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215 Commits

Author SHA1 Message Date
Anuken
6ab96e2787 Fixed #3987 2020-12-15 14:15:06 -05:00
Anuken
659c481c83 cleanup 2020-12-15 11:15:39 -05:00
Anuken
a18e1854ab Null checks & cleanup of upgrade pathing 2020-12-15 10:58:03 -05:00
Anuken
6c67dc1266 Merge branch 'master' of https://github.com/Anuken/Mindustry 2020-12-15 10:52:38 -05:00
Slava0135
0c581c520f Conveyor upgrade system (#3912)
* conveyor/conduit upgrading system

* style
2020-12-15 10:52:20 -05:00
Anuken
c6c18696c0 Cleanup 2020-12-15 10:28:12 -05:00
Somka000
4b1c55b876 Update server (#3984) 2020-12-15 09:59:46 -05:00
Anuken
5ab090f28d Merge remote-tracking branch 'origin/master' 2020-12-14 22:56:06 -05:00
Anuken
8a5bd7571e 121.3 2020-12-14 22:55:58 -05:00
Fernando
3cb0cc9a3c Brazil is under maintenance (#3898)
We will be back later
2020-12-14 20:07:02 -05:00
Anuken
ff93c21269 Merge remote-tracking branch 'origin/master' 2020-12-14 16:31:01 -05:00
Anuken
0512e54df5 Merge remote-tracking branch 'origin/master' 2020-12-14 13:42:52 -05:00
Anuken
cec1eb5608 Fixed jitpack build error 2020-12-14 13:42:48 -05:00
L0615T1C5-216AC-9437
1c6ebd3f6a retire CN from v5 Mindustry (#3977) 2020-12-14 13:31:41 -05:00
Anuken
16f7a8e9d2 Merge remote-tracking branch 'origin/master' 2020-12-14 13:29:59 -05:00
Anuken
889c53dc1b Update SERVERLIST.md 2020-12-14 13:26:42 -05:00
Anuken
f4d0dfd0da Less junction capacity (again) 2020-12-14 10:36:37 -05:00
Skat
aee5d46dfa Code formatting (#3904) 2020-12-13 23:56:13 -05:00
alex
6286b0b275 Add ALEX v6 servers to servers_v6.json (#3927) 2020-12-13 23:52:15 -05:00
Sharlotte
5223a89bf1 Update bundle_ko.properties (#3953)
fix some miss-translation
add translated values
2020-12-13 23:47:00 -05:00
YellOw139
5b11dbc085 [Bundle][RO] Translation Update (#3957)
This PR was tested in-game and is _**ready to merge at any time**_ (unless marked as draft).

Changelog:
- New strings/changes up to commit 98c4ee6e74
- Typo fixes & various other improvements
2020-12-13 23:46:50 -05:00
GamyGamer
df1f8b8bb4 Update bundle_pl.properties (#3964)
Added missing lines and fixed typo
2020-12-13 23:46:39 -05:00
DeltaNedas
ffa7256e5a add ContentInitEvent (#3951)
* add ContentInit(ialized)Event

* a

* a
2020-12-13 23:43:27 -05:00
Anuken
bbf84185cc Fixed #3973 2020-12-13 23:40:06 -05:00
Anuken
901c23f295 Fixed #3969 2020-12-13 18:01:22 -05:00
Anuken
1c8d368d3b Merge remote-tracking branch 'origin/master' 2020-12-13 16:28:32 -05:00
Anuken
37ebae20d7 Removed tools.jar 2020-12-13 16:28:29 -05:00
Anuken
e25f0c6ae2 Merge pull request #3967 from DeltaNedas/version
disallow descriptions after mod version
2020-12-13 16:26:23 -05:00
Anuken
484b480076 Fixed #3968 2020-12-13 16:25:36 -05:00
DeltaNedas
926497ba77 disallow descriptions after mod version 2020-12-13 19:30:21 +00:00
Anuken
ddd9f2259c Fixed #3960 2020-12-13 10:27:44 -05:00
Anuken
d6546a38c0 #3830 2020-12-12 18:49:24 -05:00
Anuken
d171048004 Merge pull request #3950 from Auswaschbar/master
Fix units aiming sidewards missing their aim
2020-12-12 16:47:01 -05:00
Karl-Robert Ernst
4aebba0a0c fix units aiming sidewards missing their aim 2020-12-12 22:11:19 +01:00
Anuken
8afb6006ce Merge pull request #3941 from DeltaNedas/public
make some proc stuff public
2020-12-12 13:27:22 -05:00
Anuken
d117eb249e Merge remote-tracking branch 'origin/master' 2020-12-12 13:26:34 -05:00
Anuken
768d14088a Fixed #3943 2020-12-12 13:26:30 -05:00
Anuken
86f16bfc94 Merge pull request #3934 from LottieVixen/fix-issue
fixed an error in global.js
2020-12-12 11:31:36 -05:00
Anuken
8fa6b76bf9 Fixed #3936 2020-12-12 11:14:17 -05:00
DeltaNedas
19af1a0cc8 make some proc stuff public 2020-12-12 15:57:43 +00:00
Charlotte Lily-Llaitchee Vixen
409d27e3df found more occurances of the error 2020-12-12 07:23:23 +00:00
Charlotte Lily-Llaitchee Vixen
d47abd4f83 fixed an error in global.js 2020-12-12 07:15:24 +00:00
Anuken
e6c4a6cf69 Fixed #3932 2020-12-11 23:52:43 -05:00
Anuken
7c80af85e3 Property cleanup 2020-12-11 19:28:03 -05:00
Anuken
6983f57459 circleTarget unit AI parameter 2020-12-11 18:54:03 -05:00
Anuken
adeeaa6e27 Merge remote-tracking branch 'origin/master' 2020-12-11 12:56:10 -05:00
Anuken
075e7cf5d8 Disabled poly spawns 2020-12-11 12:56:07 -05:00
Anuken
98c4ee6e74 Merge pull request #3855 from AFFalcons/patch-1
[QOL] Ability to Disable Weather Effects
2020-12-11 12:52:07 -05:00
Anuken
87f9a077ac Increase wave spacing by 10sec every sector defeat 2020-12-11 12:43:43 -05:00
Anuken
bc26d3ba7b Merge remote-tracking branch 'origin/master' 2020-12-11 11:48:27 -05:00
Anuken
daaea591e4 Implemented #3486 with some minor changes 2020-12-11 11:48:20 -05:00
Anuken
175d66ad72 Merge pull request #3843 from Nikolass1000/patch-6
Update achievements.vdf [PL]
2020-12-11 11:13:54 -05:00
Anuken
c444cbf623 Merge pull request #3908 from buthed010203/patch-2
Delete old bleeding edge builds on update
2020-12-11 10:52:19 -05:00
Anuken
c54f398063 Fixed Parallax not moving players serverside 2020-12-10 18:21:39 -05:00
Anuken
2d6db1583b Improved approach behavior in formations/logic 2020-12-10 12:51:07 -05:00
buthed010203
b3beb92557 fixed 2020-12-10 12:18:11 -05:00
buthed010203
0f8304674f now 100% less readable 2020-12-10 11:54:47 -05:00
buthed010203
3b3daf0e25 Delete old bleeding edge builds on update 2020-12-10 11:41:50 -05:00
Anuken
28e18332a0 Decreased junction item capacity 2020-12-10 09:58:09 -05:00
Anuken
dcc4764914 Merge remote-tracking branch 'origin/master' 2020-12-10 09:50:12 -05:00
Anuken
ee4ace1146 Fixed #3902 2020-12-10 09:50:06 -05:00
Anuken
1faffadcab Merge pull request #3905 from Quezler/patch-81
Prevent accelerator from blending with conveyors
2020-12-10 09:35:33 -05:00
Patrick 'Quezler' Mounier
2da7afc081 Update Accelerator.java 2020-12-10 12:15:29 +01:00
Patrick 'Quezler' Mounier
e5b341c63e Prevent accelerator from blending with conveyors 2020-12-10 12:14:57 +01:00
Anuken
a544888f16 cleanup 2020-12-09 20:20:22 -05:00
Anuken
57ad1d5366 Fixed #3899 2020-12-09 20:19:54 -05:00
Anuken
42d66d1136 Sector item system cleanup 2020-12-09 16:26:50 -05:00
Anuken
999cc9c651 Fixed #3890 2020-12-09 14:02:38 -05:00
Anuken
9537051590 Merge pull request #3836 from Nikolass1000/patch-5
Update polish bundle
2020-12-09 11:10:02 -05:00
Anuken
827372633d Merge pull request #3838 from YellOw139/patch-3
[Bundle][RO][Ready-for-Stable] Translation Update
2020-12-09 11:09:42 -05:00
Anuken
dcf0b15b2c Fixed #3888 2020-12-09 11:08:22 -05:00
Anuken
c93bc0e457 Fixed #3884 / Fixed #3881 / Fixed #3880 2020-12-09 10:49:26 -05:00
Anuken
1460a15942 Fixed #3874 2020-12-08 21:36:20 -05:00
Anuken
15a07a4a18 Merge remote-tracking branch 'origin/master' 2020-12-08 16:43:27 -05:00
Anuken
e07a203d56 Don't use mods for floor decoration 2020-12-08 16:43:23 -05:00
Anuken
cead92b2c7 Merge pull request #3865 from Ordoviz/master
Improve German translation
2020-12-08 14:31:26 -05:00
Anuken
8d4ab2d7fb Cleanup 2020-12-08 14:23:13 -05:00
Anuken
9bd2057237 Fixed #3871 2020-12-08 14:07:18 -05:00
Lennard Hofmann
5ec5f1aa93 Improve German translation 2020-12-08 17:09:37 +01:00
Anuken
5e10c9d416 Decreased slag viscosity 2020-12-08 10:13:08 -05:00
Matthew
881491d151 Requested Changes 2020-12-08 09:10:30 -06:00
Matthew
863159a5fe Init 2020-12-07 18:14:58 -06:00
Anuken
849943a0de Increased surge smelter item capacity 2020-12-07 18:57:59 -05:00
Anuken
b5abc23c9d Minor Fungal Pass tweaks 2020-12-07 16:27:25 -05:00
Anuken
c2b03a3fdc Merge remote-tracking branch 'origin/master' 2020-12-07 15:52:53 -05:00
Anuken
4e1d999838 Rounded up lancer requirements 2020-12-07 15:52:50 -05:00
Anuken
4af971776f Rounded up lancer requirements 2020-12-07 15:48:07 -05:00
Anuken
86d2788232 Merge pull request #3735 from Nikolass1000/patch-4
Fix for missing foreshadow description [PL]
2020-12-07 15:18:13 -05:00
Anuken
5654e3120d Logic constant optimizations / Display admins on top 2020-12-07 12:51:31 -05:00
Anuken
b4e7928622 Test fixes 2020-12-07 12:12:08 -05:00
Anuken
25125f5a9b Removed Tile#bc(), use Tile.build instead 2020-12-07 11:44:57 -05:00
Anuken
5d4b8a43e3 Merge remote-tracking branch 'origin/master' 2020-12-07 11:10:23 -05:00
Anuken
557cb1c532 Fixed #3834 / Fixed #3835 / Fixed #3837 2020-12-07 11:10:19 -05:00
Anuken
5594395ac1 Merge pull request #3840 from Quezler/patch-78
Fixes #3839
2020-12-07 10:58:26 -05:00
Nikolass1000
81b593c031 Update achievements.vdf 2020-12-07 14:30:08 +01:00
Patrick 'Quezler' Mounier
2a1ddf2573 Fixed #3839 2020-12-07 13:21:32 +01:00
YellOw139
fdb8da5767 [Bundle][RO][Ready-for-Stable] Translation Update
This PR was tested in-game and is ready to merge at any time (unless marked as draft).
Its strings are ready and _**merging**_ is _**recommended**_ for **_the next stable release._**

Changelog:

- New strings/changes up to commit f9cfc8a2b8
- Typo fixes & various other improvements
2020-12-07 13:50:55 +02:00
Nikolass1000
738aa26a20 Another completion 2020-12-07 10:41:16 +01:00
Anuken
5e0ba2f4af Merge remote-tracking branch 'origin/master' 2020-12-06 13:55:55 -05:00
Anuken
91b2d1a9bf Fixed #3824 2020-12-06 13:55:52 -05:00
Anuken
e636ceb317 Merge pull request #3791 from joshuaptfan/master
Enable double-click to play sector
2020-12-06 11:47:54 -05:00
Anuken
2eeb230694 Merge pull request #3792 from Neba-MD/master
Add TWS v6 to servers_v6.json
2020-12-06 11:10:48 -05:00
Joshua Fan
70cc6d07b0 Detect double-tap using count 2020-12-06 07:52:50 -08:00
Anuken
4d5c2c83fd Removed spawn shockwave delay 2020-12-06 10:50:13 -05:00
Anuken
cf91bcbd49 Run damage before spawn points activate 2020-12-06 10:23:24 -05:00
Anuken
18b19e964a Merge pull request #3773 from Diegator04/patch-2
Complete bundle_it
2020-12-06 09:32:24 -05:00
Anuken
bf1ace4791 Merge pull request #3747 from VitLogArx/patch-1
Update bundle_be.properties
2020-12-06 09:31:52 -05:00
Anuken
dcd56a2d87 Merge pull request #3751 from Angel-24/patch-3
Update bundle_es.properties
2020-12-06 09:31:41 -05:00
Anuken
67c1db0fcc Merge pull request #3765 from YellOw139/patch-2
[Bundle][RO][Ready-for-Stable] Translation Update
2020-12-06 09:31:24 -05:00
Anuken
6027fff543 Merge pull request #3811 from Prosta4okua/patch-2
[Bundle][Uk_ua]Update translation
2020-12-06 09:31:04 -05:00
Anuken
0c3c9fce2a Merge pull request #3815 from sharlotte-mobile/patch-2
Update bundle_ko.properties
2020-12-06 09:30:50 -05:00
Anuken
78c2f82adf Merge pull request #3817 from Quick-korkc/patch-16
more id translate
2020-12-06 09:28:50 -05:00
Quick-Korc
2d3b33bd9c more id translate 2020-12-06 14:33:57 +07:00
Joshua Fan
dd6ae80817 Merge remote-tracking branch 'origin/master' 2020-12-05 22:56:34 -08:00
Sharlotte
304bfb5a40 Update bundle_ko.properties
translated new hint value.
removed over-translated value.
checked some values and fix.
and do unification of some terms, reinforce poor translation etc
2020-12-06 15:18:57 +09:00
Joshua Fan
58c1718d01 Detect double-tap 2020-12-05 22:07:09 -08:00
Anuken
29fe5dab06 Allow client research 2020-12-05 21:24:27 -05:00
Anuken
f9024e5500 Consider sectors with bases unlocked 2020-12-05 21:14:10 -05:00
Anuken
25b77d1430 Merge remote-tracking branch 'origin/master' 2020-12-05 20:49:03 -05:00
Anuken
f9cfc8a2b8 Fixed #3812 / Fixed #3813 2020-12-05 20:48:56 -05:00
Anuken
8e74870857 Merge pull request #3804 from King-BR/patch-1
Brazillian servers V6
2020-12-05 19:20:29 -05:00
Prosta4okua
b32e4005dd Update description.txt 2020-12-06 02:17:57 +02:00
Prosta4okua
7094f3c848 Update description.txt 2020-12-06 02:16:47 +02:00
Prosta4okua
c8adfbce96 Update description.txt 2020-12-06 02:12:23 +02:00
Prosta4okua
ff94dd4d75 Виправлено досягнення у звʼязку з виходом 6.0 2020-12-06 01:34:00 +02:00
Anuken
d61bb66418 Fixed capture wave being set to 0 in some situations 2020-12-05 18:03:21 -05:00
Anuken
b0f62f25e6 No suggested mods 2020-12-05 17:53:49 -05:00
Anuken
bdbc9b865b Fixed distort artifacts 2020-12-05 17:50:29 -05:00
Prosta4okua
21c97571e0 Update bundle_uk_UA.properties 2020-12-06 00:45:30 +02:00
Prosta4okua
8e92be9037 Update bundle_uk_UA.properties 2020-12-06 00:42:18 +02:00
Anuken
f6428b8857 Fixed #3808 2020-12-05 16:40:54 -05:00
Neba-MD
db76ffe46a Update servers_v6.json 2020-12-06 05:31:51 +08:00
Anuken
cb3b43cc48 Disabled cursor scaling 2020-12-05 14:23:29 -05:00
Anuken
587c63fc92 Merge remote-tracking branch 'origin/master' 2020-12-05 14:16:06 -05:00
Anuken
97fa8057ba Fixed #3805 2020-12-05 14:16:02 -05:00
Fernando
d792956056 Brazillian servers V6
get in, we are going to Brazil
2020-12-05 15:46:55 -03:00
Anuken
6a2bb7b01f Merge pull request #3794 from sharlotte-mobile/patch-1
ko hotfix
2020-12-05 11:05:55 -05:00
Anuken
edbced6642 Fixed #3798 2020-12-05 10:58:30 -05:00
Anuken
8c0477f6bd Fixed #3795 2020-12-05 10:30:46 -05:00
Angel_24
4e00c4b015 Update bundle_es.properties 2020-12-05 14:06:20 +01:00
Sharlotte
42f0364319 ko hotfix
translate all missing values
removed over-translated values
and do Uniform some terms, correction of typos.
2020-12-05 20:10:03 +09:00
Neba-MD
a687aeb789 Update servers_v6.json 2020-12-05 17:32:00 +08:00
Joshua Fan
6ececea004 Enable double-click to play sector 2020-12-05 00:58:56 -08:00
Anuken
6570d23512 Fixed #3786 2020-12-04 19:24:09 -05:00
Anuken
7ec3ab5a17 Fixed #3784 2020-12-04 18:55:37 -05:00
Anuken
6af015cc05 Round maxProduction up 2020-12-04 15:22:59 -05:00
Anuken
7938e02e78 Fixed maxProduction stat being perSecond 2020-12-04 15:21:43 -05:00
Anuken
bac4bb8c8f Heighten export cap when production is negative 2020-12-04 15:20:15 -05:00
YellOw139
5ac1c32652 coreIncinerate 2020-12-04 22:19:56 +02:00
Anuken
dec5a2aaaf Minor campaign tweaks 2020-12-04 15:07:35 -05:00
Anuken
7b1c60c24f Testing tests 2020-12-04 12:23:02 -05:00
Anuken
8b8d990852 Testing tests 2020-12-04 12:16:47 -05:00
Anuken
6583cc0b5d Testing tests 2020-12-04 11:38:43 -05:00
Anuken
5c3ae425ae Display locked sectors / Core incinerate hint 2020-12-04 11:31:27 -05:00
Anuken
744b1b2037 Looking into test failure 2020-12-04 10:56:47 -05:00
Anuken
a313ca8a26 Checking if tests fail 2020-12-04 10:44:39 -05:00
Anuken
87204df3ee Merge remote-tracking branch 'origin/master' 2020-12-04 10:25:51 -05:00
Anuken
bc70c08820 Fixed #3756 2020-12-04 10:25:41 -05:00
Anuken
2c2828617f Create ISSUES.md 2020-12-04 10:03:54 -05:00
Diegator04
70c6cd2e87 Complete bundle_it
I compared the **@GioIacca9's bundle** with mine so I was able to notice **mistakes** and **missing translations** which I corrected. We worked together and we discussed about a suitable words and phrases in italian. Furthermore I added the **first version** of _unit's names_, we'll improve them in the future.
2020-12-04 13:55:22 +01:00
Angel_24
a8a629c5ef Update bundle_es.properties 2020-12-04 11:24:25 +01:00
Angel_24
8e6dd98a5a Update bundle_es.properties 2020-12-04 10:44:15 +01:00
YellOw139
39b8627a60 [Bundle][RO] Translation Update
This PR was tested in-game and is ready to merge at any time (unless marked as draft).

Changelog:

- New strings/changes up to commit 48c8357ff7
- Abilities should now be clear enough. Less of a mess.
- Typo fixes & various other improvements
2020-12-04 09:32:35 +02:00
Anuken
a451ad895c Slight sei buff 2020-12-03 20:29:58 -05:00
Anuken
d13b69c36f Sort community servers by ping 2020-12-03 16:49:30 -05:00
Angel_24
2af988d71f Update bundle_es.properties
Just one more little tweak
2020-12-03 19:51:51 +01:00
Angel_24
63318f9b67 Update bundle_es.properties
Minnor changes
2020-12-03 19:47:00 +01:00
Angel_24
7f032edd6f Update bundle_es.properties
added servers disclaimer
2020-12-03 19:37:12 +01:00
Angel_24
aff5b8bed6 Update bundle_es.properties
New hints translated
2020-12-03 19:28:01 +01:00
VitLogArx
22a50eec60 Update bundle_be.properties
Partially updated belarusian translation. Fixed some mistakes.
2020-12-03 21:00:41 +03:00
Anuken
d64f603e08 Merge branch 'master' of https://github.com/Anuken/Mindustry 2020-12-03 12:08:35 -05:00
Anuken
3d2c094056 arc 2020-12-03 12:08:31 -05:00
Anuken
64e99f613e Update bug_report.md 2020-12-03 11:08:00 -05:00
Anuken
51b4078288 Clean tests before running 2020-12-03 11:05:02 -05:00
Anuken
db8d099fcc arc 2020-12-03 10:29:19 -05:00
Anuken
002be46915 Updated miniaudio version 2020-12-03 10:28:57 -05:00
Anuken
9fa2691b02 Fixed campaign idle boss spoofing 2020-12-03 10:05:52 -05:00
Nikolass1000
df418c5a7d Small fix 2020-12-03 10:49:58 +01:00
Anuken
6686584003 Merge remote-tracking branch 'origin/master' 2020-12-02 18:01:49 -05:00
Anuken
78c8c57649 Made water unlocked again 2020-12-02 18:01:46 -05:00
Anuken
ca65fd31e5 Merge pull request #3728 from Vortetty/patch-2
Update surrealment to v6
2020-12-02 17:23:09 -05:00
Vortetty
e2109f2f56 Update servers_be.json 2020-12-02 14:20:55 -08:00
Vortetty
6b63cd7a46 Update servers_v6.json 2020-12-02 14:19:54 -08:00
Anuken
e19c857d74 Possible crash fix 2020-12-02 16:08:53 -05:00
Anuken
b18f418c61 Reduced easy sector difficulty 2020-12-02 14:48:42 -05:00
Anuken
12ee38476c Minor build fix 2020-12-02 14:35:03 -05:00
Anuken
48c8357ff7 Added community server disclaimer 2020-12-02 14:32:51 -05:00
Anuken
a0702559f3 Fixed #3725 2020-12-02 14:14:42 -05:00
Anuken
55db91e53e Cleanup 2020-12-02 13:53:49 -05:00
Anuken
a333fa3722 Added more hints 2020-12-02 13:40:49 -05:00
Anuken
5284750c6a Merge remote-tracking branch 'origin/master' 2020-12-02 13:02:35 -05:00
Anuken
9c616fd03b Possible fix for notched insets 2020-12-02 13:02:27 -05:00
Anuken
d4bee41103 Merge pull request #3722 from Quezler/patch-77
Fast forward boulder deconstruction
2020-12-02 12:58:58 -05:00
Patrick 'Quezler' Mounier
2e586c4403 Update ConstructBlock.java 2020-12-02 18:54:46 +01:00
Patrick 'Quezler' Mounier
129f21e3a9 Update Boulder.java 2020-12-02 18:01:40 +01:00
Patrick 'Quezler' Mounier
435f15a450 Update ConstructBlock.java 2020-12-02 18:00:50 +01:00
Patrick 'Quezler' Mounier
3eac8cb6ad Update Boulder.java 2020-12-02 17:59:20 +01:00
Patrick 'Quezler' Mounier
ea96bf2675 Update Block.java 2020-12-02 17:58:58 +01:00
Patrick 'Quezler' Mounier
e4c3664cc6 Update ConstructBlock.java 2020-12-02 16:36:07 +01:00
Patrick 'Quezler' Mounier
664cd6a3a0 Update ConstructBlock.java 2020-12-02 16:26:22 +01:00
Anuken
c26a9bd123 Merge pull request #3715 from Quezler/patch-75
Keep items inside reconstructor when construction booped
2020-12-02 10:05:51 -05:00
Anuken
5008573aa5 Merge pull request #3714 from Recessive/patch-7
Update servers_v6.json
2020-12-02 09:58:15 -05:00
Anuken
395f7193ea Merge remote-tracking branch 'origin/master' 2020-12-02 09:56:06 -05:00
Anuken
775e17a726 Fixed #3709 2020-12-02 09:56:02 -05:00
Anuken
900ec8db6a Merge pull request #3717 from Quezler/patch-76
Fixes massdriver typo
2020-12-02 09:54:37 -05:00
Anuken
e23a7c213c Merge pull request #3710 from joshuaptfan/master
Spellcheck English Steam achievements
2020-12-02 09:53:46 -05:00
Anuken
96513e4967 Merge pull request #3712 from MEEPofFaith/patch-1
Why is this protected in the first place?
2020-12-02 09:52:31 -05:00
Patrick 'Quezler' Mounier
b64df565a4 Update MassDriver.java 2020-12-02 14:09:19 +01:00
Patrick 'Quezler' Mounier
382e27e1e4 Populate prevBuild when deconstructting 2020-12-02 12:02:49 +01:00
Patrick 'Quezler' Mounier
0dd95e736d Add items back to reconstructor if it overwrote itself 2020-12-02 12:01:21 +01:00
Recessive
0ae6a33971 Update servers_v6.json
Add {AA} Hub and Campaign servers
2020-12-02 21:56:47 +11:00
MEEP of Faith
380c9ab113 Why is this protected in the first place? 2020-12-01 22:17:32 -08:00
joshuaptfan
1028ade80d Fix Poly unit description 2020-12-01 21:07:44 -08:00
joshuaptfan
a8e34381ef Spellcheck Steam store description 2020-12-01 20:37:00 -08:00
joshuaptfan
5f5987cef2 Spellcheck English Steam achievements 2020-12-01 20:20:37 -08:00
174 changed files with 2000 additions and 1222 deletions

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@@ -21,7 +21,7 @@ assignees: ''
If you remove the line above without reading it properly and understanding what it means, I will reap your soul. Even if you're playing on someone's server, you can still save the game to a slot. If you remove the line above without reading it properly and understanding what it means, I will reap your soul. Even if you're playing on someone's server, you can still save the game to a slot.
**Crash report**: *The contents of relevant crash report files. REQUIRED if you are reporting a crash.* **(Crash) logs**: *Either crash reports from the crash folder, or the file you get when you go into Settings -> Game Data -> Export Crash logs. REQUIRED if you are reporting a crash.*
--- ---

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@@ -13,7 +13,7 @@ jobs:
with: with:
java-version: 14 java-version: 14
- name: Run unit tests - name: Run unit tests
run: ./gradlew test run: ./gradlew clean cleanTest test
- name: Trigger BE build - name: Trigger BE build
if: ${{ github.repository == 'Anuken/Mindustry' }} if: ${{ github.repository == 'Anuken/Mindustry' }}
run: | run: |

52
ISSUES.md Normal file
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@@ -0,0 +1,52 @@
# Why was my issue closed?
This document goes over some common causes for issue closures.
## You did not fill in the template
I can't debug the problem unless you provide the information the template asks for.
If you cannot put in the effort to fill out a template, then don't expect me to put in the effort to fix it.
## Your issue was already reported
If the problem in your issue has already been encountered before, it will be closed - especially if your report doesn't provide any new information.
Make sure you search the *closed* issues before making an issue.
I do not link the specific issue(s) that report the same problem, because searching takes time - if you're interested in finding them, you should be able to do so without my help.
To be clear: I do **not** expect users to look at *all* previous issues, or do a comprehensive stack trace analysis to see if their crash was already reported.
## Your issue was already fixed
The problem you reported has been addressed. Note that this does **not** mean that the latest stable version of Mindustry has the fix!
It simply means that I have committed (or am about to commit) a patch that fixes it *on the current development branch*.
## Your issue is missing a crash report or log
If the game crashes without a specific cause, and you don't send me a log, I can't fix it. There is no way for me to know what went wrong.
During a normal crash, the game should tell you where the log is saved. If not, you should still be able to look in the game's crash folder on most operating systems, or export the logs in *Settings -> Game Data -> Export Crash Logs*.
## Your issue is missing saves or screenshots
Even if you think your problem happens everywhere and saves/screenshots are redundant, this is frequently not the case.
If I cannot reproduce the problem on my own saves and you have not linked any of your own, then the problem is likely to be save-specific. If you do not send me any, the problem cannot be investigated further.
## Your issue is related to an external program
If Mindustry causes something else to crash or misbehave, I am very unlikely to fix it. Unless the problem is serious, widespread and/or clearly a bug *in Mindustry*, it is not my responsibility.
Similarly, if you use another (invasive) program to change how Mindustry works, and something goes wrong, that is not my problem. Don't do it.
## Your issue is caused by mods
Crashes and bugs related to installed mods should be reported in the relevant mod repository, not here.
*Note that problems with the Mindustry modding API are a separate problem, and do not apply.*
## I cannot reproduce your issue
If I follow your instructions and am repeatedly unable to reproduce the problem you've reported, then it is very unlikely to be fixed.
Either the problem is device-specific, or there is not enough information given for me to be able to reproduce it.
I may attempt to change some code if I think it will make the issue less likely to occur, but without knowing for sure, the issue cannot be considered truly "fixed".
As I cannot make any further progress on the problem, there is no reason to keep it open. If it is a common bug/crash, other people will come along with information that may shed some light on the issue.

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@@ -1,7 +1,7 @@
### Adding a server to the list ### Adding a server to the list
Mindustry now has a public list of servers that everyone can see and connect to. Mindustry now has a public list of servers that everyone can see and connect to.
This is done by letting clients `GET` a [JSON list of servers](https://github.com/Anuken/Mindustry/blob/master/servers.json) in this repository. This is done by letting clients `GET` a [JSON list of servers](https://github.com/Anuken/Mindustry/blob/master/servers_v6.json) in this repository.
You may want to add your server to this list. The steps for getting this done are as follows: You may want to add your server to this list. The steps for getting this done are as follows:
@@ -16,7 +16,7 @@ You'll need to either hire some moderators, or make use of (currently non-existe
3. **Get some good maps.** *(optional, but highly recommended)*. Add some maps to your server and set the map rotation to custom-only. You can get maps from the Steam workshop by subscribing and exporting them; using the `#maps` channel on Discord is also an option. 3. **Get some good maps.** *(optional, but highly recommended)*. Add some maps to your server and set the map rotation to custom-only. You can get maps from the Steam workshop by subscribing and exporting them; using the `#maps` channel on Discord is also an option.
4. **Check your server configuration.** *(optional)* I would recommend adding a message rate limit of 1 second (`config messageRateLimit 1`), and disabling connect/disconnect messages to reduce spam (`config showConnectMessages false`). 4. **Check your server configuration.** *(optional)* I would recommend adding a message rate limit of 1 second (`config messageRateLimit 1`), and disabling connect/disconnect messages to reduce spam (`config showConnectMessages false`).
5. Finally, **submit a pull request** to add your server's IP to the list. 5. Finally, **submit a pull request** to add your server's IP to the list.
This should be fairly straightforward: Press the edit button on the [server file](https://github.com/Anuken/Mindustry/blob/master/servers.json), then add a JSON object with a single key, indicating your server address. This should be fairly straightforward: Press the edit button on the [server file](https://github.com/Anuken/Mindustry/blob/master/servers_v6.json), then add a JSON object with a single key, indicating your server address.
For example, if your server address is `google.com`, you would add a comma after the last entry and insert: For example, if your server address is `google.com`, you would add a comma after the last entry and insert:
```json ```json
{ {

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@@ -253,18 +253,22 @@ project(":ios"){
task incrementConfig{ task incrementConfig{
def vfile = file('robovm.properties') def vfile = file('robovm.properties')
def bversion = getBuildVersion()
def props = new Properties() def props = new Properties()
if(vfile.exists()){ if(vfile.exists()){
props.load(new FileInputStream(vfile)) props.load(new FileInputStream(vfile))
}else{ }else{
props['app.id'] = 'io.anuke.mindustry' props['app.id'] = 'io.anuke.mindustry'
props['app.version'] = '5.0' props['app.version'] = '6.0'
props['app.mainclass'] = 'mindustry.IOSLauncher' props['app.mainclass'] = 'mindustry.IOSLauncher'
props['app.executable'] = 'IOSLauncher' props['app.executable'] = 'IOSLauncher'
props['app.name'] = 'Mindustry' props['app.name'] = 'Mindustry'
} }
props['app.build'] = (!props.containsKey("app.build") ? 40 : props['app.build'].toInteger() + 1) + "" props['app.build'] = (!props.containsKey("app.build") ? 40 : props['app.build'].toInteger() + 1) + ""
if(bversion != "custom build"){
props['app.version'] = versionNumber + "." + bversion + (bversion.contains(".") ? "" : ".0")
}
props.store(vfile.newWriter(), null) props.store(vfile.newWriter(), null)
} }
@@ -379,7 +383,6 @@ project(":annotations"){
dependencies{ dependencies{
implementation 'com.squareup:javapoet:1.12.1' implementation 'com.squareup:javapoet:1.12.1'
implementation "com.github.Anuken.Arc:arc-core:$arcHash" implementation "com.github.Anuken.Arc:arc-core:$arcHash"
implementation files("${System.getProperty('java.home')}/../lib/tools.jar")
} }
} }

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@@ -13,6 +13,7 @@ link.google-play.description = Google Play store listing
link.f-droid.description = F-Droid listing link.f-droid.description = F-Droid listing
link.wiki.description = Official Mindustry wiki link.wiki.description = Official Mindustry wiki
link.suggestions.description = Suggest new features link.suggestions.description = Suggest new features
link.bug.description = Found one? Report it here
linkfail = Failed to open link!\nThe URL has been copied to your clipboard. linkfail = Failed to open link!\nThe URL has been copied to your clipboard.
screenshot = Screenshot saved to {0} screenshot = Screenshot saved to {0}
screenshot.invalid = Map too large, potentially not enough memory for screenshot. screenshot.invalid = Map too large, potentially not enough memory for screenshot.
@@ -69,7 +70,7 @@ stat.delivered = Resources Launched:
stat.playtime = Time Played:[accent] {0} stat.playtime = Time Played:[accent] {0}
stat.rank = Final Rank: [accent]{0} stat.rank = Final Rank: [accent]{0}
globalitems = [accent]Global Items globalitems = [accent]Total Items
map.delete = Are you sure you want to delete the map "[accent]{0}[]"? map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
level.highscore = High Score: [accent]{0} level.highscore = High Score: [accent]{0}
level.select = Level Select level.select = Level Select
@@ -196,6 +197,7 @@ servers.local = Local Servers
servers.remote = Remote Servers servers.remote = Remote Servers
servers.global = Community Servers servers.global = Community Servers
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 servers.showhidden = Show Hidden Servers
server.shown = Shown server.shown = Shown
server.hidden = Hidden server.hidden = Hidden
@@ -831,6 +833,7 @@ setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity setting.lasersopacity.name = Power Laser Opacity
setting.bridgeopacity.name = Bridge Opacity setting.bridgeopacity.name = Bridge Opacity
setting.playerchat.name = Display Player Bubble Chat setting.playerchat.name = Display Player Bubble Chat
setting.showweather.name = Show Weather Graphics
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility. public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
public.beta = Note that beta versions of the game cannot make public lobbies. public.beta = Note that beta versions of the game cannot make public lobbies.
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds... uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
@@ -1279,6 +1282,10 @@ hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a pay
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires. 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.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.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or \uf835 [accent]Graphite[] \uf861Duo/\uf859Salvo ammunition to take Guardians down.
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a  [accent]Foundation[] core over the  [accent]Shard[] core. Make sure it is free from nearby obstructions.
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.coopCampaign = When playing the [accent]co-op campaign[], items that are produced in the current map will also be sent [accent]to your local sectors[].\n\nAny new research done by the host also carries over.
item.copper.description = Used in all types of construction and ammunition. 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.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
@@ -1473,7 +1480,7 @@ unit.zenith.description = Fires salvos of missiles at all nearby enemies.
unit.antumbra.description = Fires a barrage of bullets 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.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.mono.description = Automatically mines copper and lead, depositing it into the core.
unit.poly.description = Automatically rebuilds damaged structures and assists other units in construction. 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.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.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.oct.description = Protects nearby allies with its regenerating shield. Capable of carrying most ground units.

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@@ -1,4 +1,4 @@
credits.text = Стваральнiк [royal]Anuken[] — [sky]anukendev@gmail.com[]\n\nЁсць недапрацоўкі ў перакладзе або хочаце знайсці саюзнікаў для сумеснай гульні?\nПішыце ў аф. [accent]discord-сервер Mindustry[] у канал [accent]#translations[].\n\nРэдактар і перакладчык на беларускую мову:\n[cyan]K[gray]evi[cyan]TV[gray]#9923 credits.text = Стваральнiк [royal]Anuken[] — [sky]anukendev@gmail.com[]\n\nЁсць недапрацоўкі ў перакладзе або хочаце знайсці саюзнікаў для сумеснай гульні?\nПішыце ў аф. [accent]discord-сервер Mindustry[] у канал [accent]#translations[].\n\nРэдактар і перакладчык на беларускую мову:\n[cyan]K[gray]evi[cyan]TV[gray]#9923\nVit_log выправіў памылкі і дапоўніў пераклад.
credits = Аўтары credits = Аўтары
contributors = Перакладчык contributors = Перакладчык
discord = Далучайцеся да нашага Discord! discord = Далучайцеся да нашага Discord!
