Merge branch 'master' into mod-dependencies
This commit is contained in:
@@ -454,6 +454,11 @@ editor.rules = Rules
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editor.generation = Generation
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editor.objectives = Objectives
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editor.locales = Locale Bundles
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editor.worldprocessors = World Processors
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editor.worldprocessors.editname = Edit Name
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editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
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editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
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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.
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editor.ingame = Edit In-Game
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editor.playtest = Playtest
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editor.publish.workshop = Publish On Workshop
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@@ -510,7 +515,9 @@ editor.default = [lightgray]<Default>
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details = Details...
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edit = Edit
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variables = Vars
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.globals = Built-in Variables
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editor.name = Name:
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editor.spawn = Spawn Unit
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editor.removeunit = Remove Unit
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@@ -599,6 +606,7 @@ filter.clear = Clear
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filter.option.ignore = Ignore
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filter.scatter = Scatter
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filter.terrain = Terrain
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filter.logic = Logic
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filter.option.scale = Scale
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filter.option.chance = Chance
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@@ -622,6 +630,8 @@ filter.option.floor2 = Secondary Floor
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filter.option.threshold2 = Secondary Threshold
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filter.option.radius = Radius
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filter.option.percentile = Percentile
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filter.option.code = Code
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filter.option.loop = Loop
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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@@ -998,6 +1008,7 @@ stat.abilities = Abilities
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stat.canboost = Can Boost
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stat.flying = Flying
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stat.ammouse = Ammo Use
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stat.ammocapacity = Ammo Capacity
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stat.damagemultiplier = Damage Multiplier
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stat.healthmultiplier = Health Multiplier
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stat.speedmultiplier = Speed Multiplier
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@@ -1099,7 +1110,7 @@ bullet.pierce = [stat]{0}x[lightgray] pierce
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bullet.infinitepierce = [stat]pierce
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bullet.healpercent = [stat]{0}%[lightgray] repair
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bullet.healamount = [stat]{0}[lightgray] direct repair
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bullet.multiplier = [stat]{0}x[lightgray] ammo multiplier
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bullet.multiplier = [stat]{0}[lightgray] ammo/item
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bullet.reload = [stat]{0}%[lightgray] fire rate
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bullet.range = [stat]{0}[lightgray] tiles range
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@@ -1124,6 +1135,7 @@ unit.items = items
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unit.thousands = k
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unit.millions = mil
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unit.billions = b
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unit.shots = shots
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unit.pershot = /shot
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category.purpose = Purpose
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category.general = General
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@@ -1133,6 +1145,8 @@ category.items = Items
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category.crafting = Input/Output
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category.function = Function
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category.optional = Optional Enhancements
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setting.alwaysmusic.name = Always Play Music
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setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
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setting.skipcoreanimation.name = Skip Core Launch/Land Animation
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setting.landscape.name = Lock Landscape
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setting.shadows.name = Shadows
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@@ -1332,7 +1346,10 @@ rules.disableworldprocessors = Disable World Processors
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rules.schematic = Schematics Allowed
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rules.wavetimer = Wave Timer
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rules.wavesending = Wave Sending
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rules.allowedit = Allow Editing Rules
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rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
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rules.waves = Waves
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rules.airUseSpawns = Air units use spawn points
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rules.attack = Attack Mode
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rules.buildai = Base Builder AI
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rules.buildaitier = Builder AI Tier
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@@ -2081,7 +2098,7 @@ block.force-projector.description = Creates a hexagonal force field around itsel
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block.shock-mine.description = Releases electric arcs upon enemy unit contact.
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block.conveyor.description = Transports items forward.
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block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
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block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
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block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
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block.junction.description = Acts as a bridge for two crossing conveyor belts.
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block.bridge-conveyor.description = Transports items over terrain or buildings.
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block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
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@@ -2110,7 +2127,7 @@ block.power-node-large.description = An advanced power node with greater range.
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block.surge-tower.description = A long-range power node with fewer available connections.
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block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
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block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
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block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
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block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
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block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
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block.thermal-generator.description = Generates power when placed in hot locations.
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block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
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@@ -2160,7 +2177,7 @@ block.parallax.description = Fires a tractor beam that pulls in air targets, dam
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block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
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block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
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block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
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block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
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block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
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block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
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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.
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block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
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@@ -2337,7 +2354,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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lst.read = Read a number from a linked memory cell.
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lst.write = Write a number to a linked memory cell.
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lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
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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"
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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"
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lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
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lst.drawflush = Flush queued [accent]Draw[] operations to a display.
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lst.printflush = Flush queued [accent]Print[] operations to a message block.
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@@ -2368,13 +2385,14 @@ lst.setrate = Set processor execution speed in instructions/tick.
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lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
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lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
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lst.setrule = Set a game rule.
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lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
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lst.flushmessage = Display a message on the screen from the text buffer.\nIf the success result variable is [accent]@wait[],\nwill wait until the previous message finishes.\nOtherwise, outputs whether displaying the message succeeded.
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lst.cutscene = Manipulate the player camera.
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lst.setflag = Set a global flag that can be read by all processors.
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lst.getflag = Check if a global flag is set.
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lst.setprop = Sets a property of a unit or building.
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lst.effect = Create a particle effect.
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lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
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lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
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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.
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lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.\n[accent]null []values are ignored.
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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.
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@@ -2430,6 +2448,7 @@ lenum.shootp = Shoot at a unit/building with velocity prediction.
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lenum.config = Building configuration, e.g. sorter item.
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lenum.enabled = Whether the block is enabled.
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laccess.currentammotype = Current ammo item/liquid of a turret.
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laccess.color = Illuminator color.
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laccess.controller = Unit controller. If processor controlled, returns processor.\nOtherwise, returns the unit itself.
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laccess.dead = Whether a unit/building is dead or no longer valid.
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@@ -2553,6 +2572,8 @@ unitlocate.outx = Output X coordinate.
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unitlocate.outy = Output Y coordinate.
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unitlocate.group = Building group to look for.
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playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
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lenum.idle = Don't move, but keep building/mining.\nThe default state.
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lenum.stop = Stop moving/mining/building.
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lenum.unbind = Completely disable logic control.\nResume standard AI.
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@@ -2570,7 +2591,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
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lenum.flag = Numeric unit flag.
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lenum.mine = Mine at a position.
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lenum.build = Build a structure.
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lenum.getblock = Fetch a building, floor and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
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lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
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lenum.within = Check if unit is near a position.
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lenum.boost = Start/stop boosting.
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