -> team.rules().blockHealthMultiplier = Math.max(num, 0.001f);
@@ -1702,7 +1727,7 @@ public class LExecutor{
public static void logicExplosion(Team team, float x, float y, float radius, float damage, boolean air, boolean ground, boolean pierce, boolean effect){
if(damage < 0f) return;
- Damage.damage(team, x, y, radius, damage, pierce, air, ground);
+ Damage.damage(team, x, y, radius, damage, pierce, air, ground, true, null);
if(effect){
if(pierce){
Fx.spawnShockwave.at(x, y, World.conv(radius));
@@ -1939,7 +1964,7 @@ public class LExecutor{
public void run(LExecutor exec){
Sound sound = Sounds.getSound(id.numi());
if(sound == null || sound == Sounds.swish) sound = Sounds.none; //no.
-
+
if(positional){
sound.at(World.unconv(x.numf()), World.unconv(y.numf()), pitch.numf(), Math.min(volume.numf(), 2f), limit.bool());
}else{
diff --git a/core/src/mindustry/logic/LStatements.java b/core/src/mindustry/logic/LStatements.java
index 9d8faa880a..078e997786 100644
--- a/core/src/mindustry/logic/LStatements.java
+++ b/core/src/mindustry/logic/LStatements.java
@@ -19,6 +19,7 @@ import mindustry.logic.LExecutor.*;
import mindustry.logic.LogicFx.*;
import mindustry.type.*;
import mindustry.ui.*;
+import mindustry.world.*;
import mindustry.world.meta.*;
import static mindustry.Vars.*;
@@ -312,6 +313,46 @@ public class LStatements{
}
}
+ @RegisterStatement("printchar")
+ public static class PrintCharStatement extends LStatement{
+ public String value = "65";
+
+ @Override
+ public void build(Table table){
+ table.add(" char ");
+ TextField field = field(table, value, str -> value = str).get();
+ table.button(b -> {
+ b.image(Icon.pencilSmall);
+ b.clicked(() -> showSelectTable(b, (t, hide) -> {
+ t.row();
+ t.table(i -> {
+ i.left();
+ int c = 0;
+ for(char j = 32; j < 127; j++){
+ final int chr = j;
+ i.button(String.valueOf(j), Styles.flatt, () -> {
+ value = Integer.toString(chr);
+ field.setText(value);
+ hide.run();
+ }).size(32f);
+ if(++c % 8 == 0) i.row();
+ }
+ });
+ }));
+ }, Styles.logict, () -> {}).size(40f).padLeft(-2).color(table.color);
+ }
+
+ @Override
+ public LInstruction build(LAssembler builder){
+ return new PrintCharI(builder.var(value));
+ }
+
+ @Override
+ public LCategory category(){
+ return LCategory.io;
+ }
+ }
+
@RegisterStatement("format")
public static class FormatStatement extends LStatement{
public String value = "\"frog\"";
@@ -574,6 +615,29 @@ public class LStatements{
if(++c % 6 == 0) i.row();
}
}),
+ new Table(i -> {
+ i.left();
+ int c = 0;
+ for(UnitType item : Vars.content.units()){
+ if(!item.unlockedNow() || item.hidden) continue;
+ i.button(new TextureRegionDrawable(item.uiIcon), Styles.flati, iconSmall, () -> {
+ stype("@" + item.name);
+ hide.run();
+ }).size(40f);
+
+ if(++c % 6 == 0) i.row();
+ }
+
+ for(Block item : Vars.content.blocks()){
+ if(!item.unlockedNow() || item.isHidden()) continue;
+ i.button(new TextureRegionDrawable(item.uiIcon), Styles.flati, iconSmall, () -> {
+ stype("@" + item.name);
+ hide.run();
+ }).size(40f);
+
+ if(++c % 6 == 0) i.row();
+ }
+ }),
//sensors
new Table(i -> {
for(LAccess sensor : LAccess.senseable){
@@ -585,7 +649,7 @@ public class LStatements{
})
};
- Drawable[] icons = {Icon.box, Icon.liquid, Icon.tree};
+ Drawable[] icons = {Icon.box, Icon.liquid, Icon.units, Icon.tree};
Stack stack = new Stack(tables[selected]);
ButtonGroup