@@ -20,8 +20,8 @@ gameover = Гульня скончана
gameover.pvp = [accent]{0}[] каманда перамагла! gameover.pvp = [accent]{0}[] каманда перамагла!
highscore = [accent]Новы рэкорд! highscore = [accent]Новы рэкорд!
copied = Скапіявана. copied = Скапіявана.
indev.popup = [accent]v6[] is currently in [accent]alpha[].\n[lightgray]This means:[]\n[scarlet]- The campaign is completely unfinished[]\n- Content is missing\n - Most [scarlet]Unit AI[] does not work properly\n- Many units are unfinished\n- Everything you see is subject to change or removal.\n\nReport bugs or crashes on [accent]Github[]. indev.popup = [accent]в6[] яшчэ в [accent]альфе[].\n[lightgray]Гэта значыць:[]\n[scarlet]- Кампанія не завершана[]\n- Часткі гульні адсутнічаюць\n - Большая частка [scarlet]ШІ юнітав[] можа працаваць не правільна\n- Мноства юнітав не дароблена\n- Ўсё што тут ёсць можа быць ізменена.\n\nАб багах і крашах пісаць на [accent]Github[].
indev.notready = This part of the game isn't ready yet indev.notready = Гэта частка гульні яшчэ не зроблена.
load.sound = Звукі load.sound = Звукі
load.map = Карты load.map = Карты
@@ -41,8 +41,8 @@ be.check = Праверыць абнаўленні
schematic = Схема schematic = Схема
schematic.add = Захаваць схему... schematic.add = Захаваць схему...
schematics = Схемы schematics = Схемы
schematic.replace = A schematic by that name already exists. Replace it? schematic.replace = Схема с данным імем ўжо існуе. Замяніць яе?
schematic.exists = A schematic by that name already exists. schematic.exists = Схема с данным імем ўжо існуе.
schematic.import = Імпартаваць схему... schematic.import = Імпартаваць схему...
schematic.exportfile = Экспартаваць файл schematic.exportfile = Экспартаваць файл
schematic.importfile = Імпартаваць файл schematic.importfile = Імпартаваць файл
@@ -55,7 +55,7 @@ schematic.saved = Схема захавана.
schematic.delete.confirm = Гэтая схема будзе выдалена. schematic.delete.confirm = Гэтая схема будзе выдалена.
schematic.rename = Перайменаваць схему schematic.rename = Перайменаваць схему
schematic.info = {0}x{1}, {2} блокаў schematic.info = {0}x{1}, {2} блокаў
schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server. schematic.disabled = [scarlet]Схемы забаронены[]\nВам нельга выкарыстоўваць схемы на гэтай [accent]карце[] альбо [accent]серверы.
stat.wave = Хваляў адлюстравана:[accent] {0} stat.wave = Хваляў адлюстравана:[accent] {0}
stat.enemiesDestroyed = Ворагаў знішчана:[accent] {0} stat.enemiesDestroyed = Ворагаў знішчана:[accent] {0}
@@ -103,19 +103,19 @@ feature.unsupported = Ваша прылада не падтрымлівае гэ
mods.alphainfo = Майце на ўвазе, што мадыфікацыі знаходзяцца ў альфа-версіі і [scarlet]могуць утрымліваць шмат памылак[]. Дакладвайце аб любых праблемах, якія Вы знойдзеце ў Mindustry Github або Discord. mods.alphainfo = Майце на ўвазе, што мадыфікацыі знаходзяцца ў альфа-версіі і [scarlet]могуць утрымліваць шмат памылак[]. Дакладвайце аб любых праблемах, якія Вы знойдзеце ў Mindustry Github або Discord.
mods = Мадыфікацыі mods = Мадыфікацыі
mods.none = [lightgray]Мадыфікацыі не знойдзены! mods.none = [lightgray]Мадыфікацыі не знойдзены!
mods.guide = Кіраўніцтва па модам mods.guide = Кіраўніцтва па мадам
mods.report = Паведаміць пра памылку mods.report = Паведаміць пра памылку
mods.openfolder = Адкрыць тэчку з мадыфікацыямі mods.openfolder = Адкрыць тэчку з мадыфікацыямі
mods.reload = Reload mods.reload = Reload
mods.reloadexit = The game will now exit, to reload mods. mods.reloadexit = Гульня зараз закроецца, каб ўсталяваць мады.
mod.display = [gray]Мадыфікацыя:[orange] {0} mod.display = [gray]Мадыфікацыя:[orange] {0}
mod.enabled = [lightgray]Уключана mod.enabled = [lightgray]Уключана
mod.disabled = [scarlet]Выключана mod.disabled = [scarlet]Выключана
mod.disable = Выкл. mod.disable = Выкл.
mod.content = Content: mod.content = Змест:
mod.delete.error = Немагчыма выдаліць мадыфікацыю. Магчыма, файл выкарыстоўваецца. mod.delete.error = Немагчыма выдаліць мадыфікацыю. Магчыма, файл выкарыстоўваецца.
mod.requiresversion = [scarlet]Мінімальная патрабаваная версія гульні: [accent]{0} mod.requiresversion = [scarlet]Мінімальная патрабаваная версія гульні: [accent]{0}
mod.outdated = [scarlet]Not compatible with V6 (no minGameVersion: 105) mod.outdated = [scarlet]Не сумяшчальна з в6 (няма minGameVersion: 105)
mod.missingdependencies = [scarlet]Не знойдзены бацькоўскія мадыфікацыі: {0} mod.missingdependencies = [scarlet]Не знойдзены бацькоўскія мадыфікацыі: {0}
mod.erroredcontent = [scarlet]Памылкі змесціва mod.erroredcontent = [scarlet]Памылкі змесціва
mod.errors = Памылкі былі выкліканыя загружаным змесцівам. mod.errors = Памылкі былі выкліканыя загружаным змесцівам.
@@ -127,20 +127,20 @@ mod.reloadrequired = [scarlet]Неабходны перазапуск
mod.import = Імпартаваць мадыфікацыю mod.import = Імпартаваць мадыфікацыю
mod.import.file = Import File mod.import.file = Import File
mod.import.github = Імпартаваць мод з GitHub mod.import.github = Імпартаваць мод з GitHub
mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source! mod.jarwarn = [scarlet]JAR-мады не бяспечны па прынцыпу.[]\nПраверце, што імпартуеце гэты мод с надзейнай крыніцы!
mod.item.remove = Гэты прадмет з’яўляецца часткай мадыфікацыі [accent]«{0}»[]. Каб выдаліць яго, выдаліце саму мадыфікацыю. mod.item.remove = Гэты прадмет з’яўляецца часткай мадыфікацыі [accent]«{0}»[]. Каб выдаліць яго, выдаліце саму мадыфікацыю.
mod.remove.confirm = Гэтая мадыфікацыя будзе выдалена. mod.remove.confirm = Гэтая мадыфікацыя будзе выдалена.
mod.author = [lightgray]Аўтар:[] {0} mod.author = [lightgray]Аўтар:[] {0}
mod.missing = Гэта захаванне ўтрымлівае мадыфікацыю, якое вы нядаўна абнавілі ці яна больш не ўсталяваная. Можа здарыцца пашкоджанне захавання. Вы ўпэўненыя, што хочаце загрузіць яго?\n[lightgray]Мадыфікацыі:\n{0} mod.missing = Гэта захаванне ўтрымлівае мадыфікацыю, якое вы нядаўна абнавілі ці яна больш не ўсталяваная. Можа здарыцца пашкоджанне захавання. Вы ўпэўненыя, што хочаце загрузіць яго?\n[lightgray]Мадыфікацыі:\n{0}
mod.preview.missing = Перад публікацыяй гэтай мадыфікацыі ў майстэрні, вы павінны дадаць малюнак прадпрагляду.\nРазмесціце малюнак з імем[accent] preview.png[] у тэчцы мадыфікацыі і паспрабуйце зноў. mod.preview.missing = Перад публікацыяй гэтай мадыфікацыі ў майстэрні, вы павінны дадаць малюнак прадпрагляду.\nРазмесціце малюнак з імем[accent] preview.png[] у тэчцы мадыфікацыі і паспрабуйце зноў.
mod.folder.missing = Мадыфікацыі могуць быць апублікаваныя ў майстэрні толькі ў выглядзе тэчкі.\nКаб канвертаваць любы мод у тэчку, проста выміце яго з архіва і выдаліце стары архіў .zip, затым перазапусціце гульню ці перазагрузіце мадыфікацыі. mod.folder.missing = Мадыфікацыі могуць быць апублікаваныя ў майстэрні толькі ў выглядзе тэчкі.\nКаб канвертаваць любы мод у тэчку, проста выміце яго з архіва і выдаліце стары архіў .zip, затым перазапусціце гульню ці перазагрузіце мадыфікацыі.
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game. mod.scripts.disable = Ваша прылада не падтрымлівае мадыфікацыі з скріптамі. Выключайце такіе мады, как гуляць.
about.button = Аб гульні about.button = Аб гульні
name = Імя: name = Імя:
noname = Для пачатку, прыдумайце[accent] сабе iмя[]. noname = Для пачатку, прыдумайце[accent] сабе iмя[].
planetmap = Planet Map planetmap = Карта планеты
launchcore = Launch Core launchcore = Запусціць ядро
filename = Iмя файла: filename = Iмя файла:
unlocked = Новы кантэнт адмыкнуты! unlocked = Новы кантэнт адмыкнуты!
completed = [accent]Завершаны completed = [accent]Завершаны
@@ -148,12 +148,12 @@ techtree = Дрэва\n тэхналогій
research.list = [lightgray]Дасьледуйце: research.list = [lightgray]Дасьледуйце:
research = Даследаваць research = Даследаваць
researched = [lightgray] {0} даследавана. researched = [lightgray] {0} даследавана.
research.progress = {0}% complete research.progress = {0}% завершана
players = Гульцоў: {0} players = Гульцоў: {0}
players.single = {0} гулец players.single = {0} гулец
players.search = search players.search = search
players.notfound = [gray]no players found players.notfound = [gray]гульцоу не знойдзена
server.closing = [accent] Закрыццё сервера… server.closing = [accent]Закрыццё сервера…
server.kicked.kick = Вас выгналі з сервера! server.kicked.kick = Вас выгналі з сервера!
server.kicked.whitelist = Вы не ў белым спісе сервера. server.kicked.whitelist = Вы не ў белым спісе сервера.
server.kicked.serverClose = Сервер зачынены. server.kicked.serverClose = Сервер зачынены.
@@ -278,7 +278,7 @@ quit.confirm.tutorial = Вы ўпэўненыя, што ведаеце, што
loading = [accent]Загрузка… loading = [accent]Загрузка…
reloading = [accent]Перазагрузка мадыфікацый... reloading = [accent]Перазагрузка мадыфікацый...
saving = [accent]Захаванне… saving = [accent]Захаванне…
respawn = [accent][[{0}][] to respawn in core respawn = [accent][[{0}][] да вазраджэння з ядра
cancelbuilding = [accent][[{0}][] для ачысткі плана cancelbuilding = [accent][[{0}][] для ачысткі плана
selectschematic = [accent][[{0}][] вылучыць і скапіяваць selectschematic = [accent][[{0}][] вылучыць і скапіяваць
pausebuilding = [accent][[{0}][] для прыпынення будаўніцтва pausebuilding = [accent][[{0}][] для прыпынення будаўніцтва
@@ -291,8 +291,8 @@ waiting = [lightgray]Чаканне…
waiting.players = Чаканне гульцоў… waiting.players = Чаканне гульцоў…
wave.enemies = Ворагаў: [lightgray]{0} wave.enemies = Ворагаў: [lightgray]{0}
wave.enemy = Застаўся [lightgray]{0}[] ворагаў wave.enemy = Застаўся [lightgray]{0}[] ворагаў
wave.guardianwarn = Guardian approaching in [accent]{0}[] waves. wave.guardianwarn = Вартаўнік будзе пасля [accent]{0}[] хвалей.
wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave. wave.guardianwarn.one = Вартаўнік будзе пасля [accent]{0}[] хвалі.
loadimage = Загрузіць малюнак loadimage = Загрузіць малюнак
saveimage = Захаваць малюнак saveimage = Захаваць малюнак
unknown = Невядома unknown = Невядома
@@ -339,9 +339,9 @@ waves.never = <ніколі>
waves.every = кожны waves.every = кожны
waves.waves = хваля (ы) waves.waves = хваля (ы)
waves.perspawn = за з’яўленне waves.perspawn = за з’яўленне
waves.shields = shields/wave waves.shields = адзінак шчыта/хвалю
waves.to = да waves.to = да
waves.guardian = Guardian waves.guardian = Вартаўнік
waves.preview = Папярэдні прагляд waves.preview = Папярэдні прагляд
waves.edit = Рэдагавацью... waves.edit = Рэдагавацью...
waves.copy = Капіяваць у буфер абмену waves.copy = Капіяваць у буфер абмену
@@ -350,9 +350,9 @@ waves.invalid = Няслушныя хвалі ў буферы абмену.
waves.copied = Хвалі скапіяваныя. waves.copied = Хвалі скапіяваныя.
waves.none = Ворагі не былі вызначаныя. \nЗвярнiце ўвагу, што пустыя хвалі будуць аўтаматычна замененыя звычайнай хваляй. waves.none = Ворагі не былі вызначаныя. \nЗвярнiце ўвагу, што пустыя хвалі будуць аўтаматычна замененыя звычайнай хваляй.
wavemode.counts = counts wavemode.counts = колькацсь адзінак
wavemode.totals = totals wavemode.totals = усяго здароўя
wavemode.health = health wavemode.health = здароўе
editor.default = [lightgray]<Па змаўчанні> editor.default = [lightgray]<Па змаўчанні>
details = Падрабязнасці... details = Падрабязнасці...
@@ -508,11 +508,11 @@ error.io = Сеткавая памылка ўводу-высновы.
error.any = Невядомая сеткавая памылка. error.any = Невядомая сеткавая памылка.
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго. error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
weather.rain.name = Rain weather.rain.name = Дождж
weather.snow.name = Snow weather.snow.name = Снег
weather.sandstorm.name = Sandstorm weather.sandstorm.name = Пясочныя бурі
weather.sporestorm.name = Sporestorm weather.sporestorm.name = Споравыя бурі
weather.fog.name = Fog weather.fog.name = Туман
sectors.unexplored = [lightgray]Unexplored sectors.unexplored = [lightgray]Unexplored
sectors.resources = Resources: sectors.resources = Resources:
@@ -891,9 +891,9 @@ rules.enemyLights = Enemy Lights
rules.fire = Fire rules.fire = Fire
rules.explosions = Block/Unit Explosion Damage rules.explosions = Block/Unit Explosion Damage
rules.ambientlight = Навакольны свет rules.ambientlight = Навакольны свет
rules.weather = Weather rules.weather = Надвор'е
rules.weather.frequency = Frequency: rules.weather.frequency = Частата:
rules.weather.duration = Duration: rules.weather.duration = Працягласць:
content.item.name = Рэчывы content.item.name = Рэчывы
content.liquid.name = Вадкасці content.liquid.name = Вадкасці
@@ -922,62 +922,62 @@ liquid.oil.name = Нафта
liquid.cryofluid.name = Крыягенная вадкасць liquid.cryofluid.name = Крыягенная вадкасць
unit.dagger.name = Кінжал unit.dagger.name = Кінжал
unit.mace.name = Mace unit.mace.name = Булава
unit.fortress.name = Крэпасць unit.fortress.name = Крэпасць
unit.nova.name = Nova unit.nova.name = Нова
unit.pulsar.name = Pulsar unit.pulsar.name = Пульсар
unit.quasar.name = Quasar unit.quasar.name = Квазар
unit.crawler.name = Камікадзэ unit.crawler.name = Палзун
unit.atrax.name = Atrax unit.atrax.name = Атракс
unit.spiroct.name = Spiroct unit.spiroct.name = Спірокт
unit.arkyid.name = Arkyid unit.arkyid.name = Аркід
unit.toxopid.name = Toxopid unit.toxopid.name = Токсопойд
unit.flare.name = Flare unit.flare.name = Успышка
unit.horizon.name = Horizon unit.horizon.name = Гарызонт
unit.zenith.name = Zenith unit.zenith.name = Зеніт
unit.antumbra.name = Antumbra unit.antumbra.name = Зацемь
unit.eclipse.name = Eclipse unit.eclipse.name = Затменне
unit.mono.name = Mono unit.mono.name = Моно
unit.poly.name = Poly unit.poly.name = Полі
unit.mega.name = Mega unit.mega.name = Мега
unit.quad.name = Quad unit.quad.name = Квад
unit.oct.name = Oct unit.oct.name = Окт
unit.risso.name = Risso unit.risso.name = Ріссо
unit.minke.name = Minke unit.minke.name = Мінкі
unit.bryde.name = Bryde unit.bryde.name = Брайд
unit.sei.name = Sei unit.sei.name = Сэй
unit.omura.name = Omura unit.omura.name = Амура
unit.alpha.name = Alpha unit.alpha.name = Альфа
unit.beta.name = Beta unit.beta.name = Бэта
unit.gamma.name = Gamma unit.gamma.name = Гамма
unit.scepter.name = Scepter unit.scepter.name = Скіпетр
unit.reign.name = Reign unit.reign.name = Улада
unit.vela.name = Vela unit.vela.name = Ветразь
unit.corvus.name = Corvus unit.corvus.name = Корвус
block.resupply-point.name = Resupply Point block.resupply-point.name = Цэнтр аммуніцыі
block.parallax.name = Parallax block.parallax.name = Парралакс
block.cliff.name = Скала block.cliff.name = Скала
block.sand-boulder.name = Пяшчаны валун block.sand-boulder.name = Пяшчаны валун
block.grass.name = Трава block.grass.name = Трава
block.slag.name = Шлак block.slag.name = Шлак
block.space.name = Space block.space.name = Space
block.salt.name = Соль block.salt.name = Соль
block.salt-wall.name = Salt Wall block.salt-wall.name = Саляная сцяна
block.pebbles.name = Галька block.pebbles.name = Галька
block.tendrils.name = Споравыя вусікі block.tendrils.name = Споравыя вусікі
block.sand-wall.name = Sand Wall block.sand-wall.name = Пяшчаная сцяна
block.spore-pine.name = Спорава хвоя block.spore-pine.name = Спорава хвоя
block.spore-wall.name = Spore Wall block.spore-wall.name = Споравая сцяна
block.boulder.name = Boulder block.boulder.name = Boulder
block.snow-boulder.name = Snow Boulder block.snow-boulder.name = Снежны валун
block.snow-pine.name = Заснежаная хвоя block.snow-pine.name = Заснежаная хвоя
block.shale.name = Сланец block.shale.name = Сланец
block.shale-boulder.name = Сланцавы валун block.shale-boulder.name = Сланцавы валун
block.moss.name = Мох block.moss.name = Мох
block.shrubs.name = Кусты block.shrubs.name = Кусты
block.spore-moss.name = Спорава мох block.spore-moss.name = Спорава мох
block.shale-wall.name = Shale Wall block.shale-wall.name = Сланцавая сцяна
block.scrap-wall.name = Сцяна з металалому block.scrap-wall.name = Сцяна з металалому
block.scrap-wall-large.name = Вялікая сцяна з металалому block.scrap-wall-large.name = Вялікая сцяна з металалому
block.scrap-wall-huge.name = Велізарная сцяна з металалому block.scrap-wall-huge.name = Велізарная сцяна з металалому
@@ -1005,18 +1005,18 @@ block.craters.name = Кратэры
block.sand-water.name = Пясок з вадой block.sand-water.name = Пясок з вадой
block.darksand-water.name = Тёмный пясок з вадой block.darksand-water.name = Тёмный пясок з вадой
block.char.name = Выпаленая зямля block.char.name = Выпаленая зямля
block.dacite.name = Dacite block.dacite.name = Дацыт
block.dacite-wall.name = Dacite Wall block.dacite-wall.name = Дацытавая сцяна
block.dacite-boulder.name = Dacite Boulder block.dacite-boulder.name = Дацытавы валун
block.ice-snow.name = Заснежаны лёд block.ice-snow.name = Заснежаны лёд
block.stone-wall.name = Stone Wall block.stone-wall.name = Каменная сцяна
block.ice-wall.name = Ice Wall block.ice-wall.name = Лядовая сцяна
block.snow-wall.name = Snow Wall block.snow-wall.name = Снежная сцяна
block.dune-wall.name = Dune Wall block.dune-wall.name = Тёмнапясчаная сцяна
block.pine.name = Сасна block.pine.name = Сасна
block.dirt.name = Dirt block.dirt.name = Зямля
block.dirt-wall.name = Dirt Wall block.dirt-wall.name = Брудная сцяна
block.mud.name = Mud block.mud.name = Бруд
block.white-tree-dead.name = Мёртвае белае дрэва block.white-tree-dead.name = Мёртвае белае дрэва
block.white-tree.name = Белае дрэва block.white-tree.name = Белае дрэва
block.spore-cluster.name = Навала спрэчка block.spore-cluster.name = Навала спрэчка
@@ -1147,28 +1147,28 @@ block.container.name = Кантэйнер
block.launch-pad.name = Пускавая пляцоўка block.launch-pad.name = Пускавая пляцоўка
block.launch-pad-large.name = Вялікая пускавая пляцоўка block.launch-pad-large.name = Вялікая пускавая пляцоўка
block.segment.name = Segment block.segment.name = Segment
block.command-center.name = Command Center block.command-center.name = Каммандны цэнтр
block.ground-factory.name = Ground Factory block.ground-factory.name = Завод наземных адзінак
block.air-factory.name = Air Factory block.air-factory.name = Завод паветраных адзінак
block.naval-factory.name = Naval Factory block.naval-factory.name = Завод марскіх адзінак
block.additive-reconstructor.name = Additive Reconstructor block.additive-reconstructor.name = Злучальны рэканструктар
block.multiplicative-reconstructor.name = Multiplicative Reconstructor block.multiplicative-reconstructor.name = Мультыплікацыйны рэканструктар
block.exponential-reconstructor.name = Exponential Reconstructor block.exponential-reconstructor.name = Экспаненцыяльны рэканструктар
block.tetrative-reconstructor.name = Tetrative Reconstructor block.tetrative-reconstructor.name = Тэтрацыйны рэканструктар
block.payload-conveyor.name = Mass Conveyor block.payload-conveyor.name = Канвеер для тяжёлай зброі
block.payload-router.name = Payload Router block.payload-router.name = Роутар для тяжёлай зброі
block.disassembler.name = Disassembler block.disassembler.name = Разборшчык
block.silicon-crucible.name = Silicon Crucible block.silicon-crucible.name = Крэмніевы тыгель
block.overdrive-dome.name = Overdrive Dome block.overdrive-dome.name = Сверхпрывадны купал
block.switch.name = Switch block.switch.name = Пераключальнік
block.micro-processor.name = Micro Processor block.micro-processor.name = Мікропрацэсар
block.logic-processor.name = Logic Processor block.logic-processor.name = Працэсар логікі
block.hyper-processor.name = Hyper Processor block.hyper-processor.name = Гіперпрацэсар
block.logic-display.name = Logic Display block.logic-display.name = Экран
block.large-logic-display.name = Large Logic Display block.large-logic-display.name = Вялікі экран
block.memory-cell.name = Memory Cell block.memory-cell.name = Ячэйка памяці
block.memory-bank.name = Memory Bank block.memory-bank.name = Банк памяці
team.blue.name = Сіняя team.blue.name = Сіняя
team.crux.name = Чырвоная team.crux.name = Чырвоная
@@ -1196,14 +1196,14 @@ tutorial.breaking = Часта, блокі даводзіцца руйнавац
tutorial.breaking.mobile = Часта, блокі даводзіцца руйнаваць. \n [accent] Вылучыце рэжым дэканструкцыі[], пасля чаго націсніце на патрэбны блок, каб разбурыць яго. \nРазрушьте блокі ў абранай зоне, трымаючы палец на некалькі секунд[], і правёўшы яго ў патрэбным кірунку. \nНажмите на галачку, каб пацвердзіць разбурэнне. \n \n [accent] разбурце усе сцены з металалому злева ад Вашага ядра. tutorial.breaking.mobile = Часта, блокі даводзіцца руйнаваць. \n [accent] Вылучыце рэжым дэканструкцыі[], пасля чаго націсніце на патрэбны блок, каб разбурыць яго. \nРазрушьте блокі ў абранай зоне, трымаючы палец на некалькі секунд[], і правёўшы яго ў патрэбным кірунку. \nНажмите на галачку, каб пацвердзіць разбурэнне. \n \n [accent] разбурце усе сцены з металалому злева ад Вашага ядра.
tutorial.withdraw = У некаторых сітуацыях, неабходна забраць прадметы з блокаў ўручную. \nКаб зрабіць гэта, [accent] націсніце на блок[], у якім знаходзяцца прадметы, затым [accent] націсніце на прадмет[] ў інвентары. \nМожно забраць некалькі прадметаў [accent] націскам з заціскам[].\n [accent] Забярыце трохі медзі з ядра[] tutorial.withdraw = У некаторых сітуацыях, неабходна забраць прадметы з блокаў ўручную. \nКаб зрабіць гэта, [accent] націсніце на блок[], у якім знаходзяцца прадметы, затым [accent] націсніце на прадмет[] ў інвентары. \nМожно забраць некалькі прадметаў [accent] націскам з заціскам[].\n [accent] Забярыце трохі медзі з ядра[]
tutorial.deposit = Пакладзеце прадметы ў блок, перацягнуўшы іх ад свайго карабля ў патрэбны блок. \n \n [accent] Перанясіце медзь назад у ядро [] tutorial.deposit = Пакладзеце прадметы ў блок, перацягнуўшы іх ад свайго карабля ў патрэбны блок. \n \n [accent] Перанясіце медзь назад у ядро []
tutorial.waves = [lightgray] Праціўнікі[] набліжаюцца. \nЗащитите ядро ​​ад двух хваль. Выкарыстоўвайце [accent] левую кнопку мышы[] для стральбы. \nПостройте больш турэляў і бураў. Добудьте больш медзі. tutorial.waves = [lightgray] Праціўнікі[] набліжаюцца. \nЗащіціце ядро ​​ад двух хваль. Выкарыстоўвайце [accent] левую кнопку мышы[] для стральбы. \nПостройте больш турэляў і бураў. Добудьте больш медзі.
tutorial.waves.mobile = [lightgray] Праціўнікі[] набліжаюцца. \n \nЗащитите ядро ​​ад двух хваль. Ваш карабель будзе аўтаматычна атакаваць праціўніка. \nПостройте больш турэляў і бураў. Добудьте больш медзі. tutorial.waves.mobile = [lightgray] Праціўнікі[] набліжаюцца. \n \nЗащіціце ядро ​​ад двух хваль. Ваш карабель будзе аўтаматычна атакаваць праціўніка. \nПостройте больш турэляў і бураў. Добудьте больш медзі.
tutorial.launch = Калі Вы дасягаеце пэўнай хвалі, Вы можаце ажыццявіць [accent] запуск ядра[], пакінуўшы базу і [accent] перанесці рэсурсы з ядра.[] \nЭти рэсурсы могуць быць выкарыстаны для вывучэння новых тэхналогій.\n [accent] Націсніце кнопку запуску. tutorial.launch = Калі Вы дасягаеце пэўнай хвалі, Вы можаце ажыццявіць [accent] запуск ядра[], пакінуўшы базу і [accent] перанесці рэсурсы з ядра.[] \nЭти рэсурсы могуць быць выкарыстаны для вывучэння новых тэхналогій.\n [accent] Націсніце кнопку запуску.
item.copper.description = Самы асноўны будаўнічы матэрыял. Шырока выкарыстоўваецца ва ўсіх тыпах блокаў. item.copper.description = Самы асноўны будаўнічы матэрыял. Шырока выкарыстоўваецца ва ўсіх тыпах блокаў.
item.lead.description = Асноўны стартавы матэрыял. Шырока выкарыстоўваецца ў электроніцы і блоках для транспарціроўкі вадкасцяў. item.lead.description = Асноўны стартавы матэрыял. Шырока выкарыстоўваецца ў электроніцы і блоках для транспарціроўкі вадкасцяў.
item.metaglass.description = звышмоцнага сплаў шкла. Шырока выкарыстоўваецца для размеркавання і захоўвання вадкасці. item.metaglass.description = Звышмоцны сплаў шкла. Шырока выкарыстоўваецца для размеркавання і захоўвання вадкасці.
item.graphite.description = мінералізаваныя вуглярод, які выкарыстоўваецца для боепрыпасаў і электрычных кампанентаў. item.graphite.description = Мінералізаваны вуглярод, які выкарыстоўваецца для боепрыпасаў і электрычных кампанентаў.
item.sand.description = Звычайны матэрыял, які шырока выкарыстоўваецца пры выплаўленні, як пры легіравання, так і ў якасці флюсу. item.sand.description = Звычайны матэрыял, які шырока выкарыстоўваецца пры выплаўленні, як пры легіравання, так і ў якасці флюсу.
item.coal.description = Закамянеласцевае мінеральнае рэчыва, якое ўтварылася задоўга да пасева. Шырока выкарыстоўваецца для вытворчасці паліва і рэсурсаў. item.coal.description = Закамянеласцевае мінеральнае рэчыва, якое ўтварылася задоўга да пасева. Шырока выкарыстоўваецца для вытворчасці паліва і рэсурсаў.
item.titanium.description = Рэдкі звышлёгкі метал, шырока выкарыстоўваецца для транспарціроўкі вадкасцяў, бураў і авіяцыі. item.titanium.description = Рэдкі звышлёгкі метал, шырока выкарыстоўваецца для транспарціроўкі вадкасцяў, бураў і авіяцыі.
@@ -1332,4 +1332,4 @@ block.cyclone.description = Вялікая турэль, якая можа ве
block.spectre.description = Масіўная двуствольное гармата. Страляе буйнымі бранябойнымі кулямі па паветраных і наземных мэтах. block.spectre.description = Масіўная двуствольное гармата. Страляе буйнымі бранябойнымі кулямі па паветраных і наземных мэтах.
block.meltdown.description = Масіўная лазерная гармата. Зараджае і страляе пастаянным лазерным прамянём ў бліжэйшых ворагаў. Патрабуецца астуджальная вадкасць для працы. block.meltdown.description = Масіўная лазерная гармата. Зараджае і страляе пастаянным лазерным прамянём ў бліжэйшых ворагаў. Патрабуецца астуджальная вадкасць для працы.
block.repair-point.description = Бесперапынна лечыць бліжэйшую пашкоджаную баявую адзінку або мех у сваім радыусе. block.repair-point.description = Бесперапынна лечыць бліжэйшую пашкоджаную баявую адзінку або мех у сваім радыусе.
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted. block.segment.description = Пашкоджвае і знішчае снарады. Лазерныя снарады не шкодзяца.

View File

@@ -2,8 +2,8 @@ credits.text = Entwickelt von [royal]Anuken[] - [sky]anukendev@gmail.com[]\n\n[g
credits = Danksagungen credits = Danksagungen
contributors = Übersetzer und Mitwirkende contributors = Übersetzer und Mitwirkende
discord = Tritt dem Mindustry-Discord bei! discord = Tritt dem Mindustry-Discord bei!
link.discord.description = Der offizielle Mindustry Discord Server link.discord.description = Der offizielle Mindustry Discord-Server
link.reddit.description = Der Mindustry Subreddit link.reddit.description = Mindustry-Subreddit
link.github.description = Quellcode des Spiels link.github.description = Quellcode des Spiels
link.changelog.description = Liste der Änderungen link.changelog.description = Liste der Änderungen
link.dev-builds.description = Entwicklungs-Builds (instabil) link.dev-builds.description = Entwicklungs-Builds (instabil)
@@ -11,7 +11,7 @@ link.trello.description = Offizielles Trello-Board für geplante Features
link.itch.io.description = itch.io-Seite mit Downloads und der Web-Version des Spiels link.itch.io.description = itch.io-Seite mit Downloads und der Web-Version des Spiels
link.google-play.description = Google Play Store-Seite link.google-play.description = Google Play Store-Seite
link.f-droid.description = F-Droid-Seite link.f-droid.description = F-Droid-Seite
link.wiki.description = Offizelles Mindustry-Wiki link.wiki.description = Offizielles Mindustry-Wiki
link.suggestions.description = Neue Ideen einbringen link.suggestions.description = Neue Ideen einbringen
linkfail = Fehler beim Öffnen des Links!\nDie URL wurde in die Zwischenablage kopiert. linkfail = Fehler beim Öffnen des Links!\nDie URL wurde in die Zwischenablage kopiert.
screenshot = Screenshot gespeichert unter {0} screenshot = Screenshot gespeichert unter {0}
@@ -23,7 +23,7 @@ gameover.waiting = [accent]Warte auf neue Karte...
highscore = [accent]Neuer Highscore! highscore = [accent]Neuer Highscore!
copied = Kopiert. copied = Kopiert.
indev.notready = Dieser Teil vom Spiel ist noch unfertig. indev.notready = Dieser Teil vom Spiel ist noch unfertig.
indev.campaign = [accent]Du hast das Ende der Kampagne erreicht![]\n\nMehr gibt es noch nicht. In einem zukünfttigen Update wird interplanetarisches Reisen möglich werden. indev.campaign = [accent]Du hast das Ende der Kampagne erreicht![]\n\nMehr gibt es noch nicht. In einem zukünftigen Update wird interplanetarisches Reisen möglich werden.
load.sound = Audio load.sound = Audio
load.map = Karten load.map = Karten
@@ -101,9 +101,9 @@ uploadingcontent = Inhalt hochladen
uploadingpreviewfile = Vorschaudatei hochladen uploadingpreviewfile = Vorschaudatei hochladen
committingchanges = Veränderungen übernehmen committingchanges = Veränderungen übernehmen
done = Fertig done = Fertig
feature.unsupported = Dein System unsterstützt dieses Feature nicht. feature.unsupported = Dein System unterstützt dieses Feature nicht.
mods.alphainfo = Vergiss nicht, dass Mods in der Alpha sind, und[scarlet] sehr fehlerhaft sein können[].\nMelde alle Probleme an den Mindustry GitHub oder Discord. mods.alphainfo = Vergiss nicht, dass Mods in der Alpha sind und[scarlet] sehr fehlerhaft sein können[].\nMelde alle Probleme auf GitHub oder Discord.
mods = Mods mods = Mods
mods.none = [lightgray]Keine Mods gefunden! mods.none = [lightgray]Keine Mods gefunden!
mods.guide = Modding-Anleitung mods.guide = Modding-Anleitung
@@ -131,13 +131,13 @@ mod.import = Mod importieren
mod.import.file = Datei importieren mod.import.file = Datei importieren
mod.import.github = GitHub-Mod importieren mod.import.github = GitHub-Mod importieren
mod.jarwarn = [scarlet]JAR Mods sind nicht sicher.[]\nInstalliere nur Mods von vertrauenswürdigen Quellen! mod.jarwarn = [scarlet]JAR Mods sind nicht sicher.[]\nInstalliere nur Mods von vertrauenswürdigen Quellen!
mod.item.remove = Dies ist Teil vom [accent] '{0}'[] Mod. Deaktivieren sie diesen Mod, um dies zu entfernen. mod.item.remove = Dies ist Teil vom [accent] '{0}'[] Mod. Deaktivieren Sie diesen Mod, um dies zu entfernen.
mod.remove.confirm = Dieser Mod wird gelöscht. mod.remove.confirm = Dieser Mod wird gelöscht.
mod.author = [lightgray]Autor:[] {0} mod.author = [lightgray]Autor:[] {0}
mod.missing = Dieser Spielstand enthält Mods, welche nicht mehr vorhanden oder aktualisiert wurden. Spielstandfehler könnten passieren. Bist du dir sicher, das du ihn laden möchtest?\n[lightgray]Mods:\n{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 diesen Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens[accent] preview.png[] in den Modordner und versuche es nochmal. mod.preview.missing = Bevor du diesen 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 einen 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.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm einen 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 unterstüzt keine Mods mit Scripts. Du musst diese Mods deaktivieren, um spielen zu können. mod.scripts.disable = Ihr Gerät unterstützt keine Mods mit Scripts. Du musst diese Mods deaktivieren, um spielen zu können.
about.button = Info about.button = Info
name = Name: name = Name:
@@ -146,7 +146,7 @@ planetmap = Planetenkarte
launchcore = Kern starten launchcore = Kern starten
filename = Dateiname: filename = Dateiname:
unlocked = Neuer Inhalt freigeschaltet! unlocked = Neuer Inhalt freigeschaltet!
available = Neue Forschung möchlich! available = Neue Forschung möglich
completed = [accent]Abgeschlossen completed = [accent]Abgeschlossen
techtree = Forschung techtree = Forschung
research.legacy = [accent]5.0[] Forschungsdaten gefunden.\nMöchtest du [accent]diese Daten behalten[] oder [accent]sie löschen[] und neu anfangen (empfohlen)? research.legacy = [accent]5.0[] Forschungsdaten gefunden.\nMöchtest du [accent]diese Daten behalten[] oder [accent]sie löschen[] und neu anfangen (empfohlen)?
@@ -170,7 +170,7 @@ server.kicked.serverOutdated = Veralteter Server! Bitte den Host um ein Update!
server.kicked.banned = Du wurdest vom Server verbannt. server.kicked.banned = Du wurdest vom Server verbannt.
server.kicked.typeMismatch = Dieser Server ist nicht mit deinem Buildtyp kompatibel. server.kicked.typeMismatch = Dieser Server ist nicht mit deinem Buildtyp kompatibel.
server.kicked.playerLimit = Dieser Server ist voll. Warte auf einen freien Platz. server.kicked.playerLimit = Dieser Server ist voll. Warte auf einen freien Platz.
server.kicked.recentKick = Du wurdest gerade gekickt.\nWarte bevor du dich wieder verbindest. server.kicked.recentKick = Du wurdest gerade gekickt.\nWarte, bevor du dich wieder verbindest.
server.kicked.nameInUse = Es ist bereits ein Spieler \nmit diesem Namen auf dem Server. server.kicked.nameInUse = Es ist bereits ein Spieler \nmit diesem Namen auf dem Server.
server.kicked.nameEmpty = Dein Name muss mindestens einen Buchstaben oder eine Zahl enthalten. server.kicked.nameEmpty = Dein Name muss mindestens einen Buchstaben oder eine Zahl enthalten.
server.kicked.idInUse = Du bist bereits auf dem Server! Anmeldungen mit zwei Accounts sind nicht gestattet. server.kicked.idInUse = Du bist bereits auf dem Server! Anmeldungen mit zwei Accounts sind nicht gestattet.
@@ -178,7 +178,7 @@ server.kicked.customClient = Der Server akzeptiert keine Custom Builds von Mindu
server.kicked.gameover = Game Over! server.kicked.gameover = Game Over!
server.kicked.serverRestarting = Der Server startet neu. server.kicked.serverRestarting = Der Server startet neu.
server.versions = Deine Version:[accent] {0}[]\nServerversion:[accent] {1}[] server.versions = Deine Version:[accent] {0}[]\nServerversion:[accent] {1}[]
host.info = Der [accent]Server hosten[]-Knopf startet einen Server auf den Ports [scarlet]6567[] und [scarlet]6568.[]\nJeder im gleichen [lightgray]W-Lan oder lokalen Netzwerk[] sollte deinen Server in seiner Serverliste sehen können.\n\nWenn du anderen die Verbindung über deine IP-Adresse ermöglichen willst, musst du [accent]Port-Forwarding[] durchführen.\n\n[lightgray]Hinweis: Falls es Probleme mit der Verbindung im Netzwerk gibt, stelle sicher, dass Mindustry in deinen Firewall-Einstellungen Zugriff auf das lokale Netzwerk hat. host.info = Der [accent]'Server hosten'[]-Knopf startet einen Server auf den Ports [scarlet]6567[] und [scarlet]6568.[]\nJeder im gleichen [lightgray]W-Lan oder lokalen Netzwerk[] sollte deinen Server in seiner Serverliste sehen können.\n\nWenn du anderen die Verbindung über deine IP-Adresse ermöglichen willst, musst du [accent]Port-Forwarding[] durchführen.\n\n[lightgray]Hinweis: Falls es Probleme mit der Verbindung im Netzwerk gibt, stelle sicher, dass Mindustry in deinen Firewall-Einstellungen Zugriff auf das lokale Netzwerk hat.
join.info = Hier kannst du eine [accent]Server-IP[] eingeben, um dich zu verbinden, oder Server im [accent]lokalen Netzwerk[] entdecken und dich mit ihnen verbinden.\nSowohl Spielen über das lokale Netzwerk als auch Spielen über das Internet werden unterstützt.\n\n[lightgray]Hinweis: Es gibt keine globale Serverliste; wenn du dich mit jemandem per IP-Adresse verbinden willst, musst du den Host nach seiner IP-Adresse fragen. join.info = Hier kannst du eine [accent]Server-IP[] eingeben, um dich zu verbinden, oder Server im [accent]lokalen Netzwerk[] entdecken und dich mit ihnen verbinden.\nSowohl Spielen über das lokale Netzwerk als auch Spielen über das Internet werden unterstützt.\n\n[lightgray]Hinweis: Es gibt keine globale Serverliste; wenn du dich mit jemandem per IP-Adresse verbinden willst, musst du den Host nach seiner IP-Adresse fragen.
hostserver = Mehrspieler hosten hostserver = Mehrspieler hosten
invitefriends = Freunde einladen invitefriends = Freunde einladen
@@ -196,8 +196,9 @@ servers.local = Lokale Server
servers.remote = Andere Server servers.remote = Andere Server
servers.global = Community-Server servers.global = Community-Server
servers.disclaimer = Community-Server werden vom Entwickler [accent]nicht[] geprüft.\n\Sie können Inhalte, die nicht für jedes Alter geeignet sind, enthalten.
servers.showhidden = Versteckte Server anzeigen servers.showhidden = Versteckte Server anzeigen
server.shown = Angeziegt server.shown = Angezeigt
server.hidden = Versteckt server.hidden = Versteckt
trace = Spieler verfolgen trace = Spieler verfolgen
@@ -287,7 +288,7 @@ data.import = Daten importieren
data.openfolder = Datenordner öffnen data.openfolder = Datenordner öffnen
data.exported = Daten exportiert. data.exported = Daten exportiert.
data.invalid = Dies sind keine gültigen Spieldaten. data.invalid = Dies sind keine gültigen Spieldaten.
data.import.confirm = Der Import von externen Daten wird [scarlet] alle[] deine gegenwärtigen Spieldaten löschen.\n[accent]Das kann nicht rückgängig gemacht werden![]Sobald der Import abeschlossen ist, wird dein Spiel sofort beendet. data.import.confirm = Der Import von externen Daten wird [scarlet] alle[] deine gegenwärtigen Spieldaten löschen.\n[accent]Das kann nicht rückgängig gemacht werden![]\n\nSobald der Import abgeschlossen ist, wird dein Spiel sofort beendet.
quit.confirm = Willst du wirklich aufhören? quit.confirm = Willst du wirklich aufhören?
quit.confirm.tutorial = Weißt du, was du tust?\nDu kannst das Tutorial unter[accent] Einstellungen->Spiel->Tutorial wiederholen[] erneut spielen. quit.confirm.tutorial = Weißt du, was du tust?\nDu kannst das Tutorial unter[accent] Einstellungen->Spiel->Tutorial wiederholen[] erneut spielen.
loading = [accent]Wird geladen... loading = [accent]Wird geladen...
@@ -298,7 +299,7 @@ cancelbuilding = [accent][[{0}][] um den Plan zu leeren
selectschematic = [accent][[{0}][] zum Auswählen+Kopieren selectschematic = [accent][[{0}][] zum Auswählen+Kopieren
pausebuilding = [accent][[{0}][] um das Bauen zu pausieren pausebuilding = [accent][[{0}][] um das Bauen zu pausieren
resumebuilding = [scarlet][[{0}][] um das Bauen fortzusetzen resumebuilding = [scarlet][[{0}][] um das Bauen fortzusetzen
showui = Bedienflächen versteckt.\nDrücke [accent][[{0}][] um sie wieder anzuzeigen. showui = Bedienflächen versteckt.\nDrücke [accent][[{0}][], um sie wieder anzuzeigen.
wave = [accent]Welle {0} wave = [accent]Welle {0}
wave.cap = [accent]Welle {0}/{1} wave.cap = [accent]Welle {0}/{1}
wave.waiting = Welle in {0} wave.waiting = Welle in {0}
@@ -316,11 +317,11 @@ saveimage = Bild speichern
unknown = Unbekannt unknown = Unbekannt
custom = Benutzerdefiniert custom = Benutzerdefiniert
builtin = Enthalten builtin = Enthalten
map.delete.confirm = Bist du sicher, dass du diese Karte löschen willst? Dies kann nicht rückgänig gemacht werden! map.delete.confirm = Bist du sicher, dass du diese Karte löschen willst? Dies kann nicht rückgängig gemacht werden!
map.random = [accent]Zufällige Karte map.random = [accent]Zufällige Karte
map.nospawn = Diese Karte hat keine Kerne in denen die Spieler beginnen können! Füge einen [royal]blue[] Kern zu dieser Karte im Editor hinzu. map.nospawn = Diese Karte hat keine Kerne, in denen die Spieler beginnen können! Füge einen [royal]orangen[] Kern zu dieser Karte im Editor hinzu.
map.nospawn.pvp = Diese Karte hat keine gegnerischen Kerne in denen Gegner starten können! Füge über den Editor [scarlet] rote[] Kerne zu dieser Karte hinzu. map.nospawn.pvp = Diese Karte hat keine Kerne für die gegnerischen Spieler! Füge über den Editor [scarlet] nicht-orange[] Kerne zu dieser Karte hinzu.
map.nospawn.attack = Diese Karte hat keine gengnerischen Kerne, die Spieler angreifen können! Füge über den Editor [scarlet] rote[] Kerne zu dieser Karte hinzu. map.nospawn.attack = Diese Karte hat keine gegnerischen Kerne, die Spieler angreifen können! Füge über den Editor [scarlet] rote[] Kerne zu dieser Karte hinzu.
map.invalid = Fehler beim Laden der Karte: Beschädigte oder ungültige Kartendatei. map.invalid = Fehler beim Laden der Karte: Beschädigte oder ungültige Kartendatei.
workshop.update = Objekt aktualisieren workshop.update = Objekt aktualisieren
workshop.error = Fehler beim Laden von Workshop-Details: {0} workshop.error = Fehler beim Laden von Workshop-Details: {0}
@@ -333,7 +334,7 @@ missing = Dieses Objekt wurde gelöscht oder verschoben.\n[lightgray]Die Worksho
publishing = [accent]Veröffentlichen... publishing = [accent]Veröffentlichen...
publish.confirm = Willst du das wirklich veröffentlichen?\n\n[lightgray]Vergewissere dich, dass du der Workshop-EULA zugestimmt hast, sonst tauchen deine Objekte nicht auf! publish.confirm = Willst du das wirklich veröffentlichen?\n\n[lightgray]Vergewissere dich, dass du der Workshop-EULA zugestimmt hast, sonst tauchen deine Objekte nicht auf!
publish.error = Fehler beim Veröffentlichen des Objekts: {0} publish.error = Fehler beim Veröffentlichen des Objekts: {0}
steam.error = Fehler beim laden der Steam-Dienste.\nError: {0} steam.error = Fehler beim Laden der Steam-Dienste.\nError: {0}
editor.brush = Pinsel editor.brush = Pinsel
editor.openin = Öffne im Editor editor.openin = Öffne im Editor
@@ -342,11 +343,11 @@ editor.oregen.info = Erze generiert:
editor.mapinfo = Karten-Info editor.mapinfo = Karten-Info
editor.author = Autor: editor.author = Autor:
editor.description = Beschreibung: editor.description = Beschreibung:
editor.nodescription = Eine Karte benötigt eine Beschreibung mit mindestens 4 Buchstaben, bevor sie veröffentlich werden kann. editor.nodescription = Eine Karte benötigt eine Beschreibung mit mindestens 4 Buchstaben, bevor sie veröffentlicht werden kann.
editor.waves = Wellen: editor.waves = Wellen:
editor.rules = Regeln: editor.rules = Regeln:
editor.generation = Generator: editor.generation = Generator:
editor.ingame = Im Spiel Bearbeiten editor.ingame = Im Spiel bearbeiten
editor.publish.workshop = Im Workshop veröffentlichen editor.publish.workshop = Im Workshop veröffentlichen
editor.newmap = Neue Karte editor.newmap = Neue Karte
editor.center = Zur Mitte editor.center = Zur Mitte
@@ -382,7 +383,7 @@ editor.removeunit = Bereich entfernen
editor.teams = Teams editor.teams = Teams
editor.errorload = Fehler beim Laden der Datei:\n[accent]{0} editor.errorload = Fehler beim Laden der Datei:\n[accent]{0}
editor.errorsave = Fehler beim Speichern der Datei:\n[accent]{0} editor.errorsave = Fehler beim Speichern der Datei:\n[accent]{0}
editor.errorimage = Das ist ein Bild, keine Karte. Wechsle nicht den Dateityp und erwarte, dass es funktioniert.\n\nWenn du eine 3.5/build 40-Karte importieren möchtest, benutze den 'Importiere Terrainbild' Knopf im Editor. editor.errorimage = Das ist ein Bild, keine Karte. Wechsle nicht den Dateityp und erwarte, dass es funktioniert.\n\nWenn du eine 'v3.5/build 40'-Karte importieren möchtest, benutze den 'Importiere Terrainbild'-Knopf im Editor.
editor.errorlegacy = Diese Karte ist zu alt und benutzt ein veraltetes Kartenformat, das nicht mehr unterstützt wird. editor.errorlegacy = Diese Karte ist zu alt und benutzt ein veraltetes Kartenformat, das nicht mehr unterstützt wird.
editor.errornot = Dies ist keine Kartendatei. editor.errornot = Dies ist keine Kartendatei.
editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt. editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt.
@@ -395,9 +396,9 @@ editor.resize = Größe\nanpassen
editor.loadmap = Karte\nladen editor.loadmap = Karte\nladen
editor.savemap = Karte\nspeichern editor.savemap = Karte\nspeichern
editor.saved = Gespeichert! editor.saved = Gespeichert!
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten Info[] Menu. editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü.
editor.save.overwrite = Deine Karte überschreibt eine built-in Karte! Wähle einen anderen Karten Namen im [accent]'Karten info'[] Menu. editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü.
editor.import.exists = [scarlet]Fehler beim Import:[] Ein built-in Karte namens '{0}' existiert bereits! editor.import.exists = [scarlet]Fehler beim Import:[] Ein Standardkarte namens '{0}' existiert bereits!
editor.import = Importieren... editor.import = Importieren...
editor.importmap = Importiere Karte editor.importmap = Importiere Karte
editor.importmap.description = Importiere von einer bestehenden Karte editor.importmap.description = Importiere von einer bestehenden Karte
@@ -432,7 +433,7 @@ toolmode.eraseores = Erze löschen
toolmode.eraseores.description = Löscht nur Erze. toolmode.eraseores.description = Löscht nur Erze.
toolmode.fillteams = Teams ausfüllen toolmode.fillteams = Teams ausfüllen
toolmode.fillteams.description = Füllt Teams aus statt Blöcke. toolmode.fillteams.description = Füllt Teams aus statt Blöcke.
toolmode.drawteams = Teams Zeichnen toolmode.drawteams = Teams zeichnen
toolmode.drawteams.description = Zeichnet Teams statt Blöcke. toolmode.drawteams.description = Zeichnet Teams statt Blöcke.
filters.empty = [lightgray]Keine Filter! Füge einen mit dem unteren Knopf hinzu. filters.empty = [lightgray]Keine Filter! Füge einen mit dem unteren Knopf hinzu.
@@ -463,7 +464,7 @@ filter.option.angle = Winkel
filter.option.amount = Menge filter.option.amount = Menge
filter.option.block = Block filter.option.block = Block
filter.option.floor = Boden filter.option.floor = Boden
filter.option.flooronto = Ziel Boden filter.option.flooronto = Zielboden
filter.option.target = Ziel filter.option.target = Ziel
filter.option.wall = Wand filter.option.wall = Wand
filter.option.ore = Erz filter.option.ore = Erz
@@ -542,12 +543,12 @@ sectors.wave = Welle:
sectors.stored = Gelagert: sectors.stored = Gelagert:
sectors.resume = Weiterspielen sectors.resume = Weiterspielen
sectors.launch = Start sectors.launch = Start
sectors.select = Select sectors.select = Auswählen
sectors.nonelaunch = [lightgray]none (sun) sectors.nonelaunch = [lightgray]none (sun)
sectors.rename = Sektor umbenennen sectors.rename = Sektor umbenennen
sectors.enemybase = [scarlet]Gegnerische Basis sectors.enemybase = [scarlet]Gegnerische Basis
sectors.vulnerable = [scarlet]Angriffsgefährdet sectors.vulnerable = [scarlet]Angriffsgefährdet
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% damaged sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
sectors.survives = [accent]Kann {0} Wellen überleben sectors.survives = [accent]Kann {0} Wellen überleben
sectors.go = Hingehen sectors.go = Hingehen
sector.curcapture = Sektor erfolgreich erobert sector.curcapture = Sektor erfolgreich erobert
@@ -586,21 +587,21 @@ sector.windsweptIslands.name = Windswept Islands
sector.extractionOutpost.name = Extraction Outpost sector.extractionOutpost.name = Extraction Outpost
sector.planetaryTerminal.name = Planetary Launch Terminal sector.planetaryTerminal.name = Planetary Launch Terminal
sector.groundZero.description = Der optimale Ort um anzufangen. Schwache Gegner und weniger Ressourcen.\nSammele so viel Kupfer und Blei wie möglich.\nGeh weiter. 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. 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.
sector.saltFlats.description = Du befindest dich in der Nähe der Wüste. Hier gibt es nur wenige Ressourcen.\n\nDer Gegner hat hier ein Lager aufgestellt. Zerstöre es. Lasse nichts stehen. sector.saltFlats.description = Du befindest dich in der Nähe der Wüste. Hier gibt es nur wenige Ressourcen.\n\nDer Gegner hat hier ein Lager aufgestellt. Zerstöre es. Lasse nichts stehen.
sector.craters.description = Wasser hat sich hier, in diesem Überbleibsel aus dem alten Krieg, versammelt. Sammele Sand. Stelle Metaglas her. Benutze Wasser, um Bohrer und Geschütze zu kühlen. sector.craters.description = Wasser hat sich hier, in diesem Überbleibsel aus dem alten Krieg, versammelt. Sammele Sand. Stelle Metaglas her. Benutze Wasser, um Bohrer und Geschütze zu kühlen.
sector.ruinousShores.description = Hinter der Wüste ist das Ufer. Es gab hier vor langer Zeit ein Uferabwehrsystem. Heute sind nur noch die einfachsten Abwehrgeschütze vorhanden, der Rest wurde verschrottet.\nBreite dich weiter aus. Finde die verlorenen Technologien wieder. sector.ruinousShores.description = Hinter der Wüste ist das Ufer. Es gab hier vor langer Zeit ein Uferabwehrsystem. Heute sind nur noch die einfachsten Abwehrgeschütze vorhanden, der Rest wurde verschrottet.\nBreite dich weiter aus. Finde die verlorenen Technologien wieder.
sector.stainedMountains.description = Im Landesinneren sind die Berge, noch unversehrt von den Sporen.\nNutze das reichliche vorhandene Titan und lerne, es zu benutzen.\n\nDie Gegner hier sind stärker. Gib ihnen keine Zeit, um ihre stärksten Einheiten zu schicken. sector.stainedMountains.description = Im Landesinneren sind die Berge, noch unversehrt von den Sporen.\nNutze das reichliche vorhandene Titan und lerne, es zu benutzen.\n\nDie Gegner hier sind stärker. Gib ihnen keine Zeit, um ihre stärksten Einheiten zu schicken.
sector.overgrowth.description = Dieser Bereich ist überwuchert, näher an die Quelle der Sporen.\nDer Gegner hat hier einen Außenposten errichtet. Baue Mace-Einheiten. Zerstöre ihn. sector.overgrowth.description = Dieser Bereich ist überwuchert, näher an die Quelle der Sporen.\nDer Gegner hat hier einen Außenposten errichtet. Baue Mace-Einheiten. Zerstöre ihn.
sector.tarFields.description = Der Rand einer Ölproduktionszone, swischen den Bergen und der Wüste. Einer der wenigen Orte mit brauchbaren Ölquellen.\nObwohl er vergessen wurde, hat dieser Ort mächtige Gegnerische Lager in der Nähe. Unterschätze sie nicht.\n\n[lightgray]Erforsche, falls mögloch, die Ölverarbeitung. sector.tarFields.description = Der Rand einer Ölproduktionszone, zwischen den Bergen und der Wüste. Einer der wenigen Orte mit brauchbaren Ölquellen.\nObwohl er vergessen wurde, hat dieser Ort mächtige gegnerische Lager in der Nähe. Unterschätze sie nicht.\n\n[lightgray]Erforsche, falls möglich, die Ölverarbeitung.
sector.desolateRift.description = Eine besonders gefährliche Zone. Viele Ressourcen aber wenig Platz. Hohe Wahrscheinlichkeit, vernichtet zu werden. Verlasse diesen Ort so bald wie möglich. Lass dich nicht durch die langen Abstände zwischen gegnerischen Angriffen täuschen. sector.desolateRift.description = Eine besonders gefährliche Zone. Viele Ressourcen aber wenig Platz. Hohe Wahrscheinlichkeit, vernichtet zu werden. Verlasse diesen Ort so bald wie möglich. Lass dich nicht durch die langen Abstände zwischen gegnerischen Angriffen täuschen.
sector.nuclearComplex.description = Diese Ruine war vor langer Zeit eine Anlage zur Verarbeitung von Thorium.\n[lightgray]Erforsche Thorium und dessen Anwendungen.\n\nDer Gegner ist hier stark vertreten, auf der Suche nach Angreifern. sector.nuclearComplex.description = Diese Ruine war vor langer Zeit eine Anlage zur Verarbeitung von Thorium.\n[lightgray]Erforsche Thorium und dessen Anwendungen.\n\nDer Gegner ist hier stark vertreten und hält nach Angreifern Ausschau.
sector.fungalPass.description = Eine Übergangszone zwischen den Bergen und den niedrigeren, Sporen-Infestierten Gebieten. Hier ist eine kleine gegnerische Basis.\nZerstöre sie.\nBenutze Dagger- und Crawler-Einheiten. Vernichte die beiden Kerne. sector.fungalPass.description = Eine Übergangszone zwischen den Bergen und den niedrigeren, von Sporen befallenen Gebieten. Hier ist eine kleine gegnerische Basis.\nZerstöre sie.\nBenutze Dagger- und Crawler-Einheiten. Vernichte die beiden Kerne.
sector.biomassFacility.description = Die Sporenquelle. Dies ist der Ort, wo sie erforscht und hergestellt wurden.\nErforsche die Technologie, die sich hier versteckt. Stellen Sporen her, um Plastanium und Öl herzustellen.\n\n[lightgray]Als diese Anlage zerstört wurde, wurden die Sporen freigesetzt. Nichts im lokalen Ökosystem konnte so ein eindringliches Lebenwesen bekämpfen. sector.biomassFacility.description = Die Sporenquelle. Dies ist der Ort, wo sie erforscht und hergestellt wurden.\nErforsche die Technologie, die sich hier versteckt. Stellen Sporen her, um Plastanium und Öl herzustellen.\n\n[lightgray]Als diese Anlage zerstört wurde, wurden die Sporen freigesetzt. Nichts im lokalen Ökosystem konnte so ein eindringliches Lebewesen bekämpfen.
sector.windsweptIslands.description = Diese Inseln befinden sich in der Nähe vom Ufer. Manche Aufzeichnungen behaupten, hier seien Fabriken, die [accent]Plastanium[] herstellen können.\n\nWehre dich gegen die gegnerischen Wassereinheiten. Stelle eine Basis auf den Inseln auf. Erforsche diese Fabriken. sector.windsweptIslands.description = Diese Inseln befinden sich in der Nähe vom Ufer. Manche Aufzeichnungen behaupten, hier seien Fabriken, die [accent]Plastanium[] herstellen können.\n\nWehre dich gegen die gegnerischen Wassereinheiten. Stelle eine Basis auf den Inseln auf. Erforsche diese Fabriken.
sector.extractionOutpost.description = Ein Außenposten, der vom Gegner erstellt wurde, um Ressourcen in andere Sektoren zu transportieren.\n\nTrans-Sektorischer Transport ist nötig, um weiter voranzuschreiten. Zerstöre den Posten. Erforsche deren Launchpads. sector.extractionOutpost.description = Ein Außenposten, der vom Gegner erstellt wurde, um Ressourcen in andere Sektoren zu transportieren.\n\nTrans-Sektorischer Transport ist nötig, um weiter voranzuschreiten. Zerstöre den Posten. Erforsche deren Launchpads.
sector.impact0078.description = Here liegen Reste der interplanetarischen Transporteinheit, die dieses Sonnensystem zuerst betreten hat.\n\nRette so viel wie möglich von den Ruinen. Erforsche jede intakte Technologie. sector.impact0078.description = Hier liegen Reste der interplanetarischen Transporteinheit, die dieses Sonnensystem zuerst betreten hat.\n\nRette so viel wie möglich von den Ruinen. Erforsche jede intakte Technologie.
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.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.
settings.language = Sprache settings.language = Sprache
settings.data = Spieldaten settings.data = Spieldaten
@@ -623,7 +624,6 @@ settings.clearcampaignsaves.confirm = Möchtest du wirklich alle Kampagne-Speich
paused = [accent]< Pausiert > paused = [accent]< Pausiert >
clear = Leeren clear = Leeren
banned = [scarlet]Verbannt banned = [scarlet]Verbannt
unplaceable.sectorcaptured = [scarlet]Erfordert erforderter Sektor
yes = Ja yes = Ja
no = Nein no = Nein
info.title = Info info.title = Info
@@ -692,7 +692,7 @@ stat.speed = Geschwindigkeit
stat.buildspeed = Baugeschwindigkeit stat.buildspeed = Baugeschwindigkeit
stat.minespeed = Abbaugeschwindigkeit stat.minespeed = Abbaugeschwindigkeit
stat.minetier = Abbau-Kraft stat.minetier = Abbau-Kraft
stat.payloadcapacity = Payload Capacity stat.payloadcapacity = Einheitenkapazität
stat.commandlimit = Kommandier-Limit stat.commandlimit = Kommandier-Limit
stat.abilities = Fähigkeiten stat.abilities = Fähigkeiten
stat.canboost = Kann boosten stat.canboost = Kann boosten
@@ -705,7 +705,7 @@ ability.unitspawn = {0} Fabrik
ability.shieldregenfield = Schild-regenerations-Feld ability.shieldregenfield = Schild-regenerations-Feld
ability.movelightning = Bewegungsblitze ability.movelightning = Bewegungsblitze
bar.drilltierreq = Besserer Bohrer Benötigt bar.drilltierreq = Besserer Bohrer benötigt
bar.noresources = Fehlende Ressourcen bar.noresources = Fehlende Ressourcen
bar.corereq = Kern-Basis erforderlich bar.corereq = Kern-Basis erforderlich
bar.drillspeed = Bohrgeschwindigkeit: {0}/s bar.drillspeed = Bohrgeschwindigkeit: {0}/s
@@ -777,7 +777,7 @@ setting.shadows.name = Schatten
setting.blockreplace.name = Automatische Blockvorschläge setting.blockreplace.name = Automatische Blockvorschläge
setting.linear.name = Lineare Filterung setting.linear.name = Lineare Filterung
setting.hints.name = Tipps setting.hints.name = Tipps
setting.flow.name = Ressourcen-Fluss anzeigen [scarlet] (experimentell) setting.flow.name = Ressourcen-Fluss anzeigen
setting.backgroundpause.name = Im Hintergrund pausieren setting.backgroundpause.name = Im Hintergrund pausieren
setting.buildautopause.name = Bauen automatisch pausieren setting.buildautopause.name = Bauen automatisch pausieren
setting.animatedwater.name = Animiertes Wasser setting.animatedwater.name = Animiertes Wasser
@@ -786,7 +786,7 @@ setting.antialias.name = Antialias[lightgray] (Neustart erforderlich)[]
setting.playerindicators.name = Spieler-Indikatoren setting.playerindicators.name = Spieler-Indikatoren
setting.indicators.name = Verbündeten-Indikatoren setting.indicators.name = Verbündeten-Indikatoren
setting.autotarget.name = Auto-Zielauswahl setting.autotarget.name = Auto-Zielauswahl
setting.keyboard.name = Maus+Tastatur Steuerung setting.keyboard.name = Maus+Tastatur-Steuerung
setting.touchscreen.name = Touchscreen-Steuerung setting.touchscreen.name = Touchscreen-Steuerung
setting.fpscap.name = Max. FPS setting.fpscap.name = Max. FPS
setting.fpscap.none = Kein(e) setting.fpscap.none = Kein(e)
@@ -831,13 +831,13 @@ setting.chatopacity.name = Chat-Deckkraft
setting.lasersopacity.name = Power-Laser-Deckkraft setting.lasersopacity.name = Power-Laser-Deckkraft
setting.bridgeopacity.name = Brücken-Deckkraft setting.bridgeopacity.name = Brücken-Deckkraft
setting.playerchat.name = Chat im Spiel anzeigen setting.playerchat.name = Chat im Spiel anzeigen
public.confirm = Willst du dein Spiel öffentlich zugänglich machen?\n[accent]Jeder kann deinem Spiel beitreten.\n[lightgray]Dies kann später in den Einstellung->Spielt->Öffentliches Spiel geändert werden. public.confirm = Willst du dein Spiel öffentlich zugänglich machen?\n[accent]Jeder kann deinem Spiel beitreten.\n[lightgray]Dies kann später in den Einstellungen->Spiel->Öffentliches Spiel geändert werden.
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen. 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.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 uiscale.cancel = Abbrechen & Beenden
setting.bloom.name = Bloom setting.bloom.name = Bloom
keybind.title = Tasten zuweisen keybind.title = Tasten zuweisen
keybinds.mobile = [scarlet]Die meisten Tastenzuweisungen hier funktionieren auf z.B. mobilen Geräten nicht. Nur grundlegende Bewegung wird unterstützt. keybinds.mobile = [scarlet]Die meisten Tastenzuweisungen hier funktionieren auf mobilen Geräten nicht. Nur grundlegende Bewegung wird unterstützt.
category.general.name = Allgemein category.general.name = Allgemein
category.view.name = Ansicht category.view.name = Ansicht
category.multiplayer.name = Mehrspieler category.multiplayer.name = Mehrspieler
@@ -845,7 +845,7 @@ category.blocks.name = Blockauswahl
command.attack = Angreifen command.attack = Angreifen
command.rally = Patrouillieren command.rally = Patrouillieren
command.retreat = Rückzug command.retreat = Rückzug
command.idle = Idle command.idle = Stehen bleiben
placement.blockselectkeys = \n[lightgray]Taste: [{0}, placement.blockselectkeys = \n[lightgray]Taste: [{0},
keybind.respawn.name = Respawn keybind.respawn.name = Respawn
keybind.control.name = Einheit steuern keybind.control.name = Einheit steuern
@@ -888,7 +888,7 @@ keybind.break_block.name = Block zerstören
keybind.deselect.name = Auswahl aufheben keybind.deselect.name = Auswahl aufheben
keybind.pickupCargo.name = Block aufheben keybind.pickupCargo.name = Block aufheben
keybind.dropCargo.name = Block fallen lassen keybind.dropCargo.name = Block fallen lassen
keybind.command.name = Eineiten kommandieren keybind.command.name = Einheiten kommandieren
keybind.shoot.name = Schießen keybind.shoot.name = Schießen
keybind.zoom.name = Zoomen keybind.zoom.name = Zoomen
keybind.menu.name = Menü keybind.menu.name = Menü
@@ -933,7 +933,7 @@ rules.blockdamagemultiplier = Block-Schaden-Multiplikator
rules.unitbuildspeedmultiplier = Baugeschwindigkeit-Einheit Multiplikator rules.unitbuildspeedmultiplier = Baugeschwindigkeit-Einheit Multiplikator
rules.unithealthmultiplier = Lebenspunkte-Einheit Multiplikator rules.unithealthmultiplier = Lebenspunkte-Einheit Multiplikator
rules.unitdamagemultiplier = Schaden-Einheit Multiplikator rules.unitdamagemultiplier = Schaden-Einheit Multiplikator
rules.enemycorebuildradius = Bauverbot Radius druch feindlichen Kern:[lightgray] (Kacheln) rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
rules.wavespacing = Wellen-Abstand:[lightgray] (Sek) rules.wavespacing = Wellen-Abstand:[lightgray] (Sek)
rules.buildcostmultiplier = Bau-Kosten Multiplikator rules.buildcostmultiplier = Bau-Kosten Multiplikator
rules.buildspeedmultiplier = Bau-Schnelligkeit Multiplikator rules.buildspeedmultiplier = Bau-Schnelligkeit Multiplikator
@@ -1217,7 +1217,7 @@ block.multiplicative-reconstructor.name = Multiplikativer Rekonstrukteur
block.exponential-reconstructor.name = Exponentieller Rekonstrukteur block.exponential-reconstructor.name = Exponentieller Rekonstrukteur
block.tetrative-reconstructor.name = Tetrativer Rekonstrukteur block.tetrative-reconstructor.name = Tetrativer Rekonstrukteur
block.payload-conveyor.name = Einheitenförderband block.payload-conveyor.name = Einheitenförderband
block.payload-router.name = Einheitverteiler block.payload-router.name = Einheitenverteiler
block.disassembler.name = Großer Trenner block.disassembler.name = Großer Trenner
block.silicon-crucible.name = Silizium Schmelztiegel block.silicon-crucible.name = Silizium Schmelztiegel
block.overdrive-dome.name = Beschleunigungs-Maschine block.overdrive-dome.name = Beschleunigungs-Maschine
@@ -1230,7 +1230,7 @@ block.interplanetary-accelerator.name = Interplanetarischer Beschleuniger
block.switch.name = Schalter block.switch.name = Schalter
block.micro-processor.name = Mikroprozessor block.micro-processor.name = Mikroprozessor
block.logic-processor.name = Logikprozessor block.logic-processor.name = Logikprozessor
block.hyper-processor.name = Hyperprocessor block.hyper-processor.name = Hyperprozessor
block.logic-display.name = Logik-Bildschirm block.logic-display.name = Logik-Bildschirm
block.large-logic-display.name = Großer Logik-Bildschirm block.large-logic-display.name = Großer Logik-Bildschirm
block.memory-cell.name = Speicherzelle block.memory-cell.name = Speicherzelle
@@ -1245,83 +1245,86 @@ team.green.name = Grün
team.purple.name = Lila team.purple.name = Lila
hint.skip = Überspringen hint.skip = Überspringen
hint.desktopMove = Drücke [accent][[WASD][] um dich zu bewegen. hint.desktopMove = Drücke [accent][[WASD][], um dich zu bewegen.
hint.zoom = [accent]Scrolle[] um rein oder raus zu zoomen. hint.zoom = [accent]Scrolle[], um rein oder raus zu zoomen.
hint.mine = Bewege dich zum \uf8c4 Kupfererz und [accent]tippe darauf[], um es manuell abzubauen. hint.mine = Bewege dich zum \uf8c4 Kupfererz und [accent]tippe darauf[], um es manuell abzubauen.
hint.desktopShoot = Benutze [accent][[Links-Click][] um zu schießen. hint.desktopShoot = Benutze [accent][[Linksklick][], um zu schießen.
hint.depositItems = Um Materialien in den Kern zu tun, ziehe sie von dir zum Kern. hint.depositItems = Um Materialien in den Kern zu tun, ziehe sie von dir zum Kern.
hint.respawn = Um im Kern zu respawnen, drücke [accent][[V][]. hint.respawn = Um im Kern zu respawnen, drücke [accent][[V][].
hint.respawn.mobile = Du steuerst nun eine Einheit oder einen Block. Um wieder zur normalen Einheit zu werden, [accent]drücke die Abbildung von dir oben links.[] hint.respawn.mobile = Du steuerst nun eine Einheit oder einen Block. Um wieder zur normalen Einheit zu werden, [accent]drücke die Abbildung von dir oben links.[]
hint.desktopPause = Benutze [accent][[Leertaste][] um das Spiel zu pausieren oder entpausieren. hint.desktopPause = Benutze [accent][[Leertaste][], um das Spiel zu pausieren oder entpausieren.
hint.placeDrill = Wähle die \ue85e [accent]Bohrer[]-Kategorie im Menü unten rechts aus, drücke dann auf den \uf870 [accent]Bohrer[] und clicke auf ein Feld mit Kupfererz, um ihn zu platzieren. hint.placeDrill = Wähle die \ue85e [accent]Bohrer[]-Kategorie im Menü unten rechts aus, drücke dann auf den \uf870 [accent]Bohrer[] und klicke auf ein Feld mit Kupfererz, um ihn zu platzieren.
hint.placeDrill.mobile = Wähle die \ue85e[accent]Bohrer[]-Kategorie im Menü unten rechts aus, drücke dann auf den \uf870 [accent]Bohrer[] und clicke auf ein Feld mit Kupfererz, um ihn zu platzieren.\n\nGehe zuletzt auf das \ue800 [accent]Häkchen[] unten rechts, um dies zu bestätigen. hint.placeDrill.mobile = Wähle die \ue85e[accent]Bohrer[]-Kategorie im Menü unten rechts aus, drücke dann auf den \uf870 [accent]Bohrer[] und klicke auf ein Feld mit Kupfererz, um ihn zu platzieren.\n\nGehe zuletzt auf das \ue800 [accent]Häkchen[] unten rechts, um dies zu bestätigen.
hint.placeConveyor = Förderbänder bewegen Materialen zwischen verschiedene Blöcke. Wähle ein \uf896 [accent]Förderband[] aus der \ue814 [accent]Verteilung[]-Kategorie aus.\n\nClicke und bewege deine Maus, um mehrere Förderbänder zu setzen.\n[accent]Scrolle[] um sie zu drehen. hint.placeConveyor = Förderbänder bewegen Materialien zwischen verschiedenen Blöcken. Wähle ein \uf896 [accent]Förderband[] aus der \ue814 [accent]Verteilung[]-Kategorie aus.\n\nKlicke und bewege deine Maus, um mehrere Förderbänder zu setzen.\n[accent]Scrolle[] um sie zu drehen.
hint.placeConveyor.mobile = Förderbänder bewegen Materialen zwischen verschiedene Blöcke. Wähle ein \uf896 [accent]Förderband[] aus der \ue814 [accent]Verteilung[]-Kategorie aus.\n\nHalte deinen Finger eine Sekunde auf dem Bildschirmund bewege ihn dann, um mehrere Förderbänder zu setzen. hint.placeConveyor.mobile = Förderbänder bewegen Materialien zwischen verschiedenen Blöcken. Wähle ein \uf896 [accent]Förderband[] aus der \ue814 [accent]Verteilung[]-Kategorie aus.\n\nHalte deinen Finger eine Sekunde auf dem Bildschirm und bewege ihn dann, um mehrere Förderbänder zu setzen.
hint.placeTurret = Platziere \uf861 [accent]Geschütze[] um deine Basis vor Gegnern zu beschützen.\n\nGeschütze benötigen Munition - in diesem Fall \uf838Kupfer.\nBenutze Bohrer und Förderbänder, um dies zu besorgen. hint.placeTurret = Platziere \uf861 [accent]Geschütze[], um deine Basis vor Gegnern zu beschützen.\n\nGeschütze benötigen Munition - in diesem Fall \uf838Kupfer.\nBenutze Bohrer und Förderbänder, um dies zu besorgen.
hint.breaking = Benutze [accent]Rechts-Click[] und bewege deine Maus, um zu zerstören. hint.breaking = Benutze [accent]Rechtsklick[] und bewege deine Maus, um zu zerstören.
hint.breaking.mobile = Aktiviere den \ue817 [accent]Hammer[] unten rechts and tippe, um Blöcke zu zerstören.\n\nHalte deinen Finger auf dem Bildschirm um eine Fläche auszuwählen. hint.breaking.mobile = Aktiviere den \ue817 [accent]Hammer[] unten rechts und tippe, um Blöcke zu zerstören.\n\nHalte deinen Finger auf dem Bildschirm, um eine Fläche auszuwählen.
hint.research = Nehme den \ue875 [accent]Forschen[]-Knopf um neue Technologien zu erforschen. hint.research = Nehme den \ue875 [accent]Forschen[]-Knopf um neue Technologien zu erforschen.
hint.research.mobile = Nehme den \ue875 [accent]Forschen[]-Knopf im \ue88c [accent]Menü[] um neue Technologien zu erforschen. hint.research.mobile = Nehme den \ue875 [accent]Forschen[]-Knopf im \ue88c [accent]Menü[], um neue Technologien zu erforschen.
hint.unitControl = Halte [accent][[L-STRG][] und [accent]clicke[] um alliierte Einheiten oder Geschütze zu steuern. hint.unitControl = Halte [accent][[L-STRG][] und [accent]klicke[], um alliierte Einheiten oder Geschütze zu steuern.
hint.unitControl.mobile = [accent][Doppel-Clicke[], um alliierte Einheiten oder Geschütze zu steuern. hint.unitControl.mobile = [accent][Doppelklicke[], um alliierte Einheiten oder Geschütze zu steuern.
hint.launch = Sobald du genug Ressourcen gesammelt hast, kannst du [accent]Starten[], indem du andere Sektoren auf der \ue827 [accent]Karte[] unten rechts auswählst. hint.launch = Sobald du genug Ressourcen gesammelt hast, kannst du [accent]Starten[], indem du andere Sektoren auf der \ue827 [accent]Karte[] unten rechts auswählst.
hint.launch.mobile = Sobald du genug Ressourcen gesammelt hast, kannst du [accent]Starten[], indem du andere Sektoren auf der \ue827 [accent]Karte[] im \ue88c [accent]Menu[] auswählst. hint.launch.mobile = Sobald du genug Ressourcen gesammelt hast, kannst du [accent]Starten[], indem du andere Sektoren auf der \ue827 [accent]Karte[] im \ue88c [accent]Menü[] auswählst.
hint.schematicSelect = Halte [accent][[F][] gedrückt und bewege deine Maus, um Blöcke zu kopieren.\n\nMit [accent][[Mittel-Click][] kannst du einen einzelnen Block kopieren. hint.schematicSelect = Halte [accent][[F][] gedrückt und bewege deine Maus, um Blöcke zu kopieren.\n\nMit [accent][[Mittelklick][] kannst du einen einzelnen Block kopieren.
hint.conveyorPathfind = Halte [accent][[L-STRG][] während du Förderbänder baust, um automatisch einen Weg zu finden. hint.conveyorPathfind = Halte [accent][[L-STRG][] während du Förderbänder baust, um automatisch einen Weg zu finden.
hint.conveyorPathfind.mobile = Aktiviere den \ue844 [accent]Diagonal-Modus[] unten rechts und platziere Förderbänder, um automatisch einen Weg zu generieren. hint.conveyorPathfind.mobile = Aktiviere den \ue844 [accent]Diagonal-Modus[] unten rechts und platziere Förderbänder, um automatisch einen Weg zu generieren.
hint.boost = Halte [accent][[L-Shift][] gedrückt um über Hindernisse zu boosten.\n\nNur manche Bodeneinheiten können das. hint.boost = Halte [accent][[L-Shift][] gedrückt, um über Hindernisse zu boosten.\n\nNur manche Bodeneinheiten können das.
hint.command = Drücke [accent][[G][] um [accent]ähnliche[] Einheiten in Formation zu steuern.\n\nUm Bodeneinheiten zu steuern musst du zuerst eine Bodeneinheite werden. hint.command = Drücke [accent][[G][], um [accent]ähnliche[] Einheiten in Formation zu steuern.\n\nUm Bodeneinheiten zu steuern, musst du zuerst eine Bodeneinheit werden.
hint.command.mobile = [accent][[Doppel-Clicke][] deine Einheit um [accent]ähnliche[] Einheiten in Formation zu steuern. hint.command.mobile = [accent][[Doppelklicke][] deine Einheit, um [accent]ähnliche[] Einheiten in Formation zu steuern.
hint.payloadPickup = Du kannst [accent][[[] drücken, um kleine Einheiten oder Blöcke hochzuheben. hint.payloadPickup = Du kannst [accent][[[] drücken, um kleine Einheiten oder Blöcke hochzuheben.
hint.payloadPickup.mobile = [accent]Halte deinen Finger[] auf eine kleine Einheit oder einen kleinen Block, um ihn aufzuheben. hint.payloadPickup.mobile = [accent]Halte deinen Finger[] auf eine kleine Einheit oder einen kleinen Block, um ihn aufzuheben.
hint.payloadDrop = Drücke [accent]][] um etwas fallen zu lassen. hint.payloadDrop = Drücke [accent]][], um etwas fallen zu lassen.
hint.payloadDrop.mobile = [accent]Halte deinen Finger[] auf einen Freien Ort um eine Einheit oder einen Block da fallen zu lassen. hint.payloadDrop.mobile = [accent]Halte deinen Finger[] auf einen freien Ort, um eine Einheit oder einen Block da fallen zu lassen.
hint.waveFire = [accent]Wellen[]-Geschütze mit Wassermunition löschen automatisch Feuer. hint.waveFire = [accent]Wellen[]-Geschütze mit Wassermunition löschen automatisch Feuer.
hint.generator = \uf879 [accent]Verbrennungsgeneratoren[] verbrennen Kohle und übertragen diesen Strom in angrenzende Blöcke.\n\nDie Reichweite der Stromübertragung kann mit \uf87f [accent]Stromknoten[] erweitert werden. hint.generator = \uf879 [accent]Verbrennungsgeneratoren[] verbrennen Kohle und übertragen diesen Strom in angrenzende Blöcke.\n\nDie Reichweite der Stromübertragung kann mit \uf87f [accent]Stromknoten[] erweitert werden.
hint.guardian = [accent]Boss[]-Einheiten sind gepanzert. Schwache Munition wie [accent]Kupfer[] und [accent]Blei[] sind [scarlet]nicht ausreichend[].\n\nBenutze bessere Geschütze oder \uf835 [accent]Graphit[] als \uf861Duo-/\uf859Salvenmunition um einen Boss zu besiegen. hint.guardian = [accent]Boss[]-Einheiten sind gepanzert. Schwache Munition wie [accent]Kupfer[] und [accent]Blei[] sind [scarlet]nicht effektiv[].\n\nBenutze bessere Geschütze oder \uf835 [accent]Graphit[] als \uf861Duo-/\uf859Salvenmunition um einen Boss zu besiegen.
hint.coreUpgrade = Kerne können aufgerüstet werden, indem man [accent]bessere Kerne über sie platziert[].\n\nPlatziere einen  [accent]Fundament[]-Kern über einen  [accent]Scherben[]-Kern. Stelle sicher, dass ausreichend Platz verfügbar ist.
hint.presetLaunch = Zu grauen [accent]Sektoren[] wie dem [accent]Frozen Forest[] kann man von überall aus hin starten. Es ist nicht nötig, benachbarte Sektoren zu erobern.\n\n[accent]Nummerierte Sektoren[] wie dieser hier sind [accent]optional[].
hint.coreIncinerate = Wenn dem Kern Materialien zugeführt werden, für die er keinen Platz mehr hat, werden diese [accent]verbrannt[].
item.copper.description = Wird als Baumaterial oder Munition verwendet. item.copper.description = Wird als Baumaterial oder Munition verwendet.
item.copper.details = Kupfer. Auf Serpulo reichlich vorhanden. Strukturell schwach, solange es nicht verstärkt wird. item.copper.details = Kupfer. Auf Serpulo reichlich vorhanden. Strukturell schwach, solange es nicht verstärkt wird.
item.lead.description = Wird in elektrischen Blöcken oder beim Flüssigkeitstransport verwendet. item.lead.description = Wird in elektrischen Blöcken oder beim Flüssigkeitstransport verwendet.
item.lead.details = Dicht. Träge. Wird sehr oft in Batterien verwendet.\nInfo: Wahrscheinlich giftig für biologische Lebenwesen, obwohl es sowieso nicht mehr viele von denen gibt. item.lead.details = Dicht. Träge. Wird sehr oft in Batterien verwendet.\nInfo: Wahrscheinlich giftig für biologische Lebewesen, obwohl es sowieso nicht mehr viele von denen gibt.
item.metaglass.description = Wird beim Flüssigkeitstransport und -lagerung verwendet. item.metaglass.description = Wird beim Flüssigkeitstransport und -lagerung verwendet.
item.graphite.description = Wird als Munition oder elektrischer Leiter eingesetzt. item.graphite.description = Wird als Munition oder elektrischer Leiter eingesetzt.
item.sand.description = Nützlich für die Herstellung vieler anderer Materialen. item.sand.description = Nützlich für die Herstellung vieler anderer Materialien.
item.coal.description = Kann als Brennstoff oder zur Herstellung anderer Materialen verwendet werden. item.coal.description = Kann als Brennstoff oder zur Herstellung anderer Materialien verwendet werden.
item.coal.details = Scheint versteinerte Pflanzenmasse zu sein, die sich schon lange vor dem Seeding gebildet hat. item.coal.details = Scheint versteinerte Pflanzenmasse zu sein, die sich schon lange vor dem Seeding gebildet hat.
item.titanium.description = Wird im Flüssigkeitsbereich, im Bohrerbereich und für Flugzeuge vielfältig eingesetzt. item.titanium.description = Wird im Flüssigkeitsbereich, im Bohrerbereich und für Flugzeuge vielfältig eingesetzt.
item.thorium.description = Wird als festes Baumaterial oder radioaktiver Kraftstoff verwendet. item.thorium.description = Wird als festes Baumaterial oder radioaktiver Kraftstoff verwendet.
item.scrap.description = Wird in Pulverisierer und Schmelzer zu anderen Materialen bearbeitet. item.scrap.description = Wird in Pulverisierer und Schmelzer zu anderen Materialien bearbeitet.
item.scrap.details = Übriggebliebene Reste alter Gebäude oder Einheiten. item.scrap.details = Übriggebliebene Reste alter Gebäude oder Einheiten.
item.silicon.description = Wird in Solarzellen, komplizierte Elektronik und als zielsuchende Munition verwendet. item.silicon.description = Wird in Solarzellen, komplizierter Elektronik und als zielsuchende Munition verwendet.
item.plastanium.description = Wird für fortgeschrittene Einheiten, Isolation und Munition eingesetzt. item.plastanium.description = Wird für fortgeschrittene Einheiten, Isolation und Munition eingesetzt.
item.phase-fabric.description = Kann in Elektronik und selbstreparierende Blöcke verwendet werden. item.phase-fabric.description = Kann in Elektronik und selbstreparierende Blöcke verwendet werden.
item.surge-alloy.description = Wird in sehr fortgeschrittenen Waffen und Abwehrsystemen benutzt. item.surge-alloy.description = Wird in sehr fortgeschrittenen Waffen und Abwehrsystemen benutzt.
item.spore-pod.description = Wird zur Umwandlung in Öl, Sprengstoff und Kraftstoff verwendet. item.spore-pod.description = Wird zur Umwandlung in Öl, Sprengstoff und Kraftstoff verwendet.
item.spore-pod.details = Sporen. Wahrscheinlich ein künstlich erschaffenes Lebenwesen. Geben giftige Gase für andere Lebenwesen ab. Sehr invasiv. Unter bestimmten Bedingungen sehr brennbar. item.spore-pod.details = Sporen. Wahrscheinlich ein künstlich erschaffenes Lebewesen. Geben giftige Gase für andere Lebewesen ab. Sehr invasiv. Unter bestimmten Bedingungen sehr brennbar.
item.blast-compound.description = Wird in Bomben oder als explosive Munition verwendet. item.blast-compound.description = Wird in Bomben oder als explosive Munition verwendet.
item.pyratite.description = Kann in Verbrennungsgeneratoren oder als brennende Munition verbrannt werden. item.pyratite.description = Kann in Verbrennungsgeneratoren oder als brennende Munition verbrannt werden.
liquid.water.description = Wird üblicherweise zum Kühlen von Maschinen und zur Müllverarbeitung verwendet. liquid.water.description = Wird üblicherweise zum Kühlen von Maschinen und zur Müllverarbeitung verwendet.
liquid.slag.description = Kann in Trennern verfeinert oder als Waffe gegen Gegner verwendet werden. liquid.slag.description = Kann in Trennern verfeinert oder als Waffe gegen Gegner verwendet werden.
liquid.oil.description = Used in advanced material production and as incendiary ammunition. liquid.oil.description = Wird in fortgeschrittener Materialgewinnung und als brennende Munition verwendet.
liquid.cryofluid.description = Used as coolant in reactors, turrets and factories. Wird als Kühlung in Geschütze, Fabriken oder Reaktoren verwendet. liquid.cryofluid.description = Wird als Kühlung in Geschützen, Fabriken oder Reaktoren verwendet.
block.resupply-point.description = Füllt Einheiten in der Nähe mit Kupfermunition wieder auf. Nicht mit Einheiten kompatibel, die Strom benötigen. block.resupply-point.description = Füllt Einheiten in der Nähe mit Kupfermunition wieder auf. Nicht mit Einheiten kompatibel, die Strom benötigen.
block.armored-conveyor.description = Bewegt Materialen foran. Materialen können von der Seite nicht auf das Förderband. block.armored-conveyor.description = Bewegt Materialien voran. Materialien können von der Seite nicht auf das Förderband.
block.illuminator.description = Eine Lichtquelle. block.illuminator.description = Eine Lichtquelle.
block.message.description = Speichert eine Nachricht, die genutzt wird, um mit Verbündeten zu kommunizieren. block.message.description = Speichert eine Nachricht, die genutzt wird, um mit Verbündeten zu kommunizieren.
block.graphite-press.description = Komprimiert Kohle zu Graphit. block.graphite-press.description = Komprimiert Kohle zu Graphit.
block.multi-press.description = Komprimiert Kohle zu Graphit. Braucht für die Kühlung Wasser. block.multi-press.description = Komprimiert Kohle zu Graphit. Braucht für die Kühlung Wasser.
block.silicon-smelter.description = Stellt aus Sand und Kohle Silizium her. block.silicon-smelter.description = Stellt aus Sand und Kohle Silizium her.
block.kiln.description = Schmelzt Sand und Blei zu Metaglass. block.kiln.description = Schmelzt Sand und Blei zu Metaglas.
block.plastanium-compressor.description = Produziert Plastanium aus Öl und Titan. block.plastanium-compressor.description = Produziert Plastanium aus Öl und Titan.
block.phase-weaver.description = Produziert Phasengewebe aus Thorium und Sand. block.phase-weaver.description = Produziert Phasengewebe aus Thorium und Sand.
block.alloy-smelter.description = Verschmilzt Titan, Blei, Silizium und Kupfer zu einer Stromstoßlegierung. block.alloy-smelter.description = Verschmilzt Titan, Blei, Silizium und Kupfer zu einer Stromstoßlegierung.
block.cryofluid-mixer.description = Verarbeitet Wasser mit Titan zu einer Kryoflüssigkeit, die viel effizienter kühlt. block.cryofluid-mixer.description = Verarbeitet Wasser mit Titan zu einer Kryoflüssigkeit, die viel effizienter kühlt.
block.blast-mixer.description = Stellt aus Sporen und Pyratit eine explosive Mischung her. block.blast-mixer.description = Stellt aus Sporen und Pyratit eine explosive Mischung her.
block.pyratite-mixer.description = Vermischt Kohle, Blei und Sand zu hochentzündlichem Pyratit. block.pyratite-mixer.description = Vermischt Kohle, Blei und Sand zu hochentzündlichem Pyratit.
block.melter.description = Erhitzt Schrott um Schlacke zu erhalten. block.melter.description = Erhitzt Schrott, um Schlacke zu erhalten.
block.separator.description = Trennt Schlacke in seine Bestandteile. block.separator.description = Trennt Schlacke in seine Bestandteile.
block.spore-press.description = Komprimiert Sporen-Pods zu Öl. block.spore-press.description = Komprimiert Sporen-Pods zu Öl.
block.pulverizer.description = Zertrümmert Schrott zu Sand. block.pulverizer.description = Zertrümmert Schrott zu Sand.
@@ -1354,24 +1357,24 @@ block.force-projector.description = Erzeugt ein sechseckiges Kraftfeld um sich h
block.shock-mine.description = Greift Gegner mit Lichtbögen an, wenn sie über sie laufen. block.shock-mine.description = Greift Gegner mit Lichtbögen an, wenn sie über sie laufen.
block.conveyor.description = Bewegt Materialien vorwärts. block.conveyor.description = Bewegt Materialien vorwärts.
block.titanium-conveyor.description = Bewegt Materialien vorwärts, aber schneller als ein normales Förderband. block.titanium-conveyor.description = Bewegt Materialien vorwärts, aber schneller als ein normales Förderband.
block.plastanium-conveyor.description = Bewegt Materialen in Gruppen.\nNimmt hinten Materialien an und gibt sie vorne in drei Richtungen aus. Erfordert für maximale Effizienz mehrere Ein- und Ausgänge. block.plastanium-conveyor.description = Bewegt Materialien in Gruppen.\nNimmt hinten Materialien an und gibt sie vorne in drei Richtungen aus. Erfordert für maximale Effizienz mehrere Ein- und Ausgänge.
block.junction.description = Fungiert als Brücke zwischen zwei kreuzenden Förderbändern. block.junction.description = Fungiert als Brücke zwischen zwei kreuzenden Förderbändern.
block.bridge-conveyor.description = Transportiert Materialien über Terrain oder über Blöcke. block.bridge-conveyor.description = Transportiert Materialien über Terrain oder über Blöcke.
block.phase-conveyor.description = Transportiert Materialien sofort über Terrain oder über Blöcke. Höhere Reichweite als Brückenförderbänder, braucht aber Strom. block.phase-conveyor.description = Transportiert Materialien sofort über Terrain oder über Blöcke. Höhere Reichweite als Brückenförderbänder, braucht aber Strom.
block.sorter.description = Sortiert Materialien. Wenn ein Gegenstand der Auswahl entspricht, wird er vorne herausgegeben. Andernfalls wird er links oder rechts ausgegeben. block.sorter.description = Sortiert Materialien. Wenn ein Gegenstand der Auswahl entspricht, wird er vorne herausgegeben. Andernfalls wird er links oder rechts ausgegeben.
block.inverted-sorter.description = Wie ein normaler Sortierer, aber gibt das ausgewählte Material seitwärts aus. block.inverted-sorter.description = Wie ein normaler Sortierer, aber gibt das ausgewählte Material seitwärts aus.
block.router.description = Verteilt Materialen auf bis zu drei Richtungen. block.router.description = Verteilt Materialien auf bis zu drei Richtungen.
block.router.details = Ein nötiges Übel. Es is nicht empfehlenswert, ihn neben Fabriken zu setzen, da er sich dort verstopfen kann. block.router.details = Ein nötiges Übel. Es ist nicht empfehlenswert, ihn neben Fabriken zu setzen, da er sich dort verstopfen kann.
block.distributor.description = Verteilt Materialen auf bis zu sieben Richtungen. block.distributor.description = Verteilt Materialien auf bis zu sieben Richtungen.
block.overflow-gate.description = Gibt Materialen nur zu den Seiten heraus, wenn der fordere Ausgang blockiert ist. Kann nicht neben anderen Überlauf- oder Unterlauftoren verwendet werden. block.overflow-gate.description = Gibt Materialien nur zu den Seiten heraus, wenn der fordere Ausgang blockiert ist. Kann nicht neben anderen Überlauf- oder Unterlauftoren verwendet werden.
block.underflow-gate.description = Das Gegenteil eines Überlauftors. Gibt Materialen nur nach vorne heraus, wenn die Seiten blockiert sind. Kann nicht neben anderen Überlauf- oder Unterlauftoren verwendet werden. block.underflow-gate.description = Das Gegenteil eines Überlauftors. Gibt Materialien nur nach vorne heraus, wenn die Seiten blockiert sind. Kann nicht neben anderen Überlauf- oder Unterlauftoren verwendet werden.
block.mass-driver.description = Ein Transportblock mit sehr hoher Reichweite. Sammelt mehrere Materialien und schießt sie zu einem verbundenen Massenbeschleuniger. block.mass-driver.description = Ein Transportblock mit sehr hoher Reichweite. Sammelt mehrere Materialien und schießt sie zu einem verbundenen Massenbeschleuniger.
block.mechanical-pump.description = Eine Pumpe, die keinen Strom benötigt. block.mechanical-pump.description = Eine Pumpe, die keinen Strom benötigt.
block.rotary-pump.description = Eine Pumpe, die Strom verbraucht. block.rotary-pump.description = Eine Pumpe, die Strom verbraucht.
block.thermal-pump.description = Eine Pumpe. block.thermal-pump.description = Eine Pumpe.
block.conduit.description = Transportiert Flüssigkeiten. Wird mit Extraktoren, Pumpen oder anderen Kanälen benutzt. block.conduit.description = Transportiert Flüssigkeiten. Wird mit Extraktoren, Pumpen oder anderen Kanälen benutzt.
block.pulse-conduit.description = Transportiert Flüssigkeiten. Transportiert Flüssigkeiten schneller und speichert mehr als ein Leitungsrohr. block.pulse-conduit.description = Transportiert Flüssigkeiten. Transportiert Flüssigkeiten schneller und speichert mehr als ein Leitungsrohr.
block.plated-conduit.description = Transportiert Flüssigkeiten. Nimmt keine Flüssigkeiten von der Seite an.\nHat keine Leks. block.plated-conduit.description = Transportiert Flüssigkeiten. Nimmt keine Flüssigkeiten von der Seite an.\nHat keine Lecks.
block.liquid-router.description = Verteilt Flüssigkeiten auf bis zu drei Richtungen. Speicher außerdem eine kleine Menge an Flüssigkeit. block.liquid-router.description = Verteilt Flüssigkeiten auf bis zu drei Richtungen. Speicher außerdem eine kleine Menge an Flüssigkeit.
block.liquid-tank.description = Speichert eine große Menge an Flüssigkeiten. Ähnlich wie ein Flüssigkeitsverteiler. block.liquid-tank.description = Speichert eine große Menge an Flüssigkeiten. Ähnlich wie ein Flüssigkeitsverteiler.
block.liquid-junction.description = Fungiert als Brücke über zwei kreuzende Kanäle. block.liquid-junction.description = Fungiert als Brücke über zwei kreuzende Kanäle.
@@ -1385,37 +1388,37 @@ block.battery.description = Speichert Strom, solange ein Überschuss besteht, un
block.battery-large.description = Speichert Strom, solange ein Überschuss besteht, und gibt ihn bei Knappheit ab, solange Kapazität vorhanden ist. Speichert mehr Strom als eine normale Batterie. block.battery-large.description = Speichert Strom, solange ein Überschuss besteht, und gibt ihn bei Knappheit ab, solange Kapazität vorhanden ist. Speichert mehr Strom als eine normale Batterie.
block.combustion-generator.description = Generiert Strom, indem Kohle oder andere entzündliche Materialien verbrannt werden. block.combustion-generator.description = Generiert Strom, indem Kohle oder andere entzündliche Materialien verbrannt werden.
block.thermal-generator.description = Erzeugt an heißen Orten große Mengen Strom. block.thermal-generator.description = Erzeugt an heißen Orten große Mengen Strom.
block.steam-generator.description = Wandelt mit endzündlichen Materialen Wasser zu Wasserdampf um und benutzt diesen dann, um Strom zu generieren. block.steam-generator.description = Wandelt mit entzündlichen Materialien Wasser zu Wasserdampf um und benutzt diesen dann, um Strom zu generieren.
block.differential-generator.description = Erzeugt große Mengen an Energie. Nutzt den Temperaturunterschied zwischen Kryofluid und brennendem Pyratit. block.differential-generator.description = Erzeugt große Mengen an Energie. Nutzt den Temperaturunterschied zwischen Kryoflüssigkeit und brennendem Pyratit.
block.rtg-generator.description = Ein Radioisotopengenerator, der aus radioaktivem Zerfall Energie herstellt. block.rtg-generator.description = Ein Radioisotopengenerator, der aus radioaktivem Zerfall Energie herstellt.
block.solar-panel.description = Erzeugt kleine Mengen an Strom aus Sonnenenergie. block.solar-panel.description = Erzeugt kleine Mengen an Strom aus Sonnenenergie.
block.solar-panel-large.description = Erzeugt kleine Mengen an Strom aus Sonnenenergie. Effizienter als eine normale Solarzelle. block.solar-panel-large.description = Erzeugt kleine Mengen an Strom aus Sonnenenergie. Effizienter als eine normale Solarzelle.
block.thorium-reactor.description = Erzeugt riesige Mengen Strom aus Thorium. Benötigt konstante Kühlung. Explodiert gewaltsam, wenn unzureichende Kühlung vorhanden ist. block.thorium-reactor.description = Erzeugt riesige Mengen Strom aus Thorium. Benötigt konstante Kühlung. Explodiert gewaltsam, wenn unzureichende Kühlung vorhanden ist.
block.impact-reactor.description = Ein Generator, der bei höchster Effizienz enorme Mengen an Leistung erzeugen kann. Erfordert eine erhebliche Leistungsaufnahme, um den Prozess zu starten. block.impact-reactor.description = Ein Generator, der bei höchster Effizienz enorme Mengen an Leistung erzeugen kann. Erfordert eine erhebliche Leistungsaufnahme, um den Prozess zu starten.
block.mechanical-drill.description = Ein günstiger Bohrer. Wenn er auf Erz gesetzt wird, baut er unbegrenzt das Erz mit geringer Geschwindigkeit ab. Kann nur einfach Ressourcen abbauen. block.mechanical-drill.description = Ein günstiger Bohrer. Wenn er auf Erz gesetzt wird, baut er unbegrenzt das Erz mit geringer Geschwindigkeit ab. Kann nur einfach Ressourcen abbauen.
block.pneumatic-drill.description = Ein verbesserter Bohrer, der schneller ist und in der Lage ist, härtere Erze abzubauen, indem er von Luftdruck gebrauch macht. block.pneumatic-drill.description = Ein verbesserter Bohrer, der schneller ist und in der Lage ist, härtere Erze abzubauen, indem er von Luftdruck Gebrauch macht.
block.laser-drill.description = Erlaubt es, durch Lasertechnologie noch schneller zu bohren, benötigt aber Strom. Erlaubt zusätzlich das Abbauen von radioaktivem Thorium. block.laser-drill.description = Erlaubt es, durch Lasertechnologie noch schneller zu bohren, benötigt aber Strom. Erlaubt zusätzlich das Abbauen von radioaktivem Thorium.
block.blast-drill.description = Der ultimative Bohrer. Benötigt große Mengen an Strom. block.blast-drill.description = Der ultimative Bohrer. Benötigt große Mengen an Strom.
block.water-extractor.description = Extrahiert Wasser aus dem Boden. Verwende ihn, wenn es keinen See in der Nähe gibt. block.water-extractor.description = Extrahiert Wasser aus dem Boden. Verwende ihn, wenn es keinen See in der Nähe gibt.
block.cultivator.description = Kultiviert winzige Mengen atmosphärischer Mikrosporen in Sporen-Pods. block.cultivator.description = Kultiviert winzige Mengen atmosphärischer Mikrosporen in Sporen-Pods.
block.cultivator.details = Zurückgewonnene Technologie. Wird benutzt, um große Mengen Biomasse so effizient wie möglich herzustellen. Wahrscheinlich der ehemaliger Inkbator der Sporen, die Serpulo heute bedecken. block.cultivator.details = Zurückgewonnene Technologie. Wird benutzt, um große Mengen Biomasse so effizient wie möglich herzustellen. Wahrscheinlich der ehemaliger Inkubator der Sporen, die Serpulo heute bedecken.
block.oil-extractor.description = Verwendet große Mengen an Strom, Sand und Wasser um Öl zu extrahieren. block.oil-extractor.description = Verwendet große Mengen an Strom, Sand und Wasser, um Öl zu extrahieren.
block.core-shard.description = Kern der Basis. Einmal zerstört, ist jeglicher Kontakt zum Sektor verloren. block.core-shard.description = Kern der Basis. Einmal zerstört, ist jeglicher Kontakt zum Sektor verloren.
block.core-shard.details = The erste Version. Kompakt. Selbstduplizierend. Mit Einwmalraketen ausgestattet. Nicht für Interplanetarische Reisen geeignet. block.core-shard.details = Die erste Version. Kompakt. Selbstduplizierend. Mit Einmalraketen ausgestattet. Nicht für Interplanetarische Reisen geeignet.
block.core-foundation.description = Kern der Basis. Besser gepanzert. Speichert mehr Ressourcen. block.core-foundation.description = Kern der Basis. Besser gepanzert. Speichert mehr Ressourcen.
block.core-foundation.details = Die zeite Version. block.core-foundation.details = Die zweite Version.
block.core-nucleus.description = Kern der Basis. Sehr gut gepanzert. Speichert enorme Mengen an Ressourcen. block.core-nucleus.description = Kern der Basis. Sehr gut gepanzert. Speichert enorme Mengen an Ressourcen.
block.core-nucleus.details = Die dritte und letzte Version. block.core-nucleus.details = Die dritte und letzte Version.
block.vault.description = Speichert eine große Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen. block.vault.description = Speichert eine große Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen.
block.container.description = Speichert eine kleine Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen. 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.unloader.description = Entlädt Materialien aus einem Block.
block.launch-pad.description = Startet Materialen in andere Sektoren. block.launch-pad.description = Startet Materialien in andere Sektoren.
block.duo.description = Schießt auf Gegner. block.duo.description = Schießt auf Gegner.
block.scatter.description = Ein mittelgroßer Anti-Luft-Turm. Sprüht Blei- oder Schrottklumpen auf feindliche Lufteinheiten. 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. block.scorch.description = Verbrennt alle Bodenfeinde in der Nähe. Hochwirksam im Nahbereich.
block.hail.description = Schießt kleine Geschosse auf weit entfernte Gegner. block.hail.description = Schießt kleine Geschosse auf weit entfernte Gegner.
block.wave.description = Schießt Flüssigkeiten auf Gegner. Löscht Feuer automatisch, wenn Wasser aks Munition verwendet wird. block.wave.description = Schießt Flüssigkeiten auf Gegner. Löscht Feuer automatisch, wenn Wasser als Munition verwendet wird.
block.lancer.description = Läd sich auf und schießt kräftige Laserstrahlen auf Feinde. block.lancer.description = Lädt sich auf und schießt kräftige Laserstrahlen auf Feinde.
block.arc.description = Schießt Lichtbögen in Richtung des Gegners. block.arc.description = Schießt Lichtbögen in Richtung des Gegners.
block.swarmer.description = Schießt zielsuchende Raketenschwärme ab. block.swarmer.description = Schießt zielsuchende Raketenschwärme ab.
block.salvo.description = Schießt Schüsse in Salven ab. block.salvo.description = Schießt Schüsse in Salven ab.
@@ -1423,16 +1426,16 @@ block.fuse.description = Schießt drei starke Strahlen mit kurzer Reichweite ab.
block.ripple.description = Schießt mehrere Schüsse gleichzeitig auf weit entfernte Gegner. block.ripple.description = Schießt mehrere Schüsse gleichzeitig auf weit entfernte Gegner.
block.cyclone.description = Schießt explodierende Geschosse auf Gegner. block.cyclone.description = Schießt explodierende Geschosse auf Gegner.
block.spectre.description = Schießt große, panzerbrechende Kugeln auf Luft- und Bodenziele. block.spectre.description = Schießt große, panzerbrechende Kugeln auf Luft- und Bodenziele.
block.meltdown.description = Läd sich auf und schießt einen starken, durchgängigen Laser auf Gegner. Braucht Kühlung. block.meltdown.description = Lädt sich auf und schießt einen starken, durchgängigen Laser auf Gegner. Braucht Kühlung.
block.foreshadow.description = Schießt einen eingizen Schuss mit einem einzigen Ziel über eine erstaunlich große Distanz. block.foreshadow.description = Schießt einen einzigen Schuss mit einem einzigen Ziel über eine erstaunlich große Distanz.
block.repair-point.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung. block.repair-point.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung.
block.segment.description = Beschädigt und zerstört gegnerische Projektile. Laser werden nicht anvisiert. block.segment.description = Beschädigt und zerstört gegnerische Projektile. Laser werden nicht anvisiert.
block.parallax.description = Benutzt einen Traktorstrahl, um Gegner heranzuziehen und sie dabei anzugreifen. block.parallax.description = Benutzt einen Traktorstrahl, um Gegner heranzuziehen und sie dabei anzugreifen.
block.tsunami.description = Schießt mit einem kräftgem Strahl aus Flüssigkeit auf Gegner. Löscht Feuer automatisch, wenn Wasser aks Munition verwendet wird. block.tsunami.description = Schießt mit einem kräftigen Strahl aus Flüssigkeit auf Gegner. Löscht Feuer automatisch, wenn Wasser als Munition verwendet wird.
block.silicon-crucible.description = Benutzt Pyratit als Hitzequelle, um aus Sand und Kohle Silizium herzustellen. Die Effizienz wird an heißen Orten erhöht. block.silicon-crucible.description = Benutzt Pyratit als Hitzequelle, um aus Sand und Kohle Silizium herzustellen. Die Effizienz wird an heißen Orten erhöht.
block.disassembler.description = Trennt Schlacke in winzige Mengen exotischer Mineralien, verliert dafür aber an Effizienz. Kann Thorium herstellen. block.disassembler.description = Trennt Schlacke in winzige Mengen exotischer Mineralien, verliert dafür aber an Effizienz. Kann Thorium herstellen.
block.overdrive-dome.description = Erhöht die Geschwindigkeit von nahegelegenen Blöcken. \nBenötigt Phasengewebe und Silizium. block.overdrive-dome.description = Erhöht die Geschwindigkeit von nahegelegenen Blöcken. \nBenötigt Phasengewebe und Silizium.
block.payload-conveyor.description = Bewegt größere Objeke, zum Beispiel Einheiten. block.payload-conveyor.description = Bewegt größere Objekte, zum Beispiel Einheiten.
block.payload-router.description = Verteilt Einheiten auf bis zu drei Richtungen. block.payload-router.description = Verteilt Einheiten auf bis zu drei Richtungen.
block.command-center.description = Steuert Einheiten mit verschiedenen Befehlen. block.command-center.description = Steuert Einheiten mit verschiedenen Befehlen.
block.ground-factory.description = Stellt Bodeneinheiten her. Einheiten können einfach so verwendet oder in einem Rekonstrukteur verbessert werden. block.ground-factory.description = Stellt Bodeneinheiten her. Einheiten können einfach so verwendet oder in einem Rekonstrukteur verbessert werden.
@@ -1450,7 +1453,7 @@ block.memory-cell.description = Speichert Informationen für einen Prozessor.
block.memory-bank.description = Speichert Informationen für einen Prozessor. Hohe Kapazität. block.memory-bank.description = Speichert Informationen für einen Prozessor. Hohe Kapazität.
block.logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an. block.logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an. block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
block.interplanetary-accelerator.description = Ein riesen Railgun-Turm, der mithilfe des Elektromagnetismuses Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen. block.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
unit.dagger.description = Schießt normale Kugeln auf alle Feinde in der Nähe. unit.dagger.description = Schießt normale Kugeln auf alle Feinde in der Nähe.
unit.mace.description = Schießt Feuer auf alle Gegner in der Nähe. unit.mace.description = Schießt Feuer auf alle Gegner in der Nähe.
@@ -1475,7 +1478,7 @@ unit.eclipse.description = Feuert zwei durchdringende Laser und einen Flaksperrf
unit.mono.description = Baut Automatisch Blei und Kupfer ab. Dieses wird in den Kern gebracht. unit.mono.description = Baut Automatisch Blei und Kupfer ab. Dieses wird in den Kern gebracht.
unit.poly.description = Baut zerstörte Blöcke wieder auf und hilft anderen Einheiten beim Bauen. unit.poly.description = Baut zerstörte Blöcke wieder auf und hilft anderen Einheiten beim Bauen.
unit.mega.description = Heilt automatisch beschädigte Blöcke. Kann kleine Blöcke oder Bodeneinheiten tragen. unit.mega.description = Heilt automatisch beschädigte Blöcke. Kann kleine Blöcke oder Bodeneinheiten tragen.
unit.quad.description = Wirft große Bomben auf Bodenziele ab, welche Gegnern schaden und eingene Blöcke heilen. Kann Bodeneinheiten tragen. unit.quad.description = Wirft große Bomben auf Bodenziele ab, welche Gegnern schaden und einige Blöcke heilen. Kann Bodeneinheiten tragen.
unit.oct.description = Schützt mithilfe eines regenerierenden Schildes andere Einheiten. Kann die meisten Bodeneinheiten tragen. unit.oct.description = Schützt mithilfe eines regenerierenden Schildes andere Einheiten. Kann die meisten Bodeneinheiten tragen.
unit.risso.description = Schießt ein Sperrfeuer aus Raketen und Kugeln auf alle Gegner in der Nähe. unit.risso.description = Schießt ein Sperrfeuer aus Raketen und Kugeln auf alle Gegner in der Nähe.
unit.minke.description = Schießt Geschosse und Kugeln auf Feinde. unit.minke.description = Schießt Geschosse und Kugeln auf Feinde.

View File

@@ -139,7 +139,7 @@ mod.preview.missing = Antes de publicar este mod en el Steam Workshop, debe aña
mod.folder.missing = Solo los mods en forma de carpeta se pueden publicar en el Steam Workshop.\nPara convertir cualquier mod en una carpeta, simplemente descomprima su archivo a una carpeta y elimine el zip anterior, luego reinicie su juego o vuelva a cargar sus mods. mod.folder.missing = Solo los mods en forma de carpeta se pueden publicar en el Steam Workshop.\nPara convertir cualquier mod en una carpeta, simplemente descomprima su archivo a una carpeta y elimine el zip anterior, luego reinicie su juego o vuelva a cargar sus mods.
mod.scripts.disable = Tu dispositivo no es compatible con mods con scripts. Debes deshabilitar esos mods para jugar. mod.scripts.disable = Tu dispositivo no es compatible con mods con scripts. Debes deshabilitar esos mods para jugar.
about.button = Acerca del juego about.button = Acerca de...
name = Nombre: name = Nombre:
noname = Elige un[accent] nombre de jugador[] primero. noname = Elige un[accent] nombre de jugador[] primero.
planetmap = Mapa del planeta planetmap = Mapa del planeta
@@ -164,7 +164,7 @@ server.closing = [accent]Cerrando servidor...
server.kicked.kick = ¡Te han echado del servidor! server.kicked.kick = ¡Te han echado del servidor!
server.kicked.whitelist = No estás en la lista blanca de este servidor. server.kicked.whitelist = No estás en la lista blanca de este servidor.
server.kicked.serverClose = El servidor se ha cerrado. server.kicked.serverClose = El servidor se ha cerrado.
server.kicked.vote = Has sido expulsado por votación. ¡Adiós! server.kicked.vote = Has sido expulsado por votación. ¡Hasta luego!
server.kicked.clientOutdated = ¡Cliente desactualizado! ¡Actualiza el juego! server.kicked.clientOutdated = ¡Cliente desactualizado! ¡Actualiza el juego!
server.kicked.serverOutdated = ¡Servidor desactualizado! ¡Pídele al anfitrión que lo actualice! server.kicked.serverOutdated = ¡Servidor desactualizado! ¡Pídele al anfitrión que lo actualice!
server.kicked.banned = Has sido baneado en este servidor. server.kicked.banned = Has sido baneado en este servidor.
@@ -194,9 +194,10 @@ host.invalid = [scarlet]No se pudo conectar con el anfitrión
servers.local = Servidores Locales servers.local = Servidores Locales
servers.remote = Servidores Remotos servers.remote = Servidores Remotos
servers.global = Servidores Globales servers.global = Servidores de la Comunidad
ervers.showhidden = Mostrar servidores ocultos servers.disclaimer = Los servidores de la comunidad [accent]no[] son propiedad del desarrollador, ni administrados por el mismo.\n\nLos servidores podrían tener contenido generado por los usuarios no apropiado para todas las edades.
servers.showhidden = Mostrar servidores ocultos
server.shown = Visibles server.shown = Visibles
server.hidden = Ocultos server.hidden = Ocultos
@@ -702,11 +703,11 @@ ability.forcefield = Zona de Escudo
ability.repairfield = Zona de Reparación ability.repairfield = Zona de Reparación
ability.statusfield = Zona de Estado ability.statusfield = Zona de Estado
ability.unitspawn = {0} Fábrica de Drones ability.unitspawn = {0} Fábrica de Drones
ability.shieldregenfield = Zona de Regeneración de Escudos ability.shieldregenfield = Regeneración de Escudos
ability.movelightning = Movimiento Relámpago ability.movelightning = Movimiento Relámpago
bar.drilltierreq = Se requiere un taladro mejor. bar.drilltierreq = Requiere un taladro mejor
bar.noresources = Recursos faltantes bar.noresources = Recursos insuficientes
bar.corereq = Necesitas un núcleo base bar.corereq = Necesitas un núcleo base
bar.drillspeed = Velocidad del Taladro: {0}/s bar.drillspeed = Velocidad del Taladro: {0}/s
bar.pumpspeed = Velocidad de bombeado: {0}/s bar.pumpspeed = Velocidad de bombeado: {0}/s
@@ -972,14 +973,14 @@ item.silicon.name = Silicio
item.plastanium.name = Plastanio item.plastanium.name = Plastanio
item.phase-fabric.name = Tejido de fase item.phase-fabric.name = Tejido de fase
item.surge-alloy.name = Aleación Eléctrica item.surge-alloy.name = Aleación Eléctrica
item.spore-pod.name = Vaina de esporas item.spore-pod.name = Vaina de Esporas
item.sand.name = Arena item.sand.name = Arena
item.blast-compound.name = Compuesto Explosivo item.blast-compound.name = Compuesto Explosivo
item.pyratite.name = Pirotita item.pyratite.name = Pirotita
item.metaglass.name = Metacristal item.metaglass.name = Metacristal
item.scrap.name = Chatarra item.scrap.name = Chatarra
liquid.water.name = Agua liquid.water.name = Agua
liquid.slag.name = Fundido liquid.slag.name = Magma
liquid.oil.name = Petróleo liquid.oil.name = Petróleo
liquid.cryofluid.name = Líquido criogénico liquid.cryofluid.name = Líquido criogénico
#Names of Units and Turrets look better untranslated, since they are propper/own names #Names of Units and Turrets look better untranslated, since they are propper/own names
@@ -1019,7 +1020,7 @@ unit.corvus.name = Corvus
block.resupply-point.name = Punto de reabastecimiento block.resupply-point.name = Punto de reabastecimiento
block.parallax.name = Parallax block.parallax.name = Parallax
block.cliff.name = Cliff block.cliff.name = Pared
block.sand-boulder.name = Roca de arena block.sand-boulder.name = Roca de arena
block.basalt-boulder.name = Roca de basalto block.basalt-boulder.name = Roca de basalto
block.grass.name = Hierba block.grass.name = Hierba
@@ -1046,14 +1047,14 @@ block.scrap-wall-large.name = Muro de chatarra grande
block.scrap-wall-huge.name = Muro de chatarra muy grande block.scrap-wall-huge.name = Muro de chatarra muy grande
block.scrap-wall-gigantic.name = Muro de chatarra gigante block.scrap-wall-gigantic.name = Muro de chatarra gigante
block.thruster.name = Propulsor block.thruster.name = Propulsor
block.kiln.name = Horno block.kiln.name = Horno para Cristal
block.graphite-press.name = Prensa de grafito block.graphite-press.name = Prensa de grafito
block.multi-press.name = Multi-Prensa block.multi-press.name = Multi-Prensa
block.constructing = {0}\n[lightgray](Construyendo) block.constructing = {0}\n[lightgray](Construyendo)
block.spawn.name = Punto de generación block.spawn.name = Punto de generación
block.core-shard.name = Núcleo: Fragmento block.core-shard.name = Núcleo: Shard
block.core-foundation.name = Núcleo: Fundación block.core-foundation.name = Núcleo: Foundation
block.core-nucleus.name = Núcleo: Núcleo block.core-nucleus.name = Núcleo: Nucleus
block.deepwater.name = Aguas profundas block.deepwater.name = Aguas profundas
block.water.name = Agua block.water.name = Agua
block.tainted-water.name = Agua contaminada block.tainted-water.name = Agua contaminada
@@ -1064,21 +1065,21 @@ block.sand.name = Arena
block.darksand.name = Arena oscura block.darksand.name = Arena oscura
block.ice.name = Hielo block.ice.name = Hielo
block.snow.name = Nieve block.snow.name = Nieve
block.craters.name = Cráteres block.craters.name = Cráter
block.sand-water.name = Agua con arena block.sand-water.name = Agua con arena
block.darksand-water.name = Agua con arena oscura block.darksand-water.name = Agua con arena oscura
block.char.name = Carbonizado block.char.name = Cenizas
block.dacite.name = Dacita block.dacite.name = Dacita
block.dacite-wall.name = Pared de dacita block.dacite-wall.name = Bloque de dacita
block.dacite-boulder.name = Roca de dacita block.dacite-boulder.name = Roca de dacita
block.ice-snow.name = Hielo-Nieve block.ice-snow.name = Hielo-Nieve
block.stone-wall.name = Pared de piedra block.stone-wall.name = Bloque de piedra
block.ice-wall.name = Pared de hielo block.ice-wall.name = Bloque de hielo
block.snow-wall.name = Pared de nieve block.snow-wall.name = Bloque de nieve
block.dune-wall.name = Pared de arena block.dune-wall.name = Bloque de arena
block.pine.name = Pino block.pine.name = Pino
block.dirt.name = Tierra block.dirt.name = Tierra
block.dirt-wall.name = Pared de tierra block.dirt-wall.name = Bloque de tierra
block.mud.name = Lodo block.mud.name = Lodo
block.white-tree-dead.name = Árbol Blanco Muerto block.white-tree-dead.name = Árbol Blanco Muerto
block.white-tree.name = Árbol Blanco block.white-tree.name = Árbol Blanco
@@ -1096,7 +1097,7 @@ block.dark-panel-5.name = Panel Oscuro 5
block.dark-panel-6.name = Panel Oscuro 6 block.dark-panel-6.name = Panel Oscuro 6
block.dark-metal.name = Metal Oscuro block.dark-metal.name = Metal Oscuro
block.basalt.name = Basalto block.basalt.name = Basalto
block.hotrock.name = Roca Caliente block.hotrock.name = Roca volcánica
block.magmarock.name = Roca de Magma block.magmarock.name = Roca de Magma
block.copper-wall.name = Muro de Cobre block.copper-wall.name = Muro de Cobre
block.copper-wall-large.name = Muro de Cobre grande block.copper-wall-large.name = Muro de Cobre grande
@@ -1185,7 +1186,7 @@ block.liquid-junction.name = Cruce de Líquidos
block.bridge-conduit.name = Conducto Puente block.bridge-conduit.name = Conducto Puente
block.rotary-pump.name = Bomba Rotatoria block.rotary-pump.name = Bomba Rotatoria
block.thorium-reactor.name = Reactor de Torio block.thorium-reactor.name = Reactor de Torio
block.mass-driver.name = Teletransportador Masivo block.mass-driver.name = Teletransportador de Masa
block.blast-drill.name = Taladro de explosión block.blast-drill.name = Taladro de explosión
block.thermal-pump.name = Bomba Térmica block.thermal-pump.name = Bomba Térmica
block.thermal-generator.name = Generador Térmico block.thermal-generator.name = Generador Térmico
@@ -1205,8 +1206,8 @@ block.spectre.name = Spectre
block.meltdown.name = Meltdown block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow block.foreshadow.name = Foreshadow
block.container.name = Contenedor block.container.name = Contenedor
block.launch-pad.name = Pad de Lanzamiento block.launch-pad.name = Plataforma de Lanzamiento
block.launch-pad-large.name = Pad de Lanzamiento Grande block.launch-pad-large.name = Plataforma de Lanzamiento Grande
block.segment.name = Segment block.segment.name = Segment
block.command-center.name = Centro de comando block.command-center.name = Centro de comando
block.ground-factory.name = Fábrica terrestre block.ground-factory.name = Fábrica terrestre
@@ -1279,6 +1280,8 @@ hint.payloadDrop.mobile = [accent]Mantén[] sobre un lugar vacío para soltar la
hint.waveFire = Cuando las torretas [accent]Wave[] usan agua como munición, apagarán fuego e incendios cercanos automáticamente. hint.waveFire = Cuando las torretas [accent]Wave[] usan agua como munición, apagarán fuego e incendios cercanos automáticamente.
hint.generator = Los \uf879[accent]Generadores de combustión[] querman carbón para transmitir energía a bloques adyacentes.\n\nEl alcance de transmisión de energía se puede extender usando \uf87f[accent]Nodos de energía[]. hint.generator = Los \uf879[accent]Generadores de combustión[] querman carbón para transmitir energía a bloques adyacentes.\n\nEl alcance de transmisión de energía se puede extender usando \uf87f[accent]Nodos de energía[].
hint.guardian = Los [accent]Guardianes[] poseen una robusta armadura. Municiones débiles como el [accent]Cobre[] o el [accent]Plomo[] no son [scarlet]effectivas[] contra él.\n\nUsa torretas de mayor categoría o por ejemplo, munición de \uf835[accent]Grafito[] \uf861Duo/\uf859 en torretas Salvo para derribar a los Guardianes. hint.guardian = Los [accent]Guardianes[] poseen una robusta armadura. Municiones débiles como el [accent]Cobre[] o el [accent]Plomo[] no son [scarlet]effectivas[] contra él.\n\nUsa torretas de mayor categoría o por ejemplo, munición de \uf835[accent]Grafito[] \uf861Duo/\uf859 en torretas Salvo para derribar a los Guardianes.
hint.coreUpgrade = Los núcleos se pueden mejorar [accent]construyendo núcleos de mayor calidad encima[].\n\nColoca un  núcleo [accent]Foundation[] sobre el  núcleo [accent]Shard[]. Asegúrate de que no hay obstáculos cerca.
hint.presetLaunch = Las zonas de aterrizaje de los [accent]sectores grises[], como el [accent]Bosque Congelado[], son accesibles desde cualquier lugar. No requieren capturar sectores adyacentes.\n\nLos [accent]sectores numerados[], como este, son [accent]opcionales[].
item.copper.description = Un útil material de estructura. Usado en todo tipo de bloques. item.copper.description = Un útil material de estructura. Usado en todo tipo de bloques.
item.copper.details = Cobre. Metal anormalmente abundante en Serpulo. Estructuralmente débil a menos que sea reforzado. item.copper.details = Cobre. Metal anormalmente abundante en Serpulo. Estructuralmente débil a menos que sea reforzado.
@@ -1402,7 +1405,7 @@ block.cultivator.details = Tecnología recuperada. Usada para producir cantidade
block.oil-extractor.description = Usa grandes cantidades de energía, arena y agua para obtener petróleo. Úsalo cuando no hay fuentes directas de petróleo cerca. block.oil-extractor.description = Usa grandes cantidades de energía, arena y agua para obtener petróleo. Úsalo cuando no hay fuentes directas de petróleo cerca.
block.core-shard.description = El núcleo de la base. Compacto. Puede auto-replicarse. Equipado con propulsores de uso único. block.core-shard.description = El núcleo de la base. Compacto. Puede auto-replicarse. Equipado con propulsores de uso único.
block.core-shard.details = La primera iteración. Si es destruido, todo contacto con el sector está perdido. No designado para viajes interplanetarios. block.core-shard.details = La primera iteración. Si es destruido, todo contacto con el sector está perdido. No designado para viajes interplanetarios.
block.core-foundation.description = El núcleo de la base. Mejor blindado. Almacena más recursos que el modelo Fragmento. block.core-foundation.description = El núcleo de la base. Mejor blindado. Almacena más recursos que el modelo Shard.
block.core-foundation.details = La segunda iteración. block.core-foundation.details = La segunda iteración.
block.core-nucleus.description = El núcleo de la base. Extremadamente bien armado. Almacena cantidades masivas de recursos. block.core-nucleus.description = El núcleo de la base. Extremadamente bien armado. Almacena cantidades masivas de recursos.
block.core-nucleus.details = La tercera y última iteración. block.core-nucleus.details = La tercera y última iteración.
@@ -1473,7 +1476,7 @@ unit.zenith.description = Dispara ráfagas de misiles a enemigos cercanos.
unit.antumbra.description = Dispara un enjambre de balas a cualquer enemigo cercano. unit.antumbra.description = Dispara un enjambre de balas a cualquer enemigo cercano.
unit.eclipse.description = Dispara dos láseres perforantes y un enjambre de balas de fragmentación. unit.eclipse.description = Dispara dos láseres perforantes y un enjambre de balas de fragmentación.
unit.mono.description = Extrae cobre y plomo, y los deposita en el núcleo. unit.mono.description = Extrae cobre y plomo, y los deposita en el núcleo.
unit.poly.description = Recosntruye automáticamente estructuras dañadas y asiste a otros unidades en la construcción. unit.poly.description = Recosntruye automáticamente estructuras dañadas y asiste a otras unidades en la construcción.
unit.mega.description = Repara automáticamente estructuras dañadas. Puede llevar estructuras y unidades terrestres pequeñas. unit.mega.description = Repara automáticamente estructuras dañadas. Puede llevar estructuras y unidades terrestres pequeñas.
unit.quad.description = Suelta grandes bombas sobre objetivos terrestres, repara estructuras aliadas y daña enemigos. Puede cargar con unidades terrestres de tamaño medio. unit.quad.description = Suelta grandes bombas sobre objetivos terrestres, repara estructuras aliadas y daña enemigos. Puede cargar con unidades terrestres de tamaño medio.
unit.oct.description = Protege aliados con su escudo. Puede cargar con la mayoría de unidades terrestres. unit.oct.description = Protege aliados con su escudo. Puede cargar con la mayoría de unidades terrestres.
@@ -1482,6 +1485,6 @@ unit.minke.description = Dispara proyectiles variados a enemigos terrestres.
unit.bryde.description = Dispara misiles de largo alcance a enemigos. unit.bryde.description = Dispara misiles de largo alcance a enemigos.
unit.sei.description = Dispara un enjambre de misiles y proyectiles perforantes a enemigos. unit.sei.description = Dispara un enjambre de misiles y proyectiles perforantes a enemigos.
unit.omura.description = Dispara rayos contínuos perforantes. Construye unidades Flare. unit.omura.description = Dispara rayos contínuos perforantes. Construye unidades Flare.
unit.alpha.description = Defiende el núcleo Fragmento de los enemigos. Construye estructuras. unit.alpha.description = Defiende el núcleo Shard de los enemigos. Construye estructuras.
unit.beta.description = Defiende el núcleo Foundation de los enemigos. Construye estructuras. unit.beta.description = Defiende el núcleo Foundation de los enemigos. Construye estructuras.
unit.gamma.description = Defiende el núcleo Nucleus de los enemigos. Construye estructuras. unit.gamma.description = Defiende el núcleo Nucleus de los enemigos. Construye estructuras.

View File

@@ -537,21 +537,21 @@ sectors.resources = Sumber Daya:
sectors.production = Produksi: sectors.production = Produksi:
sectors.export = Ekspor: sectors.export = Ekspor:
sectors.time = Waktu: sectors.time = Waktu:
sectors.threat = Threat: sectors.threat = Tingkat:
sectors.wave = Gelombang: sectors.wave = Gelombang:
sectors.stored = Terisi: sectors.stored = Terisi:
sectors.resume = Lanjutkan sectors.resume = Lanjutkan
sectors.launch = Luncurkan sectors.launch = Luncurkan
sectors.select = Pilih sectors.select = Pilih
sectors.nonelaunch = [lightgray]tidak ada sectors.nonelaunch = [lightgray]tidak ada (matahari)
sectors.rename = Ganti Nama Sektor sectors.rename = Ganti Nama Sektor
sectors.enemybase = [scarlet]Markas Musuh sectors.enemybase = [scarlet]Markas Musuh
sectors.vulnerable = [scarlet]Vulnerable sectors.vulnerable = [scarlet]Rawan diserang
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged sectors.underattack = [scarlet]Dalam Serangan! [accent]kerusakan sebesar {0}%
sectors.survives = [accent]Survives {0} waves sectors.survives = [accent]Bertahan sebanyak {0} gelombang
sectors.go = Mulai sectors.go = Mulai
sector.curcapture = Sektor Ditaklukkan sector.curcapture = Sektor Dikuasai
sector.curlost = Sector Lost sector.curlost = Sektor Gagal Bertahan
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
sector.attacked = Sektor [accent]{0}[white] sedang diserang! sector.attacked = Sektor [accent]{0}[white] sedang diserang!
sector.lost = Sektor [accent]{0}[white] telah dihancurkan! sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
@@ -1113,7 +1113,7 @@ block.door-large.name = Pintu Besar
block.duo.name = Duo block.duo.name = Duo
block.scorch.name = Penyembur Api block.scorch.name = Penyembur Api
block.scatter.name = Scatter block.scatter.name = Scatter
block.hail.name = Hail block.hail.name = Meriam
block.lancer.name = Lancer block.lancer.name = Lancer
block.conveyor.name = Pengantar block.conveyor.name = Pengantar
block.titanium-conveyor.name = Pengantar Berbahan Titanium block.titanium-conveyor.name = Pengantar Berbahan Titanium
@@ -1278,7 +1278,11 @@ hint.payloadDrop = Tekan [accent]][] untuk menurunkan muatan.
hint.payloadDrop.mobile = [accent]Tekan dan tahan[] di lokasi yang kosong untuk menurunkan muatan. hint.payloadDrop.mobile = [accent]Tekan dan tahan[] di lokasi yang kosong untuk menurunkan muatan.
hint.waveFire = [accent]Wave[] yang terisi dengan air akan memadamkan air dalam jangkauannya. hint.waveFire = [accent]Wave[] yang terisi dengan air akan memadamkan air dalam jangkauannya.
hint.generator = \uf879 [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energik ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas menggunakan \uf87f [accent]Tiang Listrik[]. hint.generator = \uf879 [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energik ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas menggunakan \uf87f [accent]Tiang Listrik[].
lhint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak berefek pada mereka[].\n\nGunakan turret yang lebih bagus atau gunakan amunisi yang lebih kuat seperti \uf835 [accent]Grafit[] \uf861Duo/\uf859Salvo untuk menghancurkan Penjaga. hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak berefek pada mereka[].\n\nGunakan turret yang lebih bagus atau gunakan amunisi yang lebih kuat seperti \uf835 [accent]Grafit[] \uf861Duo/\uf859Salvo untuk menghancurkan Penjaga.
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan yang lebih besar diatasnya[].\n\nLetakan sebuah inti  [accent]Fondasi[] diatas inti  [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 kamu.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bisa [accent]dikuasai atau diabaikan[].
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang setipe akan [accent]dihancurkan[].
hint.coopCampaign = Ketika bermain [accent]kampanye multiplayer[], barang yang diproduksi di map ini akan diberikan ke [accent]sektor kamu juga[].\n\nSetiap penelitian baru yang dilakukan oleh host juga akan diberikan kepadamu.
item.copper.description = Bahan struktur yang berguna. Digunakan di semua tipe blok. item.copper.description = Bahan struktur yang berguna. Digunakan di semua tipe blok.
item.copper.details = Tembaga. Logam yang sangat melimpah di Serpulo. Lemah secara struktural kecuali jika diperkuat. item.copper.details = Tembaga. Logam yang sangat melimpah di Serpulo. Lemah secara struktural kecuali jika diperkuat.
@@ -1303,10 +1307,11 @@ item.blast-compound.description = Senyawa yang digunakan di bom dan amunisi pele
item.pyratite.description = Digunakan di senjata pembakar dan generator yang membutuhkan bahan mudah terbakar. item.pyratite.description = Digunakan di senjata pembakar dan generator yang membutuhkan bahan mudah terbakar.
liquid.water.description = Umumnya digunakan untuk mendinginkan mesin-mesin dan pendaur ulang. liquid.water.description = Umumnya digunakan untuk mendinginkan mesin-mesin dan pendaur ulang.
liquid.slag.description = Berbagai campuran tipe logam yang meleleh. Dapat dipisahkan menjadi mineral masing-masing, atau disemprokan ke musuh sebagai senjata. liquid.slag.description = Berbagai campuran tipe logam yang meleleh. Dapat dipisahkan menjadi mineral masing-masing, atau disemprotkan ke musuh sebagai senjata.
liquid.oil.description = Digunakan di produksi material lanjutan dan sebagai amunisi yang mudah terbakar. liquid.oil.description = Digunakan di produksi material lanjutan dan sebagai amunisi yang mudah terbakar.
liquid.cryofluid.description = Digunakan sebagai pendingin di reaktor, turret, dan pabrik. liquid.cryofluid.description = Digunakan sebagai pendingin di reaktor, turret, dan pabrik.
block.resupply-point.description = Mengisi ulang amunisi unit terdekat dengan tembaga. Jika tidak bisa berarti unit tersebut membutuhkan baterai.
block.armored-conveyor.description = Memindahkan barang sama cepatnya dengan pengantar titanium, namun memiliki lebih banyak armor. Tidak dapat menerima masukan dari samping dari apapun kecuali dari pengantar. block.armored-conveyor.description = Memindahkan barang sama cepatnya dengan pengantar titanium, namun memiliki lebih banyak armor. Tidak dapat menerima masukan dari samping dari apapun kecuali dari pengantar.
block.illuminator.description = Sebuah lampu kecil untuk menerangi daerah sekitar. Perlu listrik untuk bekerja. block.illuminator.description = Sebuah lampu kecil untuk menerangi daerah sekitar. Perlu listrik untuk bekerja.
block.message.description = Menyimpan pesan. Digunakan untuk komunikasi antar sekutu. block.message.description = Menyimpan pesan. Digunakan untuk komunikasi antar sekutu.
@@ -1450,7 +1455,7 @@ block.memory-cell.description = Menyimpan informasi untuk prosesor.
block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas besar. block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas besar.
block.logic-display.description = Menampilkan grafik sembarang dari prosesor. block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar. block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar.
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik. Mempercepat Inti dengan kecepatan tinggi untuk peluncuran antarplanet. block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
unit.dagger.description = Menembak musuh terdekat dengan amunisi standar. unit.dagger.description = Menembak musuh terdekat dengan amunisi standar.
unit.mace.description = Menyerang musuh terdekat dengan cara membakarnya. unit.mace.description = Menyerang musuh terdekat dengan cara membakarnya.

View File

@@ -1,4 +1,4 @@
credits.text = Creato da [royal]Anuken[] - [sky]anukendev@gmail.com[]\n\nVersione Italiana:[lightgray]\nDeltaRays\nGioIacca9[] credits.text = Creato da [royal]Anuken[] - [sky]anukendev@gmail.com[]\n\nVersione Italiana:[lightgray]\nDeltaRays\nGioIacca9 and Diegator04[]
credits = Crediti credits = Crediti
contributors = Traduttori e Contributori contributors = Traduttori e Contributori
discord = Entra nel server Discord di Mindustry! discord = Entra nel server Discord di Mindustry!
@@ -7,7 +7,7 @@ link.reddit.description = Il subreddit di Mindustry!
link.github.description = Codice sorgente del gioco link.github.description = Codice sorgente del gioco
link.changelog.description = Elenco delle modifiche del gioco link.changelog.description = Elenco delle modifiche del gioco
link.dev-builds.description = Build di sviluppo versioni instabili link.dev-builds.description = Build di sviluppo versioni instabili
link.trello.description = Scheda ufficiale Trello per funzionalità pianificate link.trello.description = Sezione ufficiale Trello per funzionalità pianificate
link.itch.io.description = Pagina di itch.io con download per PC e versione web link.itch.io.description = Pagina di itch.io con download per PC e versione web
link.google-play.description = Elenco di Google Play Store link.google-play.description = Elenco di Google Play Store
link.f-droid.description = Catalogo F-Droid link.f-droid.description = Catalogo F-Droid
@@ -19,10 +19,10 @@ screenshot.invalid = Mappa troppo pesante, probabilmente non c'è abbastanza spa
gameover = Hai Perso. gameover = Hai Perso.
gameover.disconnect = Disconnetti gameover.disconnect = Disconnetti
gameover.pvp = La squadra[accent] {0}[] ha vinto! gameover.pvp = La squadra[accent] {0}[] ha vinto!
gameover.waiting = [accent]Attendendo la prossima mappa... gameover.waiting = [accent]In attesa della prossima mappa...
highscore = [accent]Nuovo record! highscore = [accent]Nuovo record!
copied = Copiato. copied = Copiato.
indev.notready = Questa parte del gioco non è ancora completa indev.notready = Questa parte del gioco non è ancora pronta
indev.campaign = [accent]Congratulazioni! Hai raggiunto la fine della modalità campagna![]\n\nI contenuti per ora si fermano qui. In qualche aggiornamento futuro scoprirai i viaggi interplanetari. indev.campaign = [accent]Congratulazioni! Hai raggiunto la fine della modalità campagna![]\n\nI contenuti per ora si fermano qui. In qualche aggiornamento futuro scoprirai i viaggi interplanetari.
load.sound = Suoni load.sound = Suoni
@@ -57,7 +57,7 @@ schematic.saved = Schematica salvata.
schematic.delete.confirm = Questa schematica sarà cancellata definitivamente. schematic.delete.confirm = Questa schematica sarà cancellata definitivamente.
schematic.rename = Rinomina Schematica schematic.rename = Rinomina Schematica
schematic.info = {0}x{1}, {2} blocchi schematic.info = {0}x{1}, {2} blocchi
schematic.disabled = [scarlet]Schematiche disabilitate[]\nNon puoi usare le schematiche su questa [accent]mappa[] o su questo [accent]server. schematic.disabled = [scarlet]Schematiche disabilitate[]\nNon hai il permesso di usare schematiche in questa [accent]mappa[] o [accent]server.
stats = Statistiche stats = Statistiche
stat.wave = Ondate Sconfitte:[accent] {0} stat.wave = Ondate Sconfitte:[accent] {0}
@@ -69,7 +69,7 @@ stat.delivered = Risorse Lanciate:
stat.playtime = Tempo Di Gioco:[accent] {0} stat.playtime = Tempo Di Gioco:[accent] {0}
stat.rank = Livello Finale: [accent]{0} stat.rank = Livello Finale: [accent]{0}
globalitems = [accent]Item Globali globalitems = [accent]Oggetti Globali
map.delete = Sei sicuro di voler eliminare la mappa '[accent]{0}[]'? map.delete = Sei sicuro di voler eliminare la mappa '[accent]{0}[]'?
level.highscore = Miglior Punteggio: [accent]{0} level.highscore = Miglior Punteggio: [accent]{0}
level.select = Selezione del Livello level.select = Selezione del Livello
@@ -103,7 +103,7 @@ committingchanges = Applicando le Modifiche
done = Fatto done = Fatto
feature.unsupported = Il tuo dispositivo non supporta questa funzione. feature.unsupported = Il tuo dispositivo non supporta questa funzione.
mods.alphainfo = Tieni a mente che queste mod sono in alpha e[scarlet] possono contenere molti bug[]. Segnala tutti i problemi che trovi sulla pagina GitHub di Mindustry. mods.alphainfo = Tieni a mente che queste mod sono in alpha e[scarlet] possono contenere molti bug[]. Segnala eventuali problemi che trovi sulla pagina GitHub o sul server Discord di Mindustry.
mods = Mod mods = Mod
mods.none = [lightgray]Nessuna mod trovata! mods.none = [lightgray]Nessuna mod trovata!
mods.guide = Guida per il modding mods.guide = Guida per il modding
@@ -118,7 +118,7 @@ mod.disable = Disabilita
mod.content = Contenuto: mod.content = Contenuto:
mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso. mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso.
mod.requiresversion = [scarlet]Versione minima richiesta: [accent]{0} mod.requiresversion = [scarlet]Versione minima richiesta: [accent]{0}
mod.outdated = [scarlet]Questa mod non è compatibile con la v6 (versione minima: 105) mod.outdated = [scarlet]Non compatibile con V6 (Versione minima: 105)
mod.missingdependencies = [scarlet]Dipendenze mancanti: {0} mod.missingdependencies = [scarlet]Dipendenze mancanti: {0}
mod.erroredcontent = [scarlet]Errori di Contenuto mod.erroredcontent = [scarlet]Errori di Contenuto
mod.errors = Si sono verificati degli errori durante il caricamento del contenuto. mod.errors = Si sono verificati degli errori durante il caricamento del contenuto.
@@ -130,7 +130,7 @@ mod.reloadrequired = [scarlet]Riavvio necessario
mod.import = Importa Mod mod.import = Importa Mod
mod.import.file = Importa File mod.import.file = Importa File
mod.import.github = Importa Mod da GitHub mod.import.github = Importa Mod da GitHub
mod.jarwarn = [scarlet]Le mod JAR non sono sicure[]\nAssicurati di importare queste mod solo da fonti affidabili! mod.jarwarn = [scarlet]Le mod JAR mod sono intrinsecamente pericolose.[]\nAssicuratevi di star importando questa mod da una fonte affidabile!!
mod.item.remove = Questo item fa parte della mod[accent] '{0}'[]. Per rimuoverlo, disinstalla questa mod. mod.item.remove = Questo item fa parte della mod[accent] '{0}'[]. Per rimuoverlo, disinstalla questa mod.
mod.remove.confirm = Questa mod verrà eliminata. mod.remove.confirm = Questa mod verrà eliminata.
mod.author = [lightgray]Autore:[] {0} mod.author = [lightgray]Autore:[] {0}
@@ -196,9 +196,10 @@ servers.local = Server Locali
servers.remote = Server Remoti servers.remote = Server Remoti
servers.global = Server Community servers.global = Server Community
servers.disclaimer = I server della Community [accent]non[] appartengono o sono controllati dallo sviluppatore.\n\nI servers potrebbero contenere del contenuto generato dall'utente che non è appropriato per tutte le età.
servers.showhidden = Mostra Server Nascosti servers.showhidden = Mostra Server Nascosti
server.shown = Visibili server.shown = Visibile
server.hidden = Nascosti server.hidden = Nascosto
trace = Traccia Giocatore trace = Traccia Giocatore
trace.playername = Nome del Giocatore: [accent]{0} trace.playername = Nome del Giocatore: [accent]{0}
@@ -233,7 +234,7 @@ disconnect.timeout = Connessione scaduta.
disconnect.data = Errore durante il caricamento del mondo! disconnect.data = Errore durante il caricamento del mondo!
cantconnect = Impossibile unirsi alla partita ([accent]{0}[]). cantconnect = Impossibile unirsi alla partita ([accent]{0}[]).
connecting = [accent]Connessione in corso... connecting = [accent]Connessione in corso...
reconnecting = [accent]Riconnettendo... reconnecting = [accent]Riconnessione in corso...
connecting.data = [accent]Caricamento del mondo... connecting.data = [accent]Caricamento del mondo...
server.port = Porta: server.port = Porta:
server.addressinuse = Indirizzo già in uso! server.addressinuse = Indirizzo già in uso!
@@ -279,9 +280,9 @@ cancel = Annulla
openlink = Apri Link openlink = Apri Link
copylink = Copia link copylink = Copia link
back = Indietro back = Indietro
crash.export = Esporta Log di Crash crash.export = Esporta Logs del Crash
crash.none = Nessun log di crash trovato. crash.none = Nessun Log trovato.
crash.exported = Log di crash esportato. crash.exported = Crash logs esportati.
data.export = Esporta Salvataggio data.export = Esporta Salvataggio
data.import = Importa Salvataggio data.import = Importa Salvataggio
data.openfolder = Apri Cartella\nSalvataggi data.openfolder = Apri Cartella\nSalvataggi
@@ -293,12 +294,12 @@ quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può
loading = [accent]Caricamento in Corso... loading = [accent]Caricamento in Corso...
reloading = [accent]Ricaricamento delle mod... reloading = [accent]Ricaricamento delle mod...
saving = [accent]Salvataggio in corso... saving = [accent]Salvataggio in corso...
respawn = [accent][[{0}][] per rigenerarti nel nucleo respawn = [accent][[{0}][] per rinascere nel nucleo
cancelbuilding = [accent][[{0}][] per pulire la selezione cancelbuilding = [accent][[{0}][] per pulire la selezione
selectschematic = [accent][[{0}][] per selezionare+copiare selectschematic = [accent][[{0}][] per selezionare+copiare
pausebuilding = [accent][[{0}][] per smettere di costruire pausebuilding = [accent][[{0}][] per smettere di costruire
resumebuilding = [scarlet][[{0}][] per riprendere a costruire resumebuilding = [scarlet][[{0}][] per riprendere a costruire
showui = Controlli nascosti.\nPremi [accent][[{0}][] per mostrarli. showui = Interfaccia utente nascosta.\nPremere [accent][[{0}][] per mostrarla nuovamente.
wave = [accent]Ondata {0} wave = [accent]Ondata {0}
wave.cap = [accent]Ondata {0}/{1} wave.cap = [accent]Ondata {0}/{1}
wave.waiting = [lightgray]Ondata tra {0} wave.waiting = [lightgray]Ondata tra {0}
@@ -309,8 +310,8 @@ wave.enemies = [lightgray]{0} Nemici Rimasti
wave.enemycores = [accent]{0}[lightgray] Nuclei Nemici wave.enemycores = [accent]{0}[lightgray] Nuclei Nemici
wave.enemycore = [accent]{0}[lightgray] Nucleo Nemico wave.enemycore = [accent]{0}[lightgray] Nucleo Nemico
wave.enemy = [lightgray]{0} Nemico Rimasto wave.enemy = [lightgray]{0} Nemico Rimasto
wave.guardianwarn = Guardiano in arrivo tra [accent]{0}[] ondate. wave.guardianwarn = Il Guardiano arriverà in [accent]{0}[] ondate.
wave.guardianwarn.one = Guardiano in arrivo tra [accent]{0}[] ondata. wave.guardianwarn.one = Il Guardiano arriverà in [accent]{0}[] ondata.
loadimage = Carica immagine loadimage = Carica immagine
saveimage = Salva Immagine saveimage = Salva Immagine
unknown = Sconosciuto unknown = Sconosciuto
@@ -356,7 +357,7 @@ waves.remove = Rimuovi
waves.never = <mai> waves.never = <mai>
waves.every = sempre waves.every = sempre
waves.waves = ondata/e waves.waves = ondata/e
waves.perspawn = per spawn waves.perspawn = per generazione
waves.shields = scudi/ondata waves.shields = scudi/ondata
waves.to = a waves.to = a
waves.guardian = Guardiano waves.guardian = Guardiano
@@ -368,8 +369,8 @@ waves.invalid = Ondate dagli appunti non valide.
waves.copied = Ondate copiate. waves.copied = Ondate copiate.
waves.none = Nessun nemico impostato.\nNota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita. waves.none = Nessun nemico impostato.\nNota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita.
#these are intentionally in lower case #Questi sono intenzionalmente in minuscolo
wavemode.counts = wavemode.counts = conteggi
wavemode.totals = totali wavemode.totals = totali
wavemode.health = salute wavemode.health = salute
@@ -438,8 +439,8 @@ toolmode.drawteams.description = Disegna squadre al posto di blocchi.
filters.empty = [lightgray]Nessun filtro! Aggiungine uno cliccando il tasto sotto. filters.empty = [lightgray]Nessun filtro! Aggiungine uno cliccando il tasto sotto.
filter.distort = Modifica filter.distort = Modifica
filter.noise = Rumore filter.noise = Rumore
filter.enemyspawn = Seleziona Spawn Nemico filter.enemyspawn = Seleziona Punto di Generazione del Nemico
filter.spawnpath = Percorso per lo Spawn filter.spawnpath = Percorso per il Punto di Generazione
filter.corespawn = Seleziona Nucleo filter.corespawn = Seleziona Nucleo
filter.median = Mediana filter.median = Mediana
filter.oremedian = Mediana Minerali filter.oremedian = Mediana Minerali
@@ -464,7 +465,7 @@ filter.option.amount = Quantità
filter.option.block = Blocco filter.option.block = Blocco
filter.option.floor = Terreno filter.option.floor = Terreno
filter.option.flooronto = Terreno Mirato filter.option.flooronto = Terreno Mirato
filter.option.target = Obbiettivo filter.option.target = Obiettivo
filter.option.wall = Muro filter.option.wall = Muro
filter.option.ore = Minerale filter.option.ore = Minerale
filter.option.floor2 = Terreno Secondario filter.option.floor2 = Terreno Secondario
@@ -501,7 +502,7 @@ requirement.produce = Produci {0}
requirement.capture = Cattura {0} requirement.capture = Cattura {0}
launch.text = Lancia launch.text = Lancia
research.multiplayer = Solo l'host può scoprire gli oggetti. research.multiplayer = Solo l'host può scoprire gli oggetti.
map.multiplayer = Only the host can view sectors. map.multiplayer = Solo l'host può vedere i settori.
uncover = Scopri uncover = Scopri
configure = Configura Equipaggiamento configure = Configura Equipaggiamento
@@ -511,14 +512,14 @@ bannedblocks = Blocchi Banditi
addall = Aggiungi Tutti addall = Aggiungi Tutti
launch.from = Partenza da: [accent]{0} launch.from = Partenza da: [accent]{0}
launch.destination = Destinazione: {0} launch.destination = Destinazione: {0}
configure.invalid = Il valore dev'essere un numero compresto tra 0 e {0}. configure.invalid = Il valore deve essere un numero compresto tra 0 e {0}.
add = Aggiungi add = Aggiungi...
boss.health = Vita del Guardiano boss.health = Vita del Guardiano
connectfail = [scarlet]Impossibile connettersi al server:\n\n[accent] {0} connectfail = [scarlet]Impossibile connettersi al server:\n\n[accent] {0}
error.unreachable = Server irraggiungibile. L'indirizzo è scritto correttamente? error.unreachable = Server irraggiungibile. L'indirizzo è scritto correttamente?
error.invalidaddress = Indirizzo non valido. error.invalidaddress = Indirizzo non valido.
error.timedout = Timeout!\nAssicurati che l'host abbia il port forwarding impostato e che l'indirizzo sia corretto! 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 possiediate l'ultima versione di Mindustry!
error.alreadyconnected = Già connesso. error.alreadyconnected = Già connesso.
error.mapnotfound = Mappa non trovata! error.mapnotfound = Mappa non trovata!
@@ -528,18 +529,18 @@ error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non
weather.rain.name = Pioggia weather.rain.name = Pioggia
weather.snow.name = Neve weather.snow.name = Neve
weather.sandstorm.name = Tempesta di sabbia weather.sandstorm.name = Tempesta di Sabbia
weather.sporestorm.name = Tempesta di spore weather.sporestorm.name = Tempesta di Spore
weather.fog.name = Nebbia weather.fog.name = Nebbia
sectors.unexplored = [lightgray]Inesplorato sectors.unexplored = [lightgray]Inesplorato
sectors.resources = Risorse: sectors.resources = Risorse:
sectors.production = Produzione: sectors.production = Produzione:
sectors.export = Esportazione: sectors.export = Merce:
sectors.time = Tempo di Gioco: sectors.time = Tempo:
sectors.threat = Minaccia: sectors.threat = Minaccia:
sectors.wave = Ondata: sectors.wave = Ondata:
sectors.stored = Immagazzinate: sectors.stored = Immagazzinato:
sectors.resume = Riprendi sectors.resume = Riprendi
sectors.launch = Lancia sectors.launch = Lancia
sectors.select = Seleziona sectors.select = Seleziona
@@ -548,21 +549,21 @@ sectors.rename = Rinomina Settore
sectors.enemybase = [scarlet]Base Nemica sectors.enemybase = [scarlet]Base Nemica
sectors.vulnerable = [scarlet]Vulnerabile sectors.vulnerable = [scarlet]Vulnerabile
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
sectors.survives = [accent]Sopravissuto a {0} ondate sectors.survives = [accent]Sopravvissuto a {0} ondate
sectors.go = Lancia sectors.go = Lancia
sector.curcapture = Settore Catturato sector.curcapture = Settore Catturato
sector.curlost = Settore Perso sector.curlost = Settore Perso
sector.missingresources = [scarlet]Risorse del Nucleo insufficienti sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
sector.attacked = Settore [accent]{0}[white] sotto attacco! sector.attacked = Settore [accent]{0}[white] sotto attacco!
sector.lost = Settore [accent]{0}[white] perso! sector.lost = Settore [accent]{0}[white] perso!
#note: the missing space in the line below is intentional #nota: lo spazio mancante nella linea sotto è intenzionale
sector.captured = Settore [accent]{0}[white]catturato! sector.captured = Settore [accent]{0}[white]catturato!
threat.low = Bassa threat.low = Bassa
threat.medium = Media threat.medium = Media
threat.high = Alta threat.high = Alta
threat.extreme = Estrema threat.extreme = Estrema
threat.eradication = Catrastofica threat.eradication = Eradicazione
planets = Pianeti planets = Pianeti
@@ -574,34 +575,34 @@ sector.groundZero.name = Terreno Zero
sector.craters.name = Crateri sector.craters.name = Crateri
sector.frozenForest.name = Foresta Ghiacciata sector.frozenForest.name = Foresta Ghiacciata
sector.ruinousShores.name = Rive in Rovina sector.ruinousShores.name = Rive in Rovina
sector.stainedMountains.name = Montagne Colorate sector.stainedMountains.name = Montagne Macchiate
sector.desolateRift.name = Canyon Desolato sector.desolateRift.name = Spaccatura Desolata
sector.nuclearComplex.name = Complesso Nucleare sector.nuclearComplex.name = Complesso di Produzione Nucleare
sector.overgrowth.name = Supercrescita sector.overgrowth.name = Profilassi
sector.tarFields.name = Distese di Catrame sector.tarFields.name = Distese di Catrame
sector.saltFlats.name = Saline sector.saltFlats.name = Saline
sector.fungalPass.name = Passaggio Fungino sector.fungalPass.name = Passo Fungino
sector.biomassFacility.name = Centrale a Biomasse sector.biomassFacility.name = Struttura di Sintesi di Biomassa
sector.windsweptIslands.name = Isole Ventilate sector.windsweptIslands.name = Isole Ventose
sector.extractionOutpost.name = Avamposto di Estrazione sector.extractionOutpost.name = Avamposto di Estrazione Mineraria
sector.planetaryTerminal.name = Base di Lancio Planetario sector.planetaryTerminal.name = Terminale di Lancio Planetario
sector.groundZero.description = Il posto perfetto per ricominciare. Minaccia nemica bassa. Poche risorse.\nRaccogli più rame e più piombo che puoi.\nContinua. sector.groundZero.description = La posizione ottimale per ricominciare. Bassa minaccia nemica. Poche risorse.\nRaccogli quanto più piombo e rame possibile.\nParti.
sector.frozenForest.description = Qnche qui, vicino alle montagne, le spore si sono diffuse. Le gelide temperature non possono trattenerle per eterno.\n\nEntra nel mondo dell'energia. Costruisci i generatori a combustibile. Impara ad usare i riparatori. 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.
sector.saltFlats.description = Ai confini del deserto si trovano le Saline. Poche risorse sono presenti su questi suoli.\n\nI nemici hanno eretto un complesso di immagazzinamento delle risorse qui. Distruggi il loro nucleo. Non lasciare niente in piedi. sector.saltFlats.description = Alla periferia nel deserto si trovano le saline. Si possono ricavare poche risorse in questa posizione.\n\nIl nemico ha costruito un complesso di immagazzinamento delle risorse qui. Elimina il loro nucleo. Non lasciare niente in piedi.
sector.craters.description = L'acqua si è accumulata nel cratere, reliquia delle antiche guerre. Riconquista quest'area. Raccogli la sabbia. Fondi il vetro metallico. Pompa l'acqua per raffreddare trivelle e torrette. sector.craters.description = L'acqua si è accumulata in questo cratere, reliquia delle antiche guerre. Bonifica l'area. Raccogli la sabbia. Fondi il vetro metallico. Pompa acqua per raffreddare torrette e trivelle.
sector.ruinousShores.description = Oltre le distese c'è il litorale. Una volta questo posto ospitava una distesa di difese costiere. Non è rimasto molto. Solo le più semplici strutture difensive sono rimaste illese, tutto il resto è stato ridotto in rottami.\nContinua l'espansione verso l'esterno. Riscopri la tecnologia. sector.ruinousShores.description = Oltre le distese, c'è il litorale. Una volta, questa posizione ospitava uno schieramento difensivo sulla costa. Non ne rimane molto. Solo le strutture di difesa più elementari sono rimaste intatte, tutto il resto è stato ridotto a rottami.\nContinua l'espansione verso l'esterno. Riscopri la tecnologia.
sector.stainedMountains.description = Nell'entroterra si trovano le montagne non ancora contaminate dalle spore.\nEstrai l'abbondante titanio di quest'area. Impara ad usarlo.\n\nLa presenza nemica è maggiore qui. Non dare tempo al nemico di mandare le sue unità più forti. sector.stainedMountains.description = Oltre l'entroterra ci sono le montagne, ma non contaminato da spore.\nEstrai l'abbondante titanio in questa zona. Impara come usarlo.\n\nQui la presenza nemica è maggiore. Non dare loro il tempo di inviare le loro unità più forti.
sector.overgrowth.description = Quest'area, più vicina alle spore, è invasa dalla vegetazione.\nIl nemico ha costruito un avanposto qui. Fabbrica l'unità Mace. Distruggilo. sector.overgrowth.description = Questa zona è ricoperta di vegetazione, più vicina alla fonte delle spore.\nIl nemico ha stabilito un avamposto qui. Costruisci le unità Titano. Distruggilo. Recupera ciò che è stato perso.
sector.tarFields.description = Ai confini di una zona petrolifera, tra le montagne e il deserto. Una delle poche aree con riserve di catrame utilizzabili.\nAnche se abbandonata, quest'area ha alcuni nemici pericolosi nelle vicinanze. Non sottovalutarli.\n\n[lightgray]Scopri la tecnologia per raffinare il petrolio, se riesci. sector.tarFields.description = La periferia di una zona adibita di produzione di petrolio, tra le montagne e il deserto. Una delle poche aree con riserve di catrame utilizzabili.\nAnche se abbandonata, quest'area ha alcune pericolose forze nemiche nelle vicinanze. Non sottovalutarli.\n\n[lightgray]Scopri tecnologie di raffinazione del petrolio, se possibile.
sector.desolateRift.description = Una zona pericolosissima. Risorse abbondanti ma poco spazio. Alto è il riscio di distruzione. Lascia questa zona il prima possibile. Non lasciarti ingannare dalla lunga pausa tra le ondate nemiche. sector.desolateRift.description = Una zona estremamente pericolosa. Risorse abbondanti, ma poco spazio. Alto rischio di distruzione. Parti il prima possibile. Non lasciarti ingannare dalla lunga distanza tra gli attacchi nemici.
sector.nuclearComplex.description = Un ex impianto per la produzione e la lavorazione del torio, ridotto a rudere.\n[lightgray]Scopri il torio e usalo in tutti i modi possibili.\n\nI nemici sono molto presenti in quest'area e costantemente alla ricerca di aggressori. sector.nuclearComplex.description = Una vecchia struttura per la produzione e la lavorazione del torio, ridotta in rovina.\n[lightgray] Fai scoperte sul torio e sui suoi usi.\n\nIl nemico è presente in gran numero, costantemente alla ricerca di attaccanti.
sector.fungalPass.description = Un'area di transizione tra le montagne alte e quelle più basse invasa dalle spore. È presente una piccola base di ricognizione nemica.\nDistruggila.\nUsa il Dagger e il Crawler. Radi al suolo i due nuclei. sector.fungalPass.description = Una zona di transizione tra le alte montagne e le terre inferiori, piene di spore. Una piccola base di ricognizione nemica si trova qui.\nDistruggila.\nUsa le unità come Pugnalatori e Strisciatori. Togli i due nuclei.
sector.biomassFacility.description = L'origine delle spore. Questa è la centrale dove sono state scoperte e prodotte inizialmente.\nScopri le tecnologie utilizzate in essa. Coltivale per produrre plastiche e carburanti.\n\n[lightgray]Prima di essere dismessa, le spore furono rilasciate. Niente nell'ecosistema locale è riuscito a sopravvivere ad un organismo così invasivo. sector.biomassFacility.description = L'origine delle spore. Questa è la struttura nella quale loro sono state studiate ed inizialmente prodotte.\nScopri la tecnologia contenuta all'interno. Coltiva spore per la produzione di carburante e plastica.\n\n[lightgray]Da fallimento di questa struttura, le spore sono state rilasciate. Nulla nell'ecosistema locale potrebbe competere con un orgamismo talmente invasivo.
sector.windsweptIslands.description = Oltre la costa si trova questo arcipelago. Fonti affermano che in questi luoghi, un tempo, si producesse [accent]Plastanio[] in apposite fabbriche.\n\nRespingi le unità navali nemiche. Costruisci una base sulle isole. Scopri queste fabbriche. sector.windsweptIslands.description = Oltre la fascia costiera si trova questo remoto arcipelago. Le registrazioni mostrano che una volta avevano [accent]Plastanio[]-producendo strutture.\n\nRespingi le unità navali nemiche. Stabilisci una base nelle isole. Scopri queste fabbriche.
sector.extractionOutpost.description = Un avamposto remoto, costruito dai nemici per lanciare le risorse su altri settori.\n\nI trasporti intersettoriali sono una tecnologia essenziale per le missioni future. Distruggi la base. Scopri i loro Ascensori Spaziali. sector.extractionOutpost.description = Un avamposto remoto, costruito dai nemici con l'obiettivo di lanciare risorse in altri settori.\n\nLa tecnologia di trasposto a settori-incrociati è essenziale per un ulteriore conquista. Distruggi la base. scopri la loro Rampa di Lancio.
sector.impact0078.description = Qui giaciono i resti della prima nave spaziale mai entrata in questo sistema.\n\nRecupera tutto ciò che puoi dai rottami. Scopri qualsiasi tecnologia conservatasi nel tempo. sector.impact0078.description = Qui giaciono i resti della nave da trasporto interstellare che fu la prima ad entrare in questo sistema.\n\nRecupera per quanto possibile dal relitto. Scopri qualsiasi tecnologia intatta.
sector.planetaryTerminal.description = L'obbiettivo finale.\n\nQuesta base costiera contiene una struttura in grado di lanciare i Nuclei su altri pianeti. È estremamente protetta.\n\nFabbrica le unità navali. Sconfiggi i nemici il più velocemente possibile. Scopri la struttura per il lancio. 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.
settings.language = Lingua settings.language = Lingua
settings.data = Dati di Gioco settings.data = Dati di Gioco
@@ -633,17 +634,17 @@ unit.nobuild = [scarlet]L'unità non può costruire
lastaccessed = [lightgray]Ultimo Accesso: {0} lastaccessed = [lightgray]Ultimo Accesso: {0}
block.unknown = [lightgray]??? block.unknown = [lightgray]???
stat.description = Descrizione stat.description = Obiettivo
stat.input = Ingresso stat.input = Ingresso
stat.output = Uscita stat.output = Uscita
stat.booster = Potenziamenti stat.booster = Potenziamenti
stat.tiles = Terreni Richiesti: stat.tiles = Blocchi Richiesti
stat.affinities = Affinità stat.affinities = Affinità
stat.powercapacity = Capacità Energetica stat.powercapacity = Capacità Energetica
stat.powershot = Energia/Colpo stat.powershot = Energia/Colpo
stat.damage = Danno stat.damage = Danno
stat.targetsair = Nemici Aerei stat.targetsair = Attacca Nemici Aerei
stat.targetsground = Nemici Terreni stat.targetsground = Attacca Nemici Terreni
stat.itemsmoved = Velocità stat.itemsmoved = Velocità
stat.launchtime = Tempo tra Lanci stat.launchtime = Tempo tra Lanci
stat.shootrange = Raggio stat.shootrange = Raggio
@@ -655,10 +656,10 @@ stat.linkrange = Raggio di Collegamento
stat.instructions = Istruzioni stat.instructions = Istruzioni
stat.powerconnections = Connessioni Massime stat.powerconnections = Connessioni Massime
stat.poweruse = Consumo Energetico stat.poweruse = Consumo Energetico
stat.powerdamage = Consumo Energetico/Danno stat.powerdamage = Energia/Danno
stat.itemcapacity = Capacità Oggetti stat.itemcapacity = Capacità Oggetti
stat.memorycapacity = Memoria stat.memorycapacity = Capacità di Memoria
stat.basepowergeneration = Energia Generata stat.basepowergeneration = Generazione Minina di Energia
stat.productiontime = Tempo di Produzione stat.productiontime = Tempo di Produzione
stat.repairtime = Tempo di Riparazione Completa stat.repairtime = Tempo di Riparazione Completa
stat.weapons = Armi stat.weapons = Armi
@@ -673,37 +674,37 @@ stat.health = Salute
stat.buildtime = Tempo di Costruzione stat.buildtime = Tempo di Costruzione
stat.maxconsecutive = Limite Consecutive stat.maxconsecutive = Limite Consecutive
stat.buildcost = Costo di Costruzione stat.buildcost = Costo di Costruzione
stat.inaccuracy = Precisione stat.inaccuracy = Inaccuratezza
stat.shots = Colpi stat.shots = Colpi
stat.reload = Colpi/Secondo stat.reload = Cadenza
stat.ammo = Munizioni stat.ammo = Munizioni
stat.shieldhealth = Salute Scudo stat.shieldhealth = Integrità Scudo
stat.cooldowntime = Tempo di Recupero stat.cooldowntime = Tempo Raffreddamento
stat.explosiveness = Esplosività stat.explosiveness = Esplosività
stat.basedeflectchance = Probabilità di Deviazione stat.basedeflectchance = Probabilità di Deviazione
stat.lightningchance = Probabilità dei Fulmini stat.lightningchance = Probabilità di Fulmine
stat.lightningdamage = Danno Fulmini stat.lightningdamage = Danno Fulmine
stat.flammability = Infiammabilità stat.flammability = Infiammabilità
stat.radioactivity = Radioattività stat.radioactivity = Radioattività
stat.heatcapacity = Capacità Termica stat.heatcapacity = Capacità Termica
stat.viscosity = Viscosità stat.viscosity = Viscosità
stat.temperature = Temperatura stat.temperature = Temperatura
stat.speed = Velocità stat.speed = Velocità
stat.buildspeed = Velcità di Costruzione stat.buildspeed = Velocità Costruzione
stat.minespeed = Velocità di Scavaggio stat.minespeed = Velocità Estrazione
stat.minetier = Livello Trivella stat.minetier = Livello Estrazione
stat.payloadcapacity = Capacità di Carico stat.payloadcapacity = Capacità di Carico
stat.commandlimit = Limite di Comando stat.commandlimit = Limite di Comando
stat.abilities = Abilità stat.abilities = Abilità
stat.canboost = Può Potenziarsi stat.canboost = Capace di Potenziamento
stat.flying = Volo stat.flying = Volo
ability.forcefield = Campo di Forza ability.forcefield = Campo di Forza
ability.repairfield = Ripara Campo ability.repairfield = Campo Riparativo
ability.statusfield = Campo di Stato ability.statusfield = Campo di Stato
ability.unitspawn = {0} Fabbrica ability.unitspawn = {0} Fabbrica
ability.shieldregenfield = Campo di Rigenerazione Scudo ability.shieldregenfield = Campo di Rigenerazione Scudo
ability.movelightning = Fulmini nel Movimento ability.movelightning = Movimento Fulminante
bar.drilltierreq = Miglior Trivella Richiesta bar.drilltierreq = Miglior Trivella Richiesta
bar.noresources = Risorse Mancanti bar.noresources = Risorse Mancanti
@@ -732,7 +733,7 @@ units.processorcontrol = [lightgray]Controllato dal Processore
bullet.damage = [stat]{0}[lightgray] danno bullet.damage = [stat]{0}[lightgray] danno
bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi
bullet.incendiary = [stat]incendiario bullet.incendiary = [stat]incendiario
bullet.sapping = [stat]indebolente bullet.sapping = [stat]debilitante
bullet.homing = [stat]autoguidato bullet.homing = [stat]autoguidato
bullet.shock = [stat]stordente bullet.shock = [stat]stordente
bullet.frag = [stat]a frammentazione bullet.frag = [stat]a frammentazione
@@ -780,7 +781,7 @@ setting.hints.name = Suggerimenti
setting.flow.name = Visualizza Portata Nastri/Condotti setting.flow.name = Visualizza Portata Nastri/Condotti
setting.backgroundpause.name = Metti in pausa quando in background setting.backgroundpause.name = Metti in pausa quando in background
setting.buildautopause.name = Pausa Automatica nella Costruzione setting.buildautopause.name = Pausa Automatica nella Costruzione
setting.animatedwater.name = Superfici Animate setting.animatedwater.name = Fluidi Animati
setting.animatedshields.name = Scudi Animati setting.animatedshields.name = Scudi Animati
setting.antialias.name = Antialias[lightgray] (richiede riavvio)[] setting.antialias.name = Antialias[lightgray] (richiede riavvio)[]
setting.playerindicators.name = Indicatori Giocatori setting.playerindicators.name = Indicatori Giocatori
@@ -811,11 +812,11 @@ setting.milliseconds = {0} millisecondi
setting.fullscreen.name = Schermo Intero setting.fullscreen.name = Schermo Intero
setting.borderlesswindow.name = Finestra Senza Bordi[lightgray] (potrebbe richiedere il riavvio) setting.borderlesswindow.name = Finestra Senza Bordi[lightgray] (potrebbe richiedere il riavvio)
setting.fps.name = Mostra FPS e Ping setting.fps.name = Mostra FPS e Ping
setting.smoothcamera.name = Inquadratura Fluida setting.smoothcamera.name = Visuale fluida
setting.vsync.name = VSync setting.vsync.name = VSync
setting.pixelate.name = Effetto Pixel[lightgray] (disabilita le animazioni) setting.pixelate.name = Pixellato
setting.minimap.name = Mostra Minimappa setting.minimap.name = Mostra Minimappa
setting.coreitems.name = Visualizza Oggetti nel Nucleo setting.coreitems.name = Mostra Oggetti Nucleo (WIP)
setting.position.name = Mostra Posizione Giocatori setting.position.name = Mostra Posizione Giocatori
setting.musicvol.name = Volume Musica setting.musicvol.name = Volume Musica
setting.atmosphere.name = Mostra Atmosfera Pianeta setting.atmosphere.name = Mostra Atmosfera Pianeta
@@ -847,7 +848,7 @@ command.rally = Guardia
command.retreat = Ritirata command.retreat = Ritirata
command.idle = Inattivo command.idle = Inattivo
placement.blockselectkeys = \n[lightgray]Tasto: [{0}, placement.blockselectkeys = \n[lightgray]Tasto: [{0},
keybind.respawn.name = Rigenerati keybind.respawn.name = Rinasci
keybind.control.name = Controlla Unità keybind.control.name = Controlla Unità
keybind.clear_building.name = Pulisci Costruzione keybind.clear_building.name = Pulisci Costruzione
keybind.press = Premi un tasto... keybind.press = Premi un tasto...
@@ -915,9 +916,9 @@ mode.sandbox.name = Creativa
mode.sandbox.description = Risorse infinite e nessun timer per le ondate. mode.sandbox.description = Risorse infinite e nessun timer per le ondate.
mode.editor.name = Editor mode.editor.name = Editor
mode.pvp.name = PvP mode.pvp.name = PvP
mode.pvp.description = Lotta contro altri giocatori. mode.pvp.description = Combatti contro altri giocatori in locale.\n[gray]Per giocare la mappa sono necessari almeno due nuclei di colore diverso.
mode.attack.name = Schermaglia mode.attack.name = Schermaglia
mode.attack.description = Distruggi la base nemica. \n[gray]Richiede un Nucleo rosso nella mappa per essere giocata. mode.attack.description = Distruggi la base nemica. \n[gray]Richiede un nucleo rosso nella mappa per essere giocata.
mode.custom = Regole Personalizzate mode.custom = Regole Personalizzate
rules.infiniteresources = Risorse Infinite rules.infiniteresources = Risorse Infinite
@@ -926,9 +927,9 @@ rules.schematic = Schematiche Consentite
rules.wavetimer = Timer Ondate rules.wavetimer = Timer Ondate
rules.waves = Ondate rules.waves = Ondate
rules.attack = Modalità Attacco rules.attack = Modalità Attacco
rules.buildai = AI Costruzioni rules.buildai = Costruzioni dell'AI
rules.enemyCheat = Risorse AI Infinite rules.enemyCheat = Risorse AI (Team Rosso) Infinite
rules.blockhealthmultiplier = Moltiplicatore Danno Blocco rules.blockhealthmultiplier = Moltiplicatore Salute Blocco
rules.blockdamagemultiplier = Moltiplicatore Danno Blocco rules.blockdamagemultiplier = Moltiplicatore Danno Blocco
rules.unitbuildspeedmultiplier = Moltiplicatore Velocità Costruzione Unità rules.unitbuildspeedmultiplier = Moltiplicatore Velocità Costruzione Unità
rules.unithealthmultiplier = Moltiplicatore Vita Unità rules.unithealthmultiplier = Moltiplicatore Vita Unità
@@ -983,41 +984,41 @@ liquid.slag.name = Scoria
liquid.oil.name = Petrolio liquid.oil.name = Petrolio
liquid.cryofluid.name = Criofluido liquid.cryofluid.name = Criofluido
unit.dagger.name = Dagger unit.dagger.name = Pugnalatore
unit.mace.name = Mace unit.mace.name = Randellatore
unit.fortress.name = Fortress unit.fortress.name = Fortezza
unit.nova.name = Nova unit.nova.name = Scintilla
unit.pulsar.name = Pulsar unit.pulsar.name = Folgore
unit.quasar.name = Quasar unit.quasar.name = Lampo
unit.crawler.name = Crawler unit.crawler.name = Strisciatore
unit.atrax.name = Atrax unit.atrax.name = Atrax
unit.spiroct.name = Spiroct unit.spiroct.name = Aracnideto
unit.arkyid.name = Arkyid unit.arkyid.name = Treppiede
unit.toxopid.name = Toxopid unit.toxopid.name = Cataclisma
unit.flare.name = Flare unit.flare.name = Sentinella
unit.horizon.name = Horizon unit.horizon.name = Orizzonte
unit.zenith.name = Zenith unit.zenith.name = Apice
unit.antumbra.name = Antumbra unit.antumbra.name = Penombra
unit.eclipse.name = Eclipse unit.eclipse.name = Eclisse
unit.mono.name = Mono unit.mono.name = Minatore
unit.poly.name = Poly unit.poly.name = Costruttore
unit.mega.name = Mega unit.mega.name = Riparatore
unit.quad.name = Quad unit.quad.name = Bombardiere
unit.oct.name = Oct unit.oct.name = Curatore
unit.risso.name = Risso unit.risso.name = Corvetta
unit.minke.name = Minke unit.minke.name = Cacciatorpediniere
unit.bryde.name = Bryde unit.bryde.name = Incrociatore
unit.sei.name = Sei unit.sei.name = Nave da Guerra
unit.omura.name = Omura unit.omura.name = Portaerei
unit.alpha.name = Alpha unit.alpha.name = Alpha
unit.beta.name = Beta unit.beta.name = Beta
unit.gamma.name = Gamma unit.gamma.name = Gamma
unit.scepter.name = Scepter unit.scepter.name = Infiltratore
unit.reign.name = Reign unit.reign.name = Conquistatore
unit.vela.name = Vela unit.vela.name = Radiante
unit.corvus.name = Corvus unit.corvus.name = Disgregatore
block.resupply-point.name = Rifornitore block.resupply-point.name = Punto di Rifornimento
block.parallax.name = Parallasse block.parallax.name = Parallasse
block.cliff.name = Scogliera block.cliff.name = Scogliera
block.sand-boulder.name = Masso di Sabbia block.sand-boulder.name = Masso di Sabbia
@@ -1029,11 +1030,11 @@ block.salt.name = Sale
block.salt-wall.name = Muro di Sale block.salt-wall.name = Muro di Sale
block.pebbles.name = Ciottoli block.pebbles.name = Ciottoli
block.tendrils.name = Viticci block.tendrils.name = Viticci
block.sand-wall.name = Muro Di Sabbia block.sand-wall.name = Muro di Sabbia
block.spore-pine.name = Pino di Spore block.spore-pine.name = Pino di Spore
block.spore-wall.name = Muro di Spore block.spore-wall.name = Muro di Spore
block.boulder.name = Masso block.boulder.name = Masso
block.snow-boulder.name = Masso Innevato block.snow-boulder.name = Masso di Neve
block.snow-pine.name = Pino Innevato block.snow-pine.name = Pino Innevato
block.shale.name = Scisto block.shale.name = Scisto
block.shale-boulder.name = Masso di Scisto block.shale-boulder.name = Masso di Scisto
@@ -1050,7 +1051,7 @@ block.kiln.name = Forno
block.graphite-press.name = Pressa per Grafite block.graphite-press.name = Pressa per Grafite
block.multi-press.name = Multi Pressa block.multi-press.name = Multi Pressa
block.constructing = {0}\n[lightgray](In Costruzione) block.constructing = {0}\n[lightgray](In Costruzione)
block.spawn.name = Spawn Nemico block.spawn.name = Punto di Generazione Nemico
block.core-shard.name = Nucleo: Frammento block.core-shard.name = Nucleo: Frammento
block.core-foundation.name = Nucleo: Fondamento block.core-foundation.name = Nucleo: Fondamento
block.core-nucleus.name = Nucleo: Kernel block.core-nucleus.name = Nucleo: Kernel
@@ -1075,7 +1076,7 @@ block.ice-snow.name = Neve Ghiacciata
block.stone-wall.name = Muro di Pietra block.stone-wall.name = Muro di Pietra
block.ice-wall.name = Muro di Ghiaccio block.ice-wall.name = Muro di Ghiaccio
block.snow-wall.name = Muro di Neve block.snow-wall.name = Muro di Neve
block.dune-wall.name = Duna block.dune-wall.name = Muro di Duna
block.pine.name = Pino block.pine.name = Pino
block.dirt.name = Terra block.dirt.name = Terra
block.dirt-wall.name = Muro di Terra block.dirt-wall.name = Muro di Terra
@@ -1203,36 +1204,36 @@ block.arc.name = Arco Elettrico
block.rtg-generator.name = Generatore RTG block.rtg-generator.name = Generatore RTG
block.spectre.name = Spettro block.spectre.name = Spettro
block.meltdown.name = Fusione block.meltdown.name = Fusione
block.foreshadow.name = Ombratore block.foreshadow.name = Tenebra
block.container.name = Contenitore block.container.name = Contenitore
block.launch-pad.name = Ascensore Spaziale block.launch-pad.name = Ascensore Spaziale
block.launch-pad-large.name = Ascensore Spaziale Avanzato block.launch-pad-large.name = Ascensore Spaziale Avanzato
block.segment.name = Frazionatore block.segment.name = Segmentatore
block.command-center.name = Centro di Controllo block.command-center.name = Centro di Controllo
block.ground-factory.name = Fabbrica Terrena block.ground-factory.name = Fabbrica Terrestre
block.air-factory.name = Fabbrica Aerea block.air-factory.name = Fabbrica Aerea
block.naval-factory.name = Fabbrica Navale block.naval-factory.name = Fabbrica Navale
block.additive-reconstructor.name = Ricostruttore Additivo block.additive-reconstructor.name = Ricostruttore Adattivo
block.multiplicative-reconstructor.name = Ricostruttore Moltiplicativo block.multiplicative-reconstructor.name = Ricostruttore Moltiplicativo
block.exponential-reconstructor.name = Ricostruttore Esponenziale block.exponential-reconstructor.name = Ricostruttore Esponenziale
block.tetrative-reconstructor.name = Ricostruttore Tetrativo block.tetrative-reconstructor.name = Ricostruttore Tetrattivo
block.payload-conveyor.name = Trasportatore di Massa block.payload-conveyor.name = Trasportatore di Massa
block.payload-router.name = Distributore di Carico block.payload-router.name = Distributore di Carico
block.disassembler.name = Disassemblatore block.disassembler.name = Disassemblatore
block.silicon-crucible.name = Fornace di Silicio block.silicon-crucible.name = Crogiolo per Silicio
block.overdrive-dome.name = Overdrive Dome block.overdrive-dome.name = Cupola di Overdrive
#experimental, may be removed #sperimentale, potrebbero esseri rimossi
block.block-forge.name = Forgia per Blocchi block.block-forge.name = Forgia per Blocco
block.block-loader.name = Caricatore per Blocchi block.block-loader.name = Caricatore Blocchi
block.block-unloader.name = Scaricatore per Blocchi block.block-unloader.name = Scaricatore Blocchi
block.interplanetary-accelerator.name = Acceleratore Interplanetare block.interplanetary-accelerator.name = Acceleratore Interplanetario
block.switch.name = Interruttore block.switch.name = Interruttore
block.micro-processor.name = Micro Processore block.micro-processor.name = Micro Processore
block.logic-processor.name = Processore Logico block.logic-processor.name = Processore Logico
block.hyper-processor.name = Super Processore block.hyper-processor.name = Iper Processore
block.logic-display.name = Display Logico block.logic-display.name = Display Logico
block.large-logic-display.name = Display Logico Grande block.large-logic-display.name = Grande Display Logico
block.memory-cell.name = Cella di Memoria block.memory-cell.name = Cella di Memoria
block.memory-bank.name = Banca di Memoria block.memory-bank.name = Banca di Memoria
@@ -1246,44 +1247,46 @@ team.purple.name = viola
hint.skip = Salta hint.skip = Salta
hint.desktopMove = Usa [accent][[WASD][] per muoverti. hint.desktopMove = Usa [accent][[WASD][] per muoverti.
hint.zoom = [accent]Scorri[] per ingrandire/rimpicciolire. hint.zoom = [accent]Scorri[] per aumentare o ridurre la visuale.
hint.mine = Spostati vicino al \uf8c4 rame e [accent]cliccaci[] sopra per scavarlo manualmente. hint.mine = Muoviti vicino il \uf8c4 minerale di rame e[accent]toccalo[] per minare manualmente.
hint.desktopShoot = [accent][[Tasto sinistro][] per sparare. hint.desktopShoot = [accent][[Click-sinistro][] per sparare.
hint.depositItems = Per scaricare degli oggetti, trascinali dalla tua navicella al nucleo. hint.depositItems = Per trasferire oggetti, trascinadalla tua nave al nucleo.
hint.respawn = Per rigenerarti come navicella, premi [accent][[V][]. hint.respawn = Per rinascere come nave, premi [accent][[V][].
hint.respawn.mobile = Sei passato al controllo di un'unità/struttura. Per rigenerarti come navicella, [accent]premi l'avatar in alto a sinistra[]. 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][[Spazio][] per mettere in pausa o riprendere la partita. hint.desktopPause = Premi[accent][[Space][] per mettere in pausa o riprendere il gioco.
hint.placeDrill = Accedi alla sezione \ue85e [accent]Trivelle[] dal menu in basso a destra, seleziona la \uf870 [accent]Trivella[] e clicca sulla vena di rame per costruirla. hint.placeDrill = Seleziona la sezione delle \ue85e [accent]Trivelle[] nel menu in fondo a destra, dopo seleziona una \uf870 [accent]Trivella[] e cliccala su una risorsa di rame per piazzarla.
hint.placeDrill.mobile = Accedi alla sezione \ue85e [accent]Trivelle[] dal menu in basso a destra, seleziona la \uf870 [accent]Trivella[] e fai un tap sulla vena di rame per costruirla.\n\nPremi \ue800 in basso a destra per confermare. hint.placeDrill.mobile = Seleziona la sezione \ue85e [accent]Trivelle[] nel menu in fondo a destra, dopo seleziona una \uf870 [accent]Drill[] e cliccalo su una risorsa di rame per piazzarlo.\n\nPremi il \ue800 [accent]checkmark[] in fonod a destra per confermare.
hint.placeConveyor = I nastri trasportatori muovono gli oggetti dalle trivelle ad altri blocchi. Seleziona un \uf896 [accent]Nastro Trasportatore[] dal menu \ue814 [accent]Distribuzione[].\n\nClicca e trascina il cursore per disporre più nastri contemporaneamente.\n[accent]Scorri[] per ruotarli. hint.placeConveyor = I nastri trasportatori muovono oggetti dalle trivelle in altri blocchi. Seleziona un \uf896 [accent]Nastro[] dalla sezione \ue814 [accent]Distribuzione[].\n\nClicca e trascina per piazziare più nastri.\n[accent]Scorri[] per ruotare.
hint.placeConveyor.mobile = I nastri trasportatori muovono gli oggetti dalle trivelle ad altri blocchi. Seleziona un \uf896 [accent]Nastro Trasportatore[] dal menu \ue814 [accent]Distribuzione[].\n\nTieni premuto il dito per un secondo e trascinalo per disporre più nastri contemporaneamente. hint.placeConveyor.mobile = I nastri trasportatori muovono gli oggetti dalle trivelle ad altri blocchi. Seleziona un \uf896 [accent]Nastro Trasportatore[] dal menu \ue814 [accent]Distribuzione[].\n\nTieni premuto il dito per un secondo e trascinalo per disporre più nastri contemporaneamente.
hint.placeTurret = Posiziona le \uf861 [accent]Torrette[] per difendere la tua base dai nemici.\n\nLe torrette hanno bisogno delle munizioni - in questo caso, \uf838 rame.\nUtilizza i nastri trasportatori e le trivelle per rifornirle. hint.placeTurret = Posiziona \uf861 [accent]Torrette[] per difendere la tua base dai nemici.\n\n Le torrette richiedono munizioni- in questo caso, \uf838rame.\nUsa nastri e trivelle per rifornirli.
hint.breaking = [accent]Click Destro[] e trascina il mouse per selezionare i blocchi da distruggere. hint.breaking = [accent]Click-destro[] e trascina per distruggere blocchi.
hint.breaking.mobile = Attiva il \ue817 [accent]martello[] in basso a destra e tocca i blocchi da distruggere.\n\nTieni premuto il dito per un secondo e trascinalo per creare selezionare più blocchi contemporaneamente. 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.research = Clicca sul tasto \ue875 [accent]Albero Scoperte[] per scoprire nuove tecnologie. hint.research = Usa il pulsante \ue875 [accent]Scopri[] per scoprire nuova tecnologia.
hint.research.mobile = Clicca sul tasto \ue875 [accent]Albero Scoperte[] nel \ue88c [accent]Menu[] per scoprire nuove tecnologie. hint.research.mobile = Usa il pulsante \ue875 [accent]Research[] nel \ue88c [accent]menu[] per scoprire una nuova tecnologia.
hint.unitControl = Tieni premuto [accent][[L-ctrl][] e [accent]Tasto Sinistro[] per controllare le tue unità o le tue torrette. hint.unitControl = Tieni premuto [accent][[L-ctrl][] e [accent]clic[] per controllare unità o torrette amichevoli.
hint.unitControl.mobile = [accent][[Doppio tap][] per controllare le tue unità o le tue torrette. hint.unitControl.mobile = [accent][[Doppio-tocco][] per controllare unità o torrette amichevoli.
hint.launch = Una volta raccolte abbastanza risorse, puoi [accent]Lanciarti[] su un settore vicino a te selezionandolo dalla \ue827 [accent]Mappa[] in basso a destra. hint.launch = Una volta che sono state raccolte abbastanza risorse, puoi[accent]Lanciare[] selezionando settori vicini dalla \ue827 [accent]Mappa[] in fondo a destra.
hint.launch.mobile = Una volta raccolte abbastanza risorse, puoi [accent]Lanciarti[] su un settore vicino a te selezionandolo dalla \ue827 [accent]Mappa[] nel \ue88c [accent]Menu[]. hint.launch.mobile = Una volta che sono state raccolte abbastanza risorse, puoi[accent]Lanciare[] selezionando settori vicini dalla \ue827 [accent]Mappa[] nel \ue88c [accent]menu[].
hint.schematicSelect = Tieni premuto [accent][[F][] e trascina il cursore per selezionare i blocchi da copiare e incollare.\n\n[accent][[Tasto Centrale][] per copiare solamente un blocco. hint.schematicSelect = Tieni premuto [accent][[F][] e trascina per selezionare blocchi da copiare ed incollare.\n\n[accent][[Middle Click][] per copiare un singolo tipo di blocco.
hint.conveyorPathfind = Tieni premuto [accent][[L-Ctrl][] mentre posizioni i nastri trasportatori per fargli seguire il percorso migliore automaticamente. hint.conveyorPathfind = Tieni premuto [accent][[L-Ctrl][] mentre trascini nastri per generare automaticamente un percorso.
hint.conveyorPathfind.mobile = Abilita \ue844 [accent]modalità diagonale[] e trascina i nastri trasportatori per fargli seguire il percorso migliore automaticamente. hint.conveyorPathfind.mobile = Attiva la \ue844 [accent]modalità diagonale[] e trascina nastri per generare automaticamente un percorso.
hint.boost = Tieni premuto [accent][[L-Shift][] per volare sopra gli ostacoli con l'unità che stai controllando.\n\nNon tutte le unità possono volare. hint.boost = Tieni premuto [accent][[L-Shift][] per volare sopra gli ostacoli con la tua unità attuale.\n\nSolo poche unità terrestri possono farlo.
hint.command = Premi [accent][[G][] per formare un gruppo con le unità dello [accent]stesso tipo[] vicine e comandarlo.\n\nPer comandare le unitù di terra devi prima controllare un'altra unità di terra. hint.command = Premi [accent][[G][] per comandare le unità vicine di [accent]simile tipologia[] in formazione.\n\nPer comandare unità terrestri, devi prima controllare un'altra unità terrestre.
hint.command.mobile = [accent][[Doppio tap][] sulla tua unità per formare un gruppo con le unità vicine e comandarlo. hint.command.mobile = [accent][[Double-tap][] per comandare le unità vicine in formazione.
hint.payloadPickup = Premi [accent][[[] per caricare piccoli blocchi o unità. hint.payloadPickup = Premi [accent][[[] per raccogliere piccoli blocchi o unità.
hint.payloadPickup.mobile = [accent]Tieni premuto[] su un piccolo blocco o un'unità per caricarla. hint.payloadPickup.mobile = [accent]Clicca e trattieni[] piccoli blocchi o unità per raccglierla.
hint.payloadDrop = Premi [accent]][] per rilasciare il carico. hint.payloadDrop = Premi [accent]][] per rilasciare un carico.
hint.payloadDrop.mobile = [accent]Tieni premuto[] su un posto libero per rilasciare il carico. hint.payloadDrop.mobile = [accent]Clicca e trattieni[] una posizione vuota per rilasciarci un carico.
hint.waveFire = Le torrette a [accent]Getto[] che utilizzano l'acqua come munizione spegneranno automaticamente gli incendi nelle vicinanze. hint.waveFire = [accent]Idrogetto[] torrette con acqua per munizioni spegneranno automaticamente incendi.
hint.generator = Il \uf879 [accent]Generatore a Combustibile[] brucia carbone per produrre energia che trasmette ai blocchi adiacenti.\n\nIl raggio di trasmissione può essere esteso con i \uf87f [accent]Nodi Energetici[]. hint.generator = \uf879 [accent]Generatori a Combustibile[] bruciano carbone e trasferiscono energia ai blocchi adiacenti.\n\nIl raggio di trasmissione dell'enrgia può essere esteso con \uf87f [accent]Nodo Energetico[].
hint.guardian = Le unità [accent]Guardian[] sono corazzate. Le munizioni deboli come il [accent]Rame[] e il [accent]Piombo[] sono [scarlet]poco efficaci[].\n\nUsa torrette più potenti o \uf835 [accent]Grafite[] \uf861Torretta Duo/\uf859 Cannone Leggero per abbattere i Guardians. hint.guardian = Unità [accent]Guardiano[] sono corazzate. Munizioni deboli come [accent]Rame[] e [accent]Piombo[] sono [scarlet]inefficaci[].\n\nUsa torrette di grado superiore o \uf835 [accent]Grafite[] \uf861Duo/\uf859Cannone Leggero per buttare giù il boss.
hint.coreUpgrade = I nuclei possono essere aggiornati [accent]piazzando nuclei di un livello superiore sopra di loro[].\n\nPiazzia un nucleo  [accent]Fondazione[] sopra il nucleo  [accent]Frammento[]. Assicurati che sia libero da ostacoli.
hint.presetLaunch = [accent]Settori grigi d'atterraggio[], come [accent]Foresta Ghiacciata[], possono essere lanciati da ovunque. Non richiedono la cattura nei terrotori circostanti.\n\n[accent]Settori numerati[], come questo qui, sono [accent]opzionali[].
item.copper.description = Usato in molti tipi di costruzioni e munizioni. item.copper.description = Usato in molti tipi di costruzioni e munizioni.
item.copper.details = Rame. Abbondante su Serpulo. Strutturalmente debole se non rinforzato. item.copper.details = Rame. Metallo anormalmente abbondante su Serpulo. Strutturalmente debole se non rinforzato.
item.lead.description = Usato nel trasporto di liquidi e strutture elettriche. item.lead.description = Usato nel trasporto di liquidi e strutture elettriche.
item.lead.details = Denso. Inerte. usato molto nelle batterie.\nNota: probabilmente tossico per le forme di vita qui. Non che ne siano rimaste molte. item.lead.details = Denso. Inerte. Ampiamente utilizzato in batterie.\nNota: Probabilmente tossico per le forme di vita biologica. Non che siano rimaste in molti qui.
item.metaglass.description = Usato nelle strutture per il trasporto/immagazzinamento dei liquidi. item.metaglass.description = Usato nelle strutture per il trasporto/immagazzinamento dei liquidi.
item.graphite.description = Usato nei componenti elettrici e come munizione per le torrette. item.graphite.description = Usato nei componenti elettrici e come munizione per le torrette.
item.sand.description = Usata per la produzione di altri materiali raffinati. item.sand.description = Usata per la produzione di altri materiali raffinati.
@@ -1298,16 +1301,16 @@ item.plastanium.description = Utilizzato per le unità avanzate e come munizione
item.phase-fabric.description = Usato nei circuiti avanzati e per le strutture autoriparanti. item.phase-fabric.description = Usato nei circuiti avanzati e per le strutture autoriparanti.
item.surge-alloy.description = Usato come munizione per torrette avanzate. item.surge-alloy.description = Usato come munizione per torrette avanzate.
item.spore-pod.description = Utilizzato per la conversione in petrolio, esplosivi e carburante. item.spore-pod.description = Utilizzato per la conversione in petrolio, esplosivi e carburante.
item.spore-pod.details = Spore. Probabilmente una forma di vita sintetica. Emettono gas tossici per altre forme di vita. Estremamente invasive. In certe condizioni sono altamente infiammabili. item.spore-pod.details = Spore. Probabilmente una forma di vita sintetica. Emettono gas tossici alle vita biologica. Estremamente invasive. Altamente infiammabili in certe condizioni.
item.blast-compound.description = Usato per bombe e munizioni esplosive. item.blast-compound.description = Un composto altamente volatile, utilizzato nella produzione di bombe ed esplosivi. Può essere utilizzato come combustibile anche se non è consigliabile.
item.pyratite.description = Usata per certe munizioni incendiarie e nei generatori a combustibile. item.pyratite.description = Una sostanza molto infiammabile che viene utilizzata nelle armi da fuoco.
liquid.water.description = Usata per raffreddare i macchinari e per il trattamento dei rifiuti. liquid.water.description = Usato per il raffreddamento di macchinari ed il trattamento dei rifiuti.
liquid.slag.description = Raffinata nei separatori in diversi metalli o spruzzata sui nemici come munizione. liquid.slag.description = Raffinata nei separatori in diversi metalli o spruzzata sui nemici come munizione.
liquid.oil.description = Usato nella produzione di materiali avanzati e come munizione incendiaria. liquid.oil.description = Usato nella produzione di materiali avanzati e come munizione incendiaria.
liquid.cryofluid.description = Usato come refrigerante in reattori, torrette e macchinari. liquid.cryofluid.description = Usato come refrigerante in reattori, torrette e macchinari.
block.resupply-point.description = Rifornisce le unità vicine con le munizioni. Non è compatibile con le unità che richiedono energia. block.resupply-point.description = Rifornisce untià vicine con munizioni in rame. Incompatibile con unità che richiedono energia.
block.armored-conveyor.description = Trasporta gli oggetti. Non accetta oggetti dai lati. block.armored-conveyor.description = Trasporta gli oggetti. Non accetta oggetti dai lati.
block.illuminator.description = Emette luce. block.illuminator.description = Emette luce.
block.message.description = Memorizza un messaggio per le comunicazioni tra alleati. block.message.description = Memorizza un messaggio per le comunicazioni tra alleati.
@@ -1341,8 +1344,8 @@ block.plastanium-wall.description = Protegge le strutture dai proiettili nemici.
block.plastanium-wall-large.description = Protegge le strutture dai proiettili nemici. Assorbe i raggi laser e gli archi elettrici. Absorbs lasers and electric arcs. Blocca le connessioni automatiche dei nodi energetici. block.plastanium-wall-large.description = Protegge le strutture dai proiettili nemici. Assorbe i raggi laser e gli archi elettrici. Absorbs lasers and electric arcs. Blocca le connessioni automatiche dei nodi energetici.
block.thorium-wall.description = Protegge le strutture dai proiettili nemici. block.thorium-wall.description = Protegge le strutture dai proiettili nemici.
block.thorium-wall-large.description = Protegge le strutture dai proiettili nemici. block.thorium-wall-large.description = Protegge le strutture dai proiettili nemici.
block.phase-wall.description = Protegge le strutture dai proiettili nemici riflettendone la maggirparte all'impatto. block.phase-wall.description = Protegge le strutture dai proiettili nemici riflettendone la maggior parte all'impatto.
block.phase-wall-large.description = Protegge le strutture dai proiettili nemici riflettendone la maggirparte all'impatto. 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.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.surge-wall-large.description = Protegge le strutture dai proiettili nemici rilasciando periodicamente archi elettrici al contatto.
block.door.description = Un muro che può essere aperto o chiuso. block.door.description = Un muro che può essere aperto o chiuso.
@@ -1450,7 +1453,7 @@ block.memory-cell.description = Imagazzina le informazioni elaborate dai process
block.memory-bank.description = Imagazzina le informazioni elaborate dai processori. Alta capacità. block.memory-bank.description = Imagazzina le informazioni elaborate dai processori. Alta capacità.
block.logic-display.description = Visualizza la grafica arbitraria elaborata dal processore. block.logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
block.large-logic-display.description = Visualizza la grafica arbitraria elaborata dal processore. block.large-logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
block.interplanetary-accelerator.description = Un enorme torre di dispersori elettromagnetici. Accelera i nuclei alla velocità di fuga per il lancio interplanetario. block.interplanetary-accelerator.description = Una massiccia torre che utilizza potenti campi elettromagnetici. Accelera nuclei fino alla velocità di fuga per un impiego interplanetario.
unit.dagger.description = Spara proiettili standard ai nemici vicini. unit.dagger.description = Spara proiettili standard ai nemici vicini.
unit.mace.description = Spara raffiche infuocate ai nemici vicini. unit.mace.description = Spara raffiche infuocate ai nemici vicini.
@@ -1481,7 +1484,7 @@ unit.risso.description = Spara una raffica di missili e proiettili ai nemici nel
unit.minke.description = Spara proiettili incendiari e standard alle unità terrene. unit.minke.description = Spara proiettili incendiari e standard alle unità terrene.
unit.bryde.description = Spara proiettili e missili a lungo raggio ai nemici. unit.bryde.description = Spara proiettili e missili a lungo raggio ai nemici.
unit.sei.description = Spara raffiche di missili e proiettili corazzati e perforanti ai nemici. unit.sei.description = Spara raffiche di missili e proiettili corazzati e perforanti ai nemici.
unit.omura.description = Spara fulmini perforanti a lungo raggio ai nemici. Genera unità flare. unit.omura.description = Utilizza un bullone sparatato grazie a due binari a scorrimento accelerati da un campo elettromagnetico. Lunga gittata e perforazione estrema. Costruisce unità flare.
unit.alpha.description = Difende il nucleo Frammento dai nemici. Costruisce strutture. unit.alpha.description = Difende il nucleo Frammento dai nemici. Costruisce strutture.
unit.beta.description = Difende il nucleo Fondamento dai nemici. Costruisce strutture. unit.beta.description = Difende il nucleo Fondamento dai nemici. Costruisce strutture.
unit.gamma.description = Difende il nucleo Kernel dai nemici. Costruisce strutture. unit.gamma.description = Difende il nucleo Kernel dai nemici. Costruisce strutture.

View File

@@ -1,5 +1,5 @@
credits.text = 만든이: [royal]Anuken[] - [sky]anukendev@gmail.com[] credits.text = 만든이: [royal]Anuken[] - [sky]anukendev@gmail.com[]
credits = 제작 credits = 제작
contributors = 번역가와 기여자 contributors = 번역가와 기여자
discord = Mindustry Discord 서버에 가입하세요! discord = Mindustry Discord 서버에 가입하세요!
link.discord.description = Mindustry Discord 공식 대화방 link.discord.description = Mindustry Discord 공식 대화방
@@ -13,11 +13,12 @@ link.google-play.description = Google Play 스토어 목록
link.f-droid.description = F-Droid 카탈로그 목록 link.f-droid.description = F-Droid 카탈로그 목록
link.wiki.description = 공식 Mindustry 위키 link.wiki.description = 공식 Mindustry 위키
link.suggestions.description = 새 기능 제안하기 link.suggestions.description = 새 기능 제안하기
link.bug.description = 버그 제보하기
linkfail = 링크를 열지 못했습니다!\nURL이 클립보드에 복사되었습니다. linkfail = 링크를 열지 못했습니다!\nURL이 클립보드에 복사되었습니다.
screenshot = 스크린 캡처가 {0} 에 저장되었습니다. screenshot = 스크린 캡처가 {0} 에 저장되었습니다.
screenshot.invalid = 맵이 너무 커서 스크린 캡처에 사용될 메모리가 부족할 수 있습니다. screenshot.invalid = 맵이 너무 커서 스크린 캡처에 사용될 메모리가 부족니다.
gameover = 게임 오버 gameover = 게임 오버
gameover.disconnect = 연결 끊 gameover.disconnect = 연결 끊
gameover.pvp = [accent]{0}[] 팀이 승리했습니다! gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
gameover.waiting = [accent]다음 맵 기다리는 중... gameover.waiting = [accent]다음 맵 기다리는 중...
highscore = [accent]새로운 최고 점수! highscore = [accent]새로운 최고 점수!
@@ -69,13 +70,13 @@ stat.delivered = 얻은 자원:
stat.playtime = 플레이 시간: [accent] {0} stat.playtime = 플레이 시간: [accent] {0}
stat.rank = 최종 순위: [accent]{0} stat.rank = 최종 순위: [accent]{0}
globalitems = [accent]Global Items globalitems = [accent]전체 자원
map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까? map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?
level.highscore = 최고 점수: [accent]{0} level.highscore = 최고 점수: [accent]{0}
level.select = 맵 선택 level.select = 맵 선택
level.mode = 게임 모드: level.mode = 게임 모드:
coreattack = < 코어가 공격을 받고 있습니다! > coreattack = < 코어가 공격을 받고 있습니다! >
nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나세요[] ]\n인근 건물들과 유닛들은 초토화됩니다! nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나십시오[] ]\n단계가 시작하는 순간 인근 건물들과 유닛들이 전멸됩니다!
database = 코어 데이터베이스 database = 코어 데이터베이스
savegame = 게임 저장 savegame = 게임 저장
loadgame = 게임 불러오기 loadgame = 게임 불러오기
@@ -149,7 +150,7 @@ unlocked = 새로운 콘텐츠가 해금되었습니다!
available = 새로운 콘텐츠 해금이 가능합니다! available = 새로운 콘텐츠 해금이 가능합니다!
completed = [accent]완료됨 completed = [accent]완료됨
techtree = 연구 기록 techtree = 연구 기록
research.legacy = [accent]5.0[] 연구 데이터를 찾았습니다.\n[accent]이 데이터를 불러오시겠습니까?[], 아니면 이 데이터를 무시하고 캠페인을 새로 시작하시겠습니까? [accent]무시한 데이터는 삭제됩니다.[] (권장됨)? research.legacy = [accent]5.0[] 연구 데이터를 찾았습니다.\n[accent]이 데이터를 불러오시겠습니까?[], 아니면 이 데이터를 무시하고 캠페인을 새로 시작하시겠습니까? [accent]무시한 데이터는 삭제됩니다.[] (권장됨)
research.load = 불러오기 research.load = 불러오기
research.discard = 무시하기 research.discard = 무시하기
research.list = [lightgray]연구: research.list = [lightgray]연구:
@@ -167,7 +168,7 @@ server.kicked.serverClose = 서버 닫힘.
server.kicked.vote = 당신은 투표로 추방되었습니다. 안녕히 가세요! server.kicked.vote = 당신은 투표로 추방되었습니다. 안녕히 가세요!
server.kicked.clientOutdated = 구버전 클라이언트입니다! 게임을 업데이트하세요! server.kicked.clientOutdated = 구버전 클라이언트입니다! 게임을 업데이트하세요!
server.kicked.serverOutdated = 구버전 서버입니다! 호스트에게 업데이트를 요청하세요! server.kicked.serverOutdated = 구버전 서버입니다! 호스트에게 업데이트를 요청하세요!
server.kicked.banned = 당신은 이 서버에서 차단되었습니다. server.kicked.banned = 당신은 이 서버에서 영구적으로 차단되었습니다.
server.kicked.typeMismatch = 이 서버는 현재 빌드 유형과 호환되지 않습니다. server.kicked.typeMismatch = 이 서버는 현재 빌드 유형과 호환되지 않습니다.
server.kicked.playerLimit = 서버의 인원이 꽉 찼습니다. 빈 슬롯이 생길 때까지 기다려주세요. server.kicked.playerLimit = 서버의 인원이 꽉 찼습니다. 빈 슬롯이 생길 때까지 기다려주세요.
server.kicked.recentKick = 최근에 추방되었습니다.\n추방 쿨타임이 끝날 때까지 기다리세요. server.kicked.recentKick = 최근에 추방되었습니다.\n추방 쿨타임이 끝날 때까지 기다리세요.
@@ -196,6 +197,7 @@ servers.local = 로컬 서버
servers.remote = 원격 서버 servers.remote = 원격 서버
servers.global = 커뮤니티 서버 servers.global = 커뮤니티 서버
servers.disclaimer = 커뮤니티 서버는 개발자가 소유하거나 제어하지 [accent]않습니다[].\n\n서버들은 전연령대에 적합하지 않은 사용자 지정 콘텐츠를 보유할 수도 있습니다.
servers.showhidden = 서버 숨기기 / 보이기 servers.showhidden = 서버 숨기기 / 보이기
server.shown = 서버 숨기기 server.shown = 서버 숨기기
server.hidden = 서버 보이기 server.hidden = 서버 보이기
@@ -222,8 +224,8 @@ confirmban = 정말로 "{0}[white]" 을(를) 차단하시겠습니까?
confirmkick = 정말로 "{0}[white]" 을(를) 추방하시겠습니까? confirmkick = 정말로 "{0}[white]" 을(를) 추방하시겠습니까?
confirmvotekick = 정말로 "{0}[white]" 을(를) 투표로 추방하시겠습니까? confirmvotekick = 정말로 "{0}[white]" 을(를) 투표로 추방하시겠습니까?
confirmunban = 정말로 이 플레이어를 차단 해제하시겠습니까? confirmunban = 정말로 이 플레이어를 차단 해제하시겠습니까?
confirmadmin = 정말로 "{0}[white]" 을(를) 관리자로 만들겠습니까? confirmadmin = 정말로 "{0}[white]" 을(를) 관리자로 임명하겠습니까?
confirmunadmin = 정말로 "{0}[white]"의 관리자 상태를 제거하시겠습니까? confirmunadmin = 정말로 "{0}[white]"의 관리자를 박탈하시겠습니까?
joingame.title = 게임 참가 joingame.title = 게임 참가
joingame.ip = 주소: joingame.ip = 주소:
disconnect = 연결이 끊어졌습니다. disconnect = 연결이 끊어졌습니다.
@@ -294,11 +296,11 @@ loading = [accent]불러오는중...
reloading = [accent]모드 새로고침하는중... reloading = [accent]모드 새로고침하는중...
saving = [accent]저장중... saving = [accent]저장중...
respawn = [accent][[{0}][] 키를 눌러 코어에서 부활 respawn = [accent][[{0}][] 키를 눌러 코어에서 부활
cancelbuilding = [accent][[{0}][] 를 눌러 계획 초기화 cancelbuilding = [accent][[{0}][] 를 눌러 건설 계획 초기화
selectschematic = [accent][[{0}][] 를 눌러 선택+복사 selectschematic = [accent][[{0}][] 를 눌러 선택+복사
pausebuilding = [accent][[{0}][] 를 눌러 건설 일시중지 pausebuilding = [accent][[{0}][] 를 눌러 건설 일시중지
resumebuilding = [scarlet][[{0}][] 를 눌러 건설 재개 resumebuilding = [scarlet][[{0}][] 를 눌러 건설 재개
showui = UI를 .\n[accent][[{0}][] 키를 눌러 UI를 활성화하세요. showui = [accent][[{0}][] 키를 눌러 UI를 활성화
wave = [accent]{0} 단계 wave = [accent]{0} 단계
wave.cap = [accent]단계 {0}/{1} wave.cap = [accent]단계 {0}/{1}
wave.waiting = 다음 단계까지[lightgray] {0}초 wave.waiting = 다음 단계까지[lightgray] {0}초
@@ -356,8 +358,8 @@ waves.remove = 삭제
waves.never = 여기까지 유닛 생성 waves.never = 여기까지 유닛 생성
waves.every = waves.every =
waves.waves = 단계마다 waves.waves = 단계마다
waves.perspawn = 마리 생성 waves.perspawn = 마리 생성
waves.shields = 방어막/단계 waves.shields = 방어막 hp/단계
waves.to = 부터 waves.to = 부터
waves.guardian = 수호자 waves.guardian = 수호자
waves.preview = 미리보기 waves.preview = 미리보기
@@ -386,7 +388,7 @@ editor.errorimage = 이것은 맵이 아니라 사진입니다.\n\n3.5/build 40
editor.errorlegacy = 이 맵은 너무 오래되어 더 이상 지원되지 않는 구형 맵 형식을 사용합니다. editor.errorlegacy = 이 맵은 너무 오래되어 더 이상 지원되지 않는 구형 맵 형식을 사용합니다.
editor.errornot = 맵 파일이 아닙니다. editor.errornot = 맵 파일이 아닙니다.
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다. editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려 합니까? editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
editor.update = 업데이트 editor.update = 업데이트
editor.randomize = 무작위 editor.randomize = 무작위
editor.apply = 적용 editor.apply = 적용
@@ -427,13 +429,13 @@ toolmode.replaceall.description = 맵에 있는 모든 블록을 재배치합니
toolmode.orthogonal = 직각 toolmode.orthogonal = 직각
toolmode.orthogonal.description = 직각으로 블록을 배치합니다. toolmode.orthogonal.description = 직각으로 블록을 배치합니다.
toolmode.square = 정사각형 toolmode.square = 정사각형
toolmode.square.description = 정사각형 형태의 브러시. toolmode.square.description = 정사각형 형태의 브러시로 교체합니다.
toolmode.eraseores = 자원 초기화 toolmode.eraseores = 자원 초기화
toolmode.eraseores.description = 자원만 초기화합니다. toolmode.eraseores.description = 자원만 초기화합니다.
toolmode.fillteams = 팀 채우기 toolmode.fillteams = 팀 채우기
toolmode.fillteams.description = 블록 대신 팀 건물로 채웁니다. toolmode.fillteams.description = 블록 대신 선택한 팀으로 블록 팀을 채웁니다.
toolmode.drawteams = 색상으로 그리기 toolmode.drawteams = 팀 그리기
toolmode.drawteams.description = 블록 대신 팀 건물을 배치합니다. toolmode.drawteams.description = 블록 대신 선택한 팀으로 블록 팀을 그립니다.
filters.empty = [lightgray]필터가 없습니다! 아래 버튼을 눌러 하나를 추가하세요. filters.empty = [lightgray]필터가 없습니다! 아래 버튼을 눌러 하나를 추가하세요.
filter.distort = 왜곡 filter.distort = 왜곡
@@ -486,11 +488,11 @@ memory2 = Mem:\n {0}mb +\n {1}mb
language.restart = 언어 설정을 적용하려면 게임을 다시 시작하세요. language.restart = 언어 설정을 적용하려면 게임을 다시 시작하세요.
settings = 설정 settings = 설정
tutorial = 튜토리얼 tutorial = 튜토리얼
tutorial.retake = 튜토리얼 다시 시작 tutorial.retake = 튜토리얼 다시 시작하기
editor = 편집기 editor = 편집기
mapeditor = 맵 편집기 mapeditor = 맵 편집기
abandon = 포기 abandon = 포기하기
abandon.text = 이 지역과 모든 자원이 적에게 넘어갑니다. abandon.text = 이 지역과 모든 자원이 적에게 넘어갑니다.
locked = 잠김 locked = 잠김
complete = [lightgray]해금 조건 : complete = [lightgray]해금 조건 :
@@ -500,8 +502,8 @@ requirement.research = {0} 연구
requirement.capture = {0} 점령 requirement.capture = {0} 점령
bestwave = [lightgray]최고 단계: {0} bestwave = [lightgray]최고 단계: {0}
launch.text = 출격 launch.text = 출격
research.multiplayer = 캠페인 멀티 플레이 시에는 해당 캠페인 서버의 주최자만 연구할 수 있습니다. research.multiplayer = 캠페인 멀티 플레이 시에는 해당 캠페인 서버의 호스트만 연구할 수 있습니다.
map.multiplayer = 캠페인 멀티 플레이 시에는 해당 캠페인 서버의 주최자만 다른 섹터들을 보고, 이동이 가능합니다. map.multiplayer = 캠페인 멀티 플레이 시에는 해당 캠페인 서버의 호스트만 다른 섹터들을 보고, 이동이 가능합니다.
uncover = 지역 개방 uncover = 지역 개방
configure = 초기자원 설정 configure = 초기자원 설정
@@ -518,7 +520,7 @@ boss.health = 수호자 체력
connectfail = [scarlet]연결 오류:\n\n[accent]{0} connectfail = [scarlet]연결 오류:\n\n[accent]{0}
error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요? error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요?
error.invalidaddress = 잘못된 주소입니다. error.invalidaddress = 잘못된 주소입니다.
error.timedout = 시간 초과!\n서버에 포트 포워딩이 설정되어 있고 주소가 올바른지 확인하십시오. error.timedout = 시간 초과!\n서버에 포트 포워딩이 설정되어 있고 주소가 올바른지 확인하세요.
error.mismatch = 패킷 오류\n클라이언트/서버 버전이 일치하지 않습니다.\n접속하려는 서버가 최신 버전인지 확인하세요! error.mismatch = 패킷 오류\n클라이언트/서버 버전이 일치하지 않습니다.\n접속하려는 서버가 최신 버전인지 확인하세요!
error.alreadyconnected = 이미 접속 중입니다. error.alreadyconnected = 이미 접속 중입니다.
error.mapnotfound = 맵 파일을 찾을 수 없습니다! error.mapnotfound = 맵 파일을 찾을 수 없습니다!
@@ -535,7 +537,7 @@ weather.fog.name = 안개
sectors.unexplored = [lightgray]미개척지 sectors.unexplored = [lightgray]미개척지
sectors.resources = 자원: sectors.resources = 자원:
sectors.production = 분당 자원 생산량: sectors.production = 분당 자원 생산량:
sectors.export = Export: sectors.export = 분당 자원 수출량:
sectors.time = 지역 진행 시간: sectors.time = 지역 진행 시간:
sectors.threat = 지역 위험도: sectors.threat = 지역 위험도:
sectors.wave = 진행 중 단계: sectors.wave = 진행 중 단계:
@@ -546,7 +548,7 @@ sectors.select = 선택
sectors.nonelaunch = [lightgray]없음 (sun) sectors.nonelaunch = [lightgray]없음 (sun)
sectors.rename = 구역 이름 변경 sectors.rename = 구역 이름 변경
sectors.enemybase = [scarlet]적 기지 sectors.enemybase = [scarlet]적 기지
sectors.vulnerable = [scarlet]]취약 sectors.vulnerable = [scarlet]취약
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨. sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨.
sectors.survives = [accent]{0} 단계 이상 버티세요. sectors.survives = [accent]{0} 단계 이상 버티세요.
sectors.go = 지역 진입 sectors.go = 지역 진입
@@ -566,14 +568,14 @@ threat.eradication = 극한
planets = 태양계 planets = 태양계
planet.serpulo.name = 세르 planet.serpulo.name = 세르
planet.sun.name = 태양 planet.sun.name = 태양
sector.impact0078.name = 폐허 : Impact 0078 sector.impact0078.name = 폐허 : Impact 0078
sector.groundZero.name = Zero 전초기지 sector.groundZero.name = Zero 전초기지
sector.craters.name = 크레이터 sector.craters.name = 크레이터
sector.frozenForest.name = 얼어붙은 숲 sector.frozenForest.name = 얼어붙은 숲
sector.ruinousShores.name = 폐허 : 해안가 sector.ruinousShores.name = 파괴된 해안가
sector.stainedMountains.name = 얼룩진 산맥 sector.stainedMountains.name = 얼룩진 산맥
sector.desolateRift.name = 황폐한 협곡 sector.desolateRift.name = 황폐한 협곡
sector.nuclearComplex.name = 핵 생산 단지 sector.nuclearComplex.name = 핵 생산 단지
@@ -606,15 +608,15 @@ sector.planetaryTerminal.description = 이 행성에서의 마지막 전투를
settings.language = 언어 settings.language = 언어
settings.data = 게임 데이터 settings.data = 게임 데이터
settings.reset = 설정 초기화 settings.reset = 설정 초기화
settings.rebind = 키 설정 settings.rebind = 조작키 설정
settings.resetKey = 초기화 settings.resetKey = 조작키 설정 초기화
settings.controls = 조작 settings.controls = 조작
settings.game = 게임 settings.game = 게임
settings.sound = 소리 settings.sound = 소리
settings.graphics = 그래픽 settings.graphics = 그래픽
settings.cleardata = 게임 데이터 초기화 settings.cleardata = 게임 데이터 초기화
settings.clear.confirm = 정말로 이 데이터를 지우시겠습니까?\n되돌릴 수 없습니다! settings.clear.confirm = 정말로 이 데이터를 지우시겠습니까?\n되돌릴 수 없습니다!
settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장된 맵, 맵파일, 잠금 해제된 목록과 키 매핑, 그리고 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다. settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장된 맵, 맵파일, 잠금 해제된 목록과 조작키 설정, 그리고 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다.
settings.clearsaves.confirm = 정말로 모든 저장된 파일들을 삭제하시겠습니까? settings.clearsaves.confirm = 정말로 모든 저장된 파일들을 삭제하시겠습니까?
settings.clearsaves = 저장 초기화 settings.clearsaves = 저장 초기화
settings.clearresearch = 연구 초기화 settings.clearresearch = 연구 초기화
@@ -628,7 +630,7 @@ yes = O
no = X no = X
info.title = 정보 info.title = 정보
error.title = [scarlet]오류가 발생했습니다. error.title = [scarlet]오류가 발생했습니다.
error.crashtitle = 오류가 발생했습니다 error.crashtitle = 오류가 발생했습니다.
unit.nobuild = [scarlet]건설 불가 unit.nobuild = [scarlet]건설 불가
lastaccessed = [lightgray]마지막 조작: {0} lastaccessed = [lightgray]마지막 조작: {0}
block.unknown = [lightgray]??? block.unknown = [lightgray]???
@@ -698,9 +700,9 @@ stat.abilities = 능력
stat.canboost = 부스터 stat.canboost = 부스터
stat.flying = 비행 stat.flying = 비행
ability.forcefield = 수호 역장 ability.forcefield = 보호막 필드
ability.repairfield = 수리 파동 ability.repairfield = 수리 필드
ability.statusfield = 강화 오오라 ability.statusfield = 상태이상 필드
ability.unitspawn = {0} 공장 ability.unitspawn = {0} 공장
ability.shieldregenfield = 방어막 복구 필드 ability.shieldregenfield = 방어막 복구 필드
ability.movelightning = 가속 전격 ability.movelightning = 가속 전격
@@ -831,13 +833,14 @@ setting.chatopacity.name = 채팅창 투명도
setting.lasersopacity.name = 전선 투명도 setting.lasersopacity.name = 전선 투명도
setting.bridgeopacity.name = 터널 투명도 setting.bridgeopacity.name = 터널 투명도
setting.playerchat.name = 채팅 말풍선 표시 setting.playerchat.name = 채팅 말풍선 표시
setting.showweather.name = 날씨 그래픽 표시
public.confirm = 게임을 모두에게 공개하시겠습니까?\n[accent]모든 플레이어가 게임에 참여할 수 있습니다.\n[lightgray]설정->게임->멀티플레이 공용 서버로 표시에서 나중에 변경할 수 있습니다.\n\n[sky]번역자 추가[]\n[accent]친구끼리 하려고 이 기능을 활성화 한 뒤에, 친구 외에 다른 플레이어가 들어왔을 때\n해당 플레이어를 차단하는 행위는 비매너를 넘어서는 얌체 행위 그 자체입니다.\n정말로 [scarlet]많은 다른 플레이어들이 오길 원한다[]면 확인하세요. public.confirm = 게임을 모두에게 공개하시겠습니까?\n[accent]모든 플레이어가 게임에 참여할 수 있습니다.\n[lightgray]설정->게임->멀티플레이 공용 서버로 표시에서 나중에 변경할 수 있습니다.\n\n[sky]번역자 추가[]\n[accent]친구끼리 하려고 이 기능을 활성화 한 뒤에, 친구 외에 다른 플레이어가 들어왔을 때\n해당 플레이어를 차단하는 행위는 비매너를 넘어서는 얌체 행위 그 자체입니다.\n정말로 [scarlet]많은 다른 플레이어들이 오길 원한다[]면 확인하세요.
public.beta = 베타 버전의 게임은 공개 서버를 만들 수 없습니다. public.beta = 베타 버전의 게임은 공개 서버를 만들 수 없습니다.
uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 저장하세요.\n[accent] {0}[][scarlet]초 후에 예전 설정으로 되돌리고 게임을 종료합니다... uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 저장하세요.\n[accent] {0}[][scarlet]초 후에 예전 설정으로 되돌리고 게임을 종료합니다...
uiscale.cancel = 취소 후 나가기 uiscale.cancel = 취소 후 나가기
setting.bloom.name = 화려한 효과 setting.bloom.name = 화려한 효과
keybind.title = 조작키 설정 keybind.title = 조작키 설정
keybinds.mobile = [scarlet]대부분의 키 맵핑은 모바일에서 작동하지 않습니다. 기본 이동만 지원됩니다. keybinds.mobile = [scarlet]대부분의 조작키 설정은 모바일에서 작동하지 않습니다. 기본 이동만 지원됩니다.
category.general.name = 일반 category.general.name = 일반
category.view.name = 보기 category.view.name = 보기
category.multiplayer.name = 멀티플레이어 category.multiplayer.name = 멀티플레이어
@@ -910,9 +913,9 @@ keybind.drop_unit.name = 유닛 떨구기
keybind.zoom_minimap.name = 미니맵 확대 keybind.zoom_minimap.name = 미니맵 확대
mode.help.title = 모드 설명 mode.help.title = 모드 설명
mode.survival.name = 생존 mode.survival.name = 생존
mode.survival.description = 이것은 일반 모드입니다. 제한된 자원과 자동으로 시작되는 단계가 있습니다.\n[gray]플레이하려면 맵에 적의 스폰지점이 필요합니다. mode.survival.description = 기본 모드. 제한된 자원이 있으며, 단계가 자동으로 시작합니다.\n[gray]플레이하려면 맵에 적의 스폰지점이 필요합니다.
mode.sandbox.name = 샌드박스 mode.sandbox.name = 샌드박스
mode.sandbox.description = 무한한 자원과 단계 시작 타이머가 없습니다. mode.sandbox.description = 무한한 자원이 있으며, 단계 타이머가 없습니다.
mode.editor.name = 편집기 mode.editor.name = 편집기
mode.pvp.name = PvP mode.pvp.name = PvP
mode.pvp.description = 다른 플레이어와 현장에서 싸우십시오.\n[gray]플레이하려면 맵에 다른 색상의 코어가 2개 이상 있어야 합니다. mode.pvp.description = 다른 플레이어와 현장에서 싸우십시오.\n[gray]플레이하려면 맵에 다른 색상의 코어가 2개 이상 있어야 합니다.
@@ -947,10 +950,10 @@ rules.title.enemy = 적
rules.title.unit = 유닛 rules.title.unit = 유닛
rules.title.experimental = 실험적인 기능 rules.title.experimental = 실험적인 기능
rules.title.environment = 환경 rules.title.environment = 환경
rules.lighting = 조명 활성화 rules.lighting = 조명
rules.enemyLights = 에게 조명 표시 활성화 rules.enemyLights = 상대에게 조명
rules.fire = 방화 활성화 rules.fire = 방화
rules.explosions = 블록/유닛 폭발 데미지 활성화 rules.explosions = 블록/유닛 폭발 데미지
rules.ambientlight = 자연 조명 rules.ambientlight = 자연 조명
rules.weather = 날씨 rules.weather = 날씨
rules.weather.frequency = 빈도: rules.weather.frequency = 빈도:
@@ -980,7 +983,7 @@ item.metaglass.name = 강화 유리
item.scrap.name = 고철 item.scrap.name = 고철
liquid.water.name = liquid.water.name =
liquid.slag.name = 광재 liquid.slag.name = 광재
liquid.oil.name = 기름 liquid.oil.name = 석유
liquid.cryofluid.name = 냉각수 liquid.cryofluid.name = 냉각수
unit.dagger.name = 대거 unit.dagger.name = 대거
@@ -992,8 +995,8 @@ unit.quasar.name = 퀘이사
unit.crawler.name = 크롤러 unit.crawler.name = 크롤러
unit.atrax.name = 아트락스 unit.atrax.name = 아트락스
unit.spiroct.name = 스피록트 unit.spiroct.name = 스피록트
unit.arkyid.name = 알카이 unit.arkyid.name = 아키
unit.toxopid.name = 톡소피드 unit.toxopid.name = 톡소피드
unit.flare.name = 플레어 unit.flare.name = 플레어
unit.horizon.name = 호라이즌 unit.horizon.name = 호라이즌
unit.zenith.name = 제니스 unit.zenith.name = 제니스
@@ -1005,7 +1008,7 @@ unit.mega.name = 메가
unit.quad.name = 쿼드 unit.quad.name = 쿼드
unit.oct.name = 옥트 unit.oct.name = 옥트
unit.risso.name = 리소 unit.risso.name = 리소
unit.minke.name = unit.minke.name =
unit.bryde.name = 브라이드 unit.bryde.name = 브라이드
unit.sei.name = 세이 unit.sei.name = 세이
unit.omura.name = 오무라 unit.omura.name = 오무라
@@ -1013,13 +1016,13 @@ unit.alpha.name = 알파
unit.beta.name = 베타 unit.beta.name = 베타
unit.gamma.name = 감마 unit.gamma.name = 감마
unit.scepter.name = 셉터 unit.scepter.name = 셉터
unit.reign.name = unit.reign.name = 레인
unit.vela.name = 벨라 unit.vela.name = 벨라
unit.corvus.name = 코르 unit.corvus.name = 코르
block.resupply-point.name = 보급 지점 block.resupply-point.name = 보급 지점
block.parallax.name = 패럴랙스 block.parallax.name = 패럴랙스
block.cliff.name = 낭떠러지 block.cliff.name = 언덕
block.sand-boulder.name = 사암 block.sand-boulder.name = 사암
block.basalt-boulder.name = 현무암 block.basalt-boulder.name = 현무암
block.grass.name = 잔디 block.grass.name = 잔디
@@ -1058,7 +1061,7 @@ block.deepwater.name = 깊은 물
block.water.name = block.water.name =
block.tainted-water.name = 오염된 물 block.tainted-water.name = 오염된 물
block.darksand-tainted-water.name = 오염된 젖은 검은 모래 block.darksand-tainted-water.name = 오염된 젖은 검은 모래
block.tar.name = 석유 block.tar.name = 타르
block.stone.name = 바위 block.stone.name = 바위
block.sand.name = 모래 block.sand.name = 모래
block.darksand.name = 검은 모래 block.darksand.name = 검은 모래
@@ -1198,7 +1201,7 @@ block.cyclone.name = 사이클론
block.fuse.name = 퓨즈 block.fuse.name = 퓨즈
block.shock-mine.name = 전격 지뢰 block.shock-mine.name = 전격 지뢰
block.overdrive-projector.name = 과부하 프로젝터 block.overdrive-projector.name = 과부하 프로젝터
block.force-projector.name = 포스 프로젝터 block.force-projector.name = 보호막 프로젝터
block.arc.name = 아크 block.arc.name = 아크
block.rtg-generator.name = RTG 발전기 block.rtg-generator.name = RTG 발전기
block.spectre.name = 스펙터 block.spectre.name = 스펙터
@@ -1257,7 +1260,7 @@ hint.placeDrill = 드릴을 설치하려면 오른쪽 아래의 \ue85e [accent]
hint.placeDrill.mobile = 오른쪽 아래 메뉴의 \ue85e [accent]드릴[]을 선택하고, \uf870 [accent]드릴[] 를 선택해서 구리 광석 위를 누르십시오.\n\n설치를 완료하려면 오른쪽 아래의 \ue800 [accent]완료 버튼[]을 누르십시오. hint.placeDrill.mobile = 오른쪽 아래 메뉴의 \ue85e [accent]드릴[]을 선택하고, \uf870 [accent]드릴[] 를 선택해서 구리 광석 위를 누르십시오.\n\n설치를 완료하려면 오른쪽 아래의 \ue800 [accent]완료 버튼[]을 누르십시오.
hint.placeConveyor = 컨베이어는 아이템을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n클릭하거나 드래그로 다수의 컨베이어를 설치할 수 있습니다.\n클릭하고 놓지 않은채로 마우스 [accent]휠을 돌리면 돌아갑니다. hint.placeConveyor = 컨베이어는 아이템을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n클릭하거나 드래그로 다수의 컨베이어를 설치할 수 있습니다.\n클릭하고 놓지 않은채로 마우스 [accent]휠을 돌리면 돌아갑니다.
hint.placeConveyor.mobile = 컨베이어는 아이템을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n여러개의 컨베이어를 놓으려면 손가락으로 누른채로 끌어서 설치 범위를 지정하십시오. hint.placeConveyor.mobile = 컨베이어는 아이템을 드릴에서 다른 블록으로 이동시켜줍니다. \ue814 [accent]분배[] 카테고리에서 \uf896 [accent]컨베이어[]를 선택하십시오.\n\n여러개의 컨베이어를 놓으려면 손가락으로 누른채로 끌어서 설치 범위를 지정하십시오.
hint.placeTurret = 적에게서 당신의 기지를 막아내려면 \uf861 [accent]포탑[]를 설치하십시오.\n\n포탑 탄약 필요 - 지금은 \uf838구리가 필요합니다.\n컨베이어를 사용해 드릴에 구리를 공급하십시오. hint.placeTurret = 적에게서 당신의 기지를 막아내려면 \uf861 [accent]포탑[]를 설치하십시오.\n\n포탑 탄약 필요 - 지금은 \uf838 구리가 필요합니다.\n컨베이어를 사용해 드릴에 구리를 공급하십시오.
hint.breaking = 블록을 부수려면 [accent]오른클릭[]이나 드래그를 하십시오. hint.breaking = 블록을 부수려면 [accent]오른클릭[]이나 드래그를 하십시오.
hint.breaking.mobile = 블럭을 부수려면 오른쪽 아래의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화 하십시오.\n\n손가락으로 누른채로 끌어서 해체 범위를 지정하십시오. hint.breaking.mobile = 블럭을 부수려면 오른쪽 아래의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화 하십시오.\n\n손가락으로 누른채로 끌어서 해체 범위를 지정하십시오.
hint.research = 새 기술을 연구하려면 \ue875 [accent]연구[]버튼을 누르십시오. hint.research = 새 기술을 연구하려면 \ue875 [accent]연구[]버튼을 누르십시오.
@@ -1274,14 +1277,18 @@ hint.command = 주변의 아군 유닛을 데리고 다니려면 비슷한 단
hint.command.mobile = 아군 유닛을 데리고 다니려면 비슷한 단계의 유닛 무리 주변에서 [accent]빠르게 두번 누르십시오[]. hint.command.mobile = 아군 유닛을 데리고 다니려면 비슷한 단계의 유닛 무리 주변에서 [accent]빠르게 두번 누르십시오[].
hint.payloadPickup = 작은 블럭이나 유닛을 집으려면 [accent][[[]를 누르십시오. hint.payloadPickup = 작은 블럭이나 유닛을 집으려면 [accent][[[]를 누르십시오.
hint.payloadPickup.mobile = 작은 블럭이나 유닛을 집으려면 [accent]잠깐 누르십시오[]. hint.payloadPickup.mobile = 작은 블럭이나 유닛을 집으려면 [accent]잠깐 누르십시오[].
hint.payloadDrop = 다시 내려놓으려면 [accent]][]를 누르십시오 hint.payloadDrop = 다시 내려놓으려면 [accent]][]를 누르십시오.
hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 [accent]화면을 잠깐 누르십시오[]. hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 [accent]화면을 잠깐 누르십시오[].
hint.waveFire = [accent]Wave[]포탑에 탄약으로 물을 넣으면 주변의 불을 자동으로 꺼줍니다. hint.waveFire = [accent]Wave[]포탑에 탄약으로 물을 넣으면 주변의 불을 자동으로 꺼줍니다.
hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]Power Nodes[]를 사용하십시오. hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]Power Nodes[]를 사용하십시오.
hint.guardian = [accent]수호자[] 유닛들은 방어력을 가집니다. [accent]구리[]와 [accent]납[]같은 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n그런 수호자를 없애려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오. hint.guardian = [accent]수호자[] 유닛들은 방어력을 가집니다. [accent]구리[]와 [accent]납[]같은 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n그런 수호자를 없애려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치함[]으로써 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를  [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지도 확인하십시오.
hint.presetLaunch = [accent]얼어붙은 숲[]과 같은 회색[accent]캠페인 지역[]은 어디에서나 출격해서 올 수 있습니다. 주변 지역을 점령하지 않아도 됩니다.\n\n이와 같은 [accent]네임드 지역[]들은 [accent]선택적[]입니다.
hint.coreIncinerate = 코어가 아이템으로 가득 찬 후에 받는 모든 아이템들은 [accent]소각[]될 것입니다.
hint.coopCampaign = [accent]협동 캠페인[]을 할 떄, 현재 맵에서 생산된 아이템들은 [accent]당신의 캠페인 지역으로[]도 보내집니다.\n\n호스트가 새로 해금한 모든 것들도 가져갑니다.
item.copper.description = 가장 기본적인 건설 재료. 모든 유형의 블록에서 광범위하게 사용됩니다. item.copper.description = 가장 기본적인 건설 재료. 모든 유형의 블록에서 광범위하게 사용됩니다.
item.copper.details = 평범한 구리. 세르로에 비정상적으로 많이 분포되어 있습니다. 별다른 보강재 없이는 구조적 문제 때문에 내구성이 비교적 약합니다. item.copper.details = 평범한 구리. 세르로에 비정상적으로 많이 분포되어 있습니다. 별다른 보강재 없이는 구조적 문제 때문에 내구성이 비교적 약합니다.
item.lead.description = 기본 초반 재료. 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다. item.lead.description = 기본 초반 재료. 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다.
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다. item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다.
item.metaglass.description = 초강력 방탄유리. 액체 분배 및 저장에 광범위하게 사용됩니다. item.metaglass.description = 초강력 방탄유리. 액체 분배 및 저장에 광범위하게 사용됩니다.
@@ -1307,23 +1314,23 @@ liquid.slag.description = 다양한 종류의 금속들이 함께 섞여 녹아
liquid.oil.description = 고급 재료 생산에 사용되는 액체. 석탄으로 전환하거나 무기로 뿌려서 불을 지를 수 있습니다. liquid.oil.description = 고급 재료 생산에 사용되는 액체. 석탄으로 전환하거나 무기로 뿌려서 불을 지를 수 있습니다.
liquid.cryofluid.description = 물과 티타늄으로 만든 비 부식성 액체. 열 용량이 매우 높으며 냉각수로 광범위하게 사용됩니다. liquid.cryofluid.description = 물과 티타늄으로 만든 비 부식성 액체. 열 용량이 매우 높으며 냉각수로 광범위하게 사용됩니다.
block.resupply-point.description = 구리를 소모하여 인근 유닛들에게 탄약을 충전합니다. 베터리 전력을 탄약으로 필요한 유닛들은 호환되지 않습니다. block.resupply-point.description = 주변 유닛들에게 구리 탄약을 보급합니다. 베터리 전력 필요한 유닛들은 호환되지 않습니다.
block.armored-conveyor.description = 앞으로 아이템들을 운반합니다. 측면에서 아이템들을 받아들이지 않습니다. block.armored-conveyor.description = 앞으로 아이템들을 운반합니다. 측면에서 아이템들을 받아들이지 않습니다.
block.illuminator.description = 발광합니다. block.illuminator.description = 발광합니다.
block.message.description = 아군 간의 소통을 위한 메시지를 저장합니다. block.message.description = 아군 간의 소통을 위한 메시지를 저장합니다.
block.graphite-press.description = 석탄들을 압축하여 흑연으로 만듭니다. block.graphite-press.description = 석탄 흑연으로 압축합니다.
block.multi-press.description = 흑연 압축기의 강화 버전. 전기와 물을 추가로 사용하여 빠르게 석탄을 압축합니다. block.multi-press.description = 석탄을 흑연으로 압축합니다. 냉각수로써 물이 필요합니다.
block.silicon-smelter.description = 석탄과 모래로부터 실리콘을 정제합니다. block.silicon-smelter.description = 석탄과 모래로부터 실리콘을 정제합니다.
block.kiln.description = 모래와 납을 제련하여 강화 유리를 만듭니다. 작동하려면 소량의 전력이 필요합니다. block.kiln.description = 모래와 납을 강화 유리로 재련합니다.
block.plastanium-compressor.description = 석유와 티타늄으로 플라스터늄을 생산합니다. block.plastanium-compressor.description = 석유와 티타늄으로 플라스터늄을 생산합니다.
block.phase-weaver.description = 토륨과 모래를 이용해 메타를 합성합니다. 작동하려면 엄청난 양의 전력이 필요합니다. block.phase-weaver.description = 토륨과 모래 메타를 합성합니다.
block.alloy-smelter.description = 티타늄, 납, 실리콘, 구리를 결합하여 설금을 생산합니다. block.alloy-smelter.description = 티타늄, 납, 실리콘, 구리를 결합하여 설금을 생산합니다.
block.cryofluid-mixer.description = 물과 미세 티타늄 분말을 냉각수로 혼합합니다. 토륨 원자로 사용에 필수적입니다. block.cryofluid-mixer.description = 물과 미세 티타늄 분말을 냉각수로 혼합합니다.
block.blast-mixer.description = 포자를 파이라타이트와 혼합하여 폭발물을 만듭니다. block.blast-mixer.description = 파이라타이트와 포자로 폭발물을 생산합니다.
block.pyratite-mixer.description = 석탄, 납, 모래를 합성하여 가연성이 높은 파이라타이트로 만듭니다. block.pyratite-mixer.description = 석탄, 납, 그리고 모래를 파이라타이트로 혼합합니다.
block.melter.description = 파도 포탑에서 추가 처리 또는 사용을 위해 고철을 광재로 녹입니다. block.melter.description = 고철을 광재로 녹입니다.
block.separator.description = 광재를 미네랄 성분으로 분리합니다. 그리고 냉각된 결과를 출력합니다. block.separator.description = 광재를 광물들로 분리합니다.
block.spore-press.description = 포자를 압축하여 석유를 추출합니다. block.spore-press.description = 포자를 석유로 압축합니다.
block.pulverizer.description = 고철을 갈아 모래로 만듭니다. block.pulverizer.description = 고철을 갈아 모래로 만듭니다.
block.coal-centrifuge.description = 석유에서 석탄을 추출합니다. block.coal-centrifuge.description = 석유에서 석탄을 추출합니다.
block.incinerator.description = 넘치는 자원이나 액체를 증발시킵니다. block.incinerator.description = 넘치는 자원이나 액체를 증발시킵니다.
@@ -1371,7 +1378,7 @@ block.rotary-pump.description = 고급 펌프. 더 많은 액체를 퍼 올리
block.thermal-pump.description = 가장 강력한 펌프. block.thermal-pump.description = 가장 강력한 펌프.
block.conduit.description = 기본 액체 운송 블록. 액체를 앞으로 이동시킵니다. 펌프 및 기타 파이프와 함께 사용됩니다. block.conduit.description = 기본 액체 운송 블록. 액체를 앞으로 이동시킵니다. 펌프 및 기타 파이프와 함께 사용됩니다.
block.pulse-conduit.description = 고급 액체 운송 블록. 액체를 더 빠르게 운반하고 표준 파이프보다 더 많이 저장합니다. block.pulse-conduit.description = 고급 액체 운송 블록. 액체를 더 빠르게 운반하고 표준 파이프보다 더 많이 저장합니다.
block.plated-conduit.description = 펄스 파이프와 같은 속도로 이동하지만 더 높은 방어력을 가지고 있습니다. 파이프 이외의 물체로 측면의 액체 받아들이지 않습니다.\n누설이 적습니다. block.plated-conduit.description = 펄스 파이프와 같은 속도로 이동하지만 더 높은 방어력을 가지고 있습니다. 측면에서 액체들을 받아들이지 않습니다.\n액체가 누설하지 않습니다.
block.liquid-router.description = 한 방향에서 액체를 받아 최대 3개의 다른 방향으로 동일하게 출력합니다. 일정량의 액체를 저장할 수도 있으며 한 소스에서 여러 대상으로 액체를 분할하는 데 유용합니다. block.liquid-router.description = 한 방향에서 액체를 받아 최대 3개의 다른 방향으로 동일하게 출력합니다. 일정량의 액체를 저장할 수도 있으며 한 소스에서 여러 대상으로 액체를 분할하는 데 유용합니다.
block.liquid-tank.description = 대량의 액체를 저장합니다. 재료가 일정하지 않은 상황에서 버퍼를 생성하거나 중요한 블록을 냉각하기 위한 보호 장치로 사용하세요. block.liquid-tank.description = 대량의 액체를 저장합니다. 재료가 일정하지 않은 상황에서 버퍼를 생성하거나 중요한 블록을 냉각하기 위한 보호 장치로 사용하세요.
block.liquid-junction.description = 두 개의 교차 파이프를 위한 다리 역할을 합니다. 다른 액체를 다른 위치로 운반하는 두 개의 다른 파이프가 있는 상황에서 유용합니다. block.liquid-junction.description = 두 개의 교차 파이프를 위한 다리 역할을 합니다. 다른 액체를 다른 위치로 운반하는 두 개의 다른 파이프가 있는 상황에서 유용합니다.
@@ -1398,7 +1405,7 @@ block.laser-drill.description = 레이저 기술을 통해 더욱 빠르게 채
block.blast-drill.description = 최상위 드릴. 많은 양의 전력이 필요합니다. block.blast-drill.description = 최상위 드릴. 많은 양의 전력이 필요합니다.
block.water-extractor.description = 지하수를 추출합니다. 물을 구하기 어려운 곳에서 사용합니다. block.water-extractor.description = 지하수를 추출합니다. 물을 구하기 어려운 곳에서 사용합니다.
block.cultivator.description = 대기 중의 작은 농도의 포자를 산업용 포자로 배양합니다. block.cultivator.description = 대기 중의 작은 농도의 포자를 산업용 포자로 배양합니다.
block.cultivator.details = 재발견된 기술. 가장 효율적으로 대량의 유기체를 생산할 때 사용된다. 과거, 세르플을 뒤덮은 포자의 최초 배양지로 판단된다. block.cultivator.details = 재발견된 기술. 가장 효율적으로 대량의 유기체를 생산할 때 사용된다. 과거, 세르플을 뒤덮은 포자의 최초 배양지로 판단된다.
block.oil-extractor.description = 석유를 추출하기 위해 많은 양의 전력과 모래 및 물을 사용합니다. block.oil-extractor.description = 석유를 추출하기 위해 많은 양의 전력과 모래 및 물을 사용합니다.
block.core-shard.description = 기지의 핵심입니다. 파괴되면 해당 지역과의 모든 연결이 끊어집니다. 이런 일이 일어나지 않도록 하십시오. block.core-shard.description = 기지의 핵심입니다. 파괴되면 해당 지역과의 모든 연결이 끊어집니다. 이런 일이 일어나지 않도록 하십시오.
block.core-shard.details = 첫 번째 버전. 휴대용. 자가복제 가능. 일회용 출격 추진기를 가졌으며, 행성간 이동에는 부적합함. block.core-shard.details = 첫 번째 버전. 휴대용. 자가복제 가능. 일회용 출격 추진기를 가졌으며, 행성간 이동에는 부적합함.
@@ -1410,23 +1417,23 @@ block.vault.description = 각 유형의 많은 양의 자원을 저장합니다.
block.container.description = 각 유형의 자원을 소량 저장합니다. 언로더 블록을 사용하여 컨테이너에서 자원을 빼낼 수 있습니다. block.container.description = 각 유형의 자원을 소량 저장합니다. 언로더 블록을 사용하여 컨테이너에서 자원을 빼낼 수 있습니다.
block.unloader.description = 근처의 비 수송 블록에서 자원을 빼냅니다. 눌러서 빼낼 자원을 변경할 수 있십니다. block.unloader.description = 근처의 비 수송 블록에서 자원을 빼냅니다. 눌러서 빼낼 자원을 변경할 수 있십니다.
block.launch-pad.description = 코어 출격 없이도 자원을 묶어 출격시킬 수 있습니다. block.launch-pad.description = 코어 출격 없이도 자원을 묶어 출격시킬 수 있습니다.
block.duo.description = 작고 저렴한 포탑. 지상 유닛에 유용합니다. block.duo.description = 적에게 탄환을 교대하며 발사합니다.
block.scatter.description = 저렴한 대공 포탑. 적군에게 납덩어리, 고철, 또는 강화 유리 조각 덩어리를 뿌립니다. block.scatter.description = 적군에게 납, 고철, 또는 강화 유리 조각 덩어리를 발사합니다.
block.scorch.description = 주변의 모든 적을 불태웁니다. 근거리에서 매우 효과적입니다. block.scorch.description = 주변의 모든 지상 적을 불태웁니다. 근거리에서 매우 효과적입니다.
block.hail.description = 작은 장거리 포병 포탑입니다. block.hail.description = 장거리에 걸쳐 지상 적에게 작은 포탄을 발사합니다.
block.wave.description = 중형 포탑. 적에게 액체를 발사합니다. 물이 공급되면 자동으로 화재를 진압합니다. block.wave.description = 적에게 액체 줄기를 발사합니다. 물이 공급되면 자동으로 화재를 진압합니다.
block.lancer.description = 중형 대지 레이저 포탑. 강력한 에너지 빔을 충전하여 발사합니다. block.lancer.description = 지상 목표물에게 강력한 에너지 빔을 충전하여 발사합니다.
block.arc.description = 작은 근거리 전격 포탑. 적에게 전격 아크를 발사합니다. block.arc.description = 지상 목표물에게 전격 아크를 발사합니다.
block.swarmer.description = 중형 미사일 포탑. 공중과 지상의 적을 모두 공격하며, 유도탄을 발사합니다. block.swarmer.description = 적에게 유도탄을 발사합니다.
block.salvo.description = 더 큰 고급 듀오 포탑입니다. 적에게 총알을 빠르게 발사합니다. block.salvo.description = 적에게 총알을 빠르게 일제히 발사합니다.
block.fuse.description = 넓은 근거리 파편 포탑. 근처의 적에게 3개의 관통 총알을 발사합니다. block.fuse.description = 주변 적에게 3개의 단거리 관통 레이저를 발사합니다.
block.ripple.description = 매우 강력한 포병 포탑. 원거리에 있는 적에게 포탄 무리를 쏘세요. block.ripple.description = 장거리에 걸쳐 지상 적에게 포탄 무리를 발사합니다.
block.cyclone.description = 대공 및 대지 포탑. 근처 적에게 폭발탄을 발사합니다. block.cyclone.description = 근처 적에게 폭발 파편 덩어리를 발사합니다.
block.spectre.description = 거대한 이중 배럴 대포. 공중 및 지상 목표물에 큰 관통 철갑탄을 발사합니다. block.spectre.description = 공중 및 지상 목표물에 큰 관통 철갑탄을 발사합니다.
block.meltdown.description = 거대한 레이저 대포. 근처의 적에게 지속적인 레이저 빔을 충전하여 발사합니다. 냉각가 있어야 작동합니다. block.meltdown.description = 주변 적에게 지속적인 레이저 빔을 충전하여 발사합니다. 냉각 액체가 있어야 작동합니다.
block.foreshadow.description = 거리에 걸친 거대한 단일 목표 볼트를 발사합니다. block.foreshadow.description = 거리에 걸친 거대한 단일 목표 저격탄을 발사합니다.
block.repair-point.description = 주변에서 가장 가까운 유닛을 지속적으로 치료합니다. block.repair-point.description = 인근에 가장 가까운 유닛을 지속적으로 치료합니다.
block.segment.description = 날아오는 발사체를 요격합니다. 레이저는 목표 대상이 아닙니다. block.segment.description = 날아오는 발사체를 요격합니다. 큰 발사체에겐 조준되지 않습니다.
block.parallax.description = 공중 목표물을 끌어오는 견인 광선을 발사하며, 견인 과정에서 데미지를 줍니다. block.parallax.description = 공중 목표물을 끌어오는 견인 광선을 발사하며, 견인 과정에서 데미지를 줍니다.
block.tsunami.description = 적에게 강력한 액체 줄기를 발사합니다. 물이 공급되면 자동으로 주변의 화재를 진압합니다. block.tsunami.description = 적에게 강력한 액체 줄기를 발사합니다. 물이 공급되면 자동으로 주변의 화재를 진압합니다.
block.silicon-crucible.description = 추가적으로 파이라타이트를 사용하여 더 높은 온도에서 석탄과 모래를 제련합니다. 뜨거운 곳에서 더 효율적입니다. block.silicon-crucible.description = 추가적으로 파이라타이트를 사용하여 더 높은 온도에서 석탄과 모래를 제련합니다. 뜨거운 곳에서 더 효율적입니다.
@@ -1465,8 +1472,8 @@ unit.corvus.description = 적에게 피해를 주고, 아군 구조물을 수리
unit.crawler.description = 적에게 달려들어서 거대한 폭발을 일으키는 자폭을 합니다. unit.crawler.description = 적에게 달려들어서 거대한 폭발을 일으키는 자폭을 합니다.
unit.atrax.description = 지상 목표물을 약화하는 광재 구체를 발사합니다. 대부분의 지형 위를 밟을 수 있습니다. unit.atrax.description = 지상 목표물을 약화하는 광재 구체를 발사합니다. 대부분의 지형 위를 밟을 수 있습니다.
unit.spiroct.description = 적에게 흡혈 레이저 빔을 발사하며, 흡혈을 통해 체력을 회복합니다. 대부분의 지형 위를 밟을 수 있습니다. unit.spiroct.description = 적에게 흡혈 레이저 빔을 발사하며, 흡혈을 통해 체력을 회복합니다. 대부분의 지형 위를 밟을 수 있습니다.
unit.arkyid.description = 적에게 흡혈 레이저 빔을 발사하며, 흡혈을 통해 체력을 회복합니다. 대부분의 지형 위를 밟을 수 있습니다. unit.arkyid.description = 적에게 흡혈 레이저 빔을 발사하며, 흡혈을 통해 체력을 회복합니다. 대부분의 지형 위를 밟을 수 있습니다.
unit.toxopid.description = 적에게 큰 전기 확산탄과 관통 레이저를 발사합니다. 대부분의 지형 위를 밟을 수 있습니다. unit.toxopid.description = 적에게 큰 전격 포탄 무리와 관통 레이저를 발사합니다. 대부분의 지형 위를 밟을 수 있습니다.
unit.flare.description = 지상 목표물에 일반적인 탄환을 발사합니다. unit.flare.description = 지상 목표물에 일반적인 탄환을 발사합니다.
unit.horizon.description = 지상 목표물에 폭탄을 투하합니다. unit.horizon.description = 지상 목표물에 폭탄을 투하합니다.
unit.zenith.description = 주변 모든 적에게 미사일을 살포합니다. unit.zenith.description = 주변 모든 적에게 미사일을 살포합니다.

View File

@@ -13,6 +13,7 @@ link.google-play.description = Strona w sklepie Google Play
link.f-droid.description = Wykaz Katalogu F-Droid link.f-droid.description = Wykaz Katalogu F-Droid
link.wiki.description = Oficjana Wiki Mindustry link.wiki.description = Oficjana Wiki Mindustry
link.suggestions.description = Zaproponuj nowe funkcje link.suggestions.description = Zaproponuj nowe funkcje
link.bug.description = Znalazłeś błąd? Zgłoś go tutaj
linkfail = Nie udało się otworzyć linku!\nURL został skopiowany. linkfail = Nie udało się otworzyć linku!\nURL został skopiowany.
screenshot = Zapisano zrzut ekranu w {0} screenshot = Zapisano zrzut ekranu w {0}
screenshot.invalid = Zrzut ekranu jest zbyt duży. Najprawdopodobniej brakuje miejsca w pamięci urządzenia. screenshot.invalid = Zrzut ekranu jest zbyt duży. Najprawdopodobniej brakuje miejsca w pamięci urządzenia.
@@ -196,6 +197,7 @@ servers.local = Serwery Lokalne
servers.remote = Serwery Zdalne servers.remote = Serwery Zdalne
servers.global = Serwery Publiczne servers.global = Serwery Publiczne
servers.disclaimer = Serwery społeczności [accent]nie są[] w posiadaniu ani nie moderuje nimi twórca gry.\n\nSerwery mogą posiadać zawartość stworzoną przez graczy, która może być nieodpowiednia dla wszystkich grup wiekowych.
servers.showhidden = Pokaż Ukryte Serwery servers.showhidden = Pokaż Ukryte Serwery
server.shown = Pokazane server.shown = Pokazane
server.hidden = Ukryte server.hidden = Ukryte
@@ -510,7 +512,7 @@ resources = Zasoby
bannedblocks = Zabronione bloki bannedblocks = Zabronione bloki
addall = Dodaj wszystkie addall = Dodaj wszystkie
launch.from = Wstrzelony Z: [accent]{0} launch.from = Wstrzelony Z: [accent]{0}
launch.destination = Cell: {0} launch.destination = Cel: {0}
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}. configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
add = Dodaj... add = Dodaj...
boss.health = Zdrowie Strażnika boss.health = Zdrowie Strażnika
@@ -831,6 +833,7 @@ setting.chatopacity.name = Przezroczystość czatu
setting.lasersopacity.name = Przezroczystość laserów zasilających setting.lasersopacity.name = Przezroczystość laserów zasilających
setting.bridgeopacity.name = Przezroczystość mostów setting.bridgeopacity.name = Przezroczystość mostów
setting.playerchat.name = Wyświetlaj czat w grze setting.playerchat.name = Wyświetlaj czat w grze
setting.showweather.name = Pokaż pogodę
public.confirm = Czy chcesz ustawić swoją grę jako publiczną?\n[accent]Każdy będzie mógł dołączyć do Twojej gry.\n[lightgray]Można to później zmienić w Ustawienia->Gra->Widoczność Gry Publicznej. public.confirm = Czy chcesz ustawić swoją grę jako publiczną?\n[accent]Każdy będzie mógł dołączyć do Twojej gry.\n[lightgray]Można to później zmienić w Ustawienia->Gra->Widoczność Gry Publicznej.
public.beta = Wersje beta gry nie mogą tworzyć publicznych pokoi. public.beta = Wersje beta gry nie mogą tworzyć publicznych pokoi.
uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[] uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[]
@@ -1279,6 +1282,10 @@ hint.payloadDrop.mobile = [accent]Kliknij i przytrzymaj[] w puste miejsce by opu
hint.waveFire = [accent]Strumień[] wypełniony wodą będzie gasić pobiskie pożary. hint.waveFire = [accent]Strumień[] wypełniony wodą będzie gasić pobiskie pożary.
hint.generator = \uf879 [accent]Generatory Spalinowe[] spalają węgiel i przekuzują moc do pobliskich bloków.\n\nMożesz powiększyć odległość transmitowanej mocy używająć \uf87f [accent]Węzeły Prądu[]. hint.generator = \uf879 [accent]Generatory Spalinowe[] spalają węgiel i przekuzują moc do pobliskich bloków.\n\nMożesz powiększyć odległość transmitowanej mocy używająć \uf87f [accent]Węzeły Prądu[].
hint.guardian = Jednostki [accent]Strażnicze[] są uzbrojone. Słaba amunicja - taka jak [accent]Miedź[] oraz [accent]Ołów[] [scarlet]nie jest efektywna[].\n\nUżyj lepszych działek takich jak \uf835 [accent]Naładowane Grafitem[] \uf861Duo/\uf859Salwa by pozbyć się strażników. hint.guardian = Jednostki [accent]Strażnicze[] są uzbrojone. Słaba amunicja - taka jak [accent]Miedź[] oraz [accent]Ołów[] [scarlet]nie jest efektywna[].\n\nUżyj lepszych działek takich jak \uf835 [accent]Naładowane Grafitem[] \uf861Duo/\uf859Salwa by pozbyć się strażników.
hint.coreUpgrade = Rdzenie mogą być ulepszone poprzez [accent]płożenie na nich rdzeń wyższego poziomu[].\n\nPołóż  rdzeń [accent]Fundacji[] na  rdzeń:[accent]Odłamek[] core. Żadna przeszkoda ani blok nie może stać na miejscu rdzenia.
hint.presetLaunch = Szare [accent]sektory[], takie jak [accent]Zamrożony Las[], to sektory do których możesz dotrzeć z każdego miejsca. Nie wymagają podbicia pobliskiego terenu.\n\n[accent]Ponumerowane sektory[], takie jak ten, [accent]są dodatkowe[].
hint.coreIncinerate = Jak rdzeń zostanie w pełni wypełniony danym przedmiotem, reszta przedmiotów tego typu zostanie [accent]spalona[].
hint.coopCampaign = Gdy grasz [accent]kooperacyjną kampanie[], przedmioty które są produkowane na mapie trafią także [accent]dotwoich lokalnych sektorów[].\n\nWszelkie nowe badania przeprowadzone przez hosta są również przenoszone.
item.copper.description = Przydatny materiał budowlany. Szeroko używany w prawie każdej konstrukcji. item.copper.description = Przydatny materiał budowlany. Szeroko używany w prawie każdej konstrukcji.
item.copper.details = Miedź. Nienormalnie obfity metal na Serpulo. Strukturalnie słaba, chyba że zostanie wzmocniona. item.copper.details = Miedź. Nienormalnie obfity metal na Serpulo. Strukturalnie słaba, chyba że zostanie wzmocniona.
@@ -1424,7 +1431,7 @@ block.ripple.description = Duża wieża artyleryjska, która strzela jednocześn
block.cyclone.description = Duża szybkostrzelna wieża. block.cyclone.description = Duża szybkostrzelna wieża.
block.spectre.description = Duże działo dwulufowe, które strzela potężnymi pociskami przebijającymi pancerz w jednostki naziemne i powietrzne. block.spectre.description = Duże działo dwulufowe, które strzela potężnymi pociskami przebijającymi pancerz w jednostki naziemne i powietrzne.
block.meltdown.description = Duże działo laserowe, które strzela potężnymi wiązkami dalekiego zasięgu. Wymaga chłodzenia. block.meltdown.description = Duże działo laserowe, które strzela potężnymi wiązkami dalekiego zasięgu. Wymaga chłodzenia.
block.foreshadow.description = Fires a large single-target bolt over long distances. block.foreshadow.description = Strzela potężnym pociskiem z daleka we wrogów.
block.repair-point.description = Bez przerw naprawia najbliższą uszkodzoną jednostkę w jego zasięgu. block.repair-point.description = Bez przerw naprawia najbliższą uszkodzoną jednostkę w jego zasięgu.
block.segment.description = Uszkadza i niszczy wrogie pociskiski poza laserami. block.segment.description = Uszkadza i niszczy wrogie pociskiski poza laserami.
block.parallax.description = Wykorzystuje laser, który przyciąga do siebie wrogów, zadając im obrażenia. block.parallax.description = Wykorzystuje laser, który przyciąga do siebie wrogów, zadając im obrażenia.

View File

@@ -13,6 +13,7 @@ link.google-play.description = Google Play
link.f-droid.description = Catalogul F-Droid link.f-droid.description = Catalogul F-Droid
link.wiki.description = Wikiul oficial al Mindustry link.wiki.description = Wikiul oficial al Mindustry
link.suggestions.description = Sugerează noi funcții link.suggestions.description = Sugerează noi funcții
link.bug.description = Ai găsit vreunul? Raportează-l aici
linkfail = Linkul nu a putut fi deschis!\nAdresa URL a fost copiată. linkfail = Linkul nu a putut fi deschis!\nAdresa URL a fost copiată.
screenshot = Captură de ecran salvată la {0} screenshot = Captură de ecran salvată la {0}
screenshot.invalid = Harta e prea mare. Se poate să nu existe suficientă memorie pentru captura de ecran. screenshot.invalid = Harta e prea mare. Se poate să nu existe suficientă memorie pentru captura de ecran.
@@ -69,7 +70,7 @@ stat.delivered = Resurse Lansate:
stat.playtime = Timp Joc:[accent] {0} stat.playtime = Timp Joc:[accent] {0}
stat.rank = Rang Final: [accent]{0} stat.rank = Rang Final: [accent]{0}
globalitems = [accent]Materiale Globale globalitems = [accent]Materiale Totale
map.delete = Sigur vrei să ștergi harta "[accent]{0}[]"? map.delete = Sigur vrei să ștergi harta "[accent]{0}[]"?
level.highscore = Scor Maxim: [accent]{0} level.highscore = Scor Maxim: [accent]{0}
level.select = Selectează Nivelul level.select = Selectează Nivelul
@@ -196,6 +197,7 @@ servers.local = Servere Locale
servers.remote = Servere de la Distanță servers.remote = Servere de la Distanță
servers.global = Servere ale Comunității servers.global = Servere ale Comunității
servers.disclaimer = Serverele comunității [accent]nu[] sunt deținute sau controlate de către dezvoltator.\n\nServerele pot prezenta conținut generat de utilizatori care nu este potrivit tuturor vârstelor.
servers.showhidden = Vezi Serverele Ascunse servers.showhidden = Vezi Serverele Ascunse
server.shown = Afișate server.shown = Afișate
server.hidden = Ascunse server.hidden = Ascunse
@@ -702,7 +704,7 @@ ability.forcefield = Câmp de Forță
ability.repairfield = Câmp de Reparare ability.repairfield = Câmp de Reparare
ability.statusfield = Câmp Suprasolicitare Unități ability.statusfield = Câmp Suprasolicitare Unități
ability.unitspawn = Fabrică de {0} ability.unitspawn = Fabrică de {0}
ability.shieldregenfield = Câmp de Regenerare a Scutului ability.shieldregenfield = Regenerare Câmpuri de Forță
ability.movelightning = Mișcare Fulger ability.movelightning = Mișcare Fulger
bar.drilltierreq = Burghiu Mai Bun Necesar bar.drilltierreq = Burghiu Mai Bun Necesar
@@ -831,6 +833,7 @@ setting.chatopacity.name = Opacitate Chat
setting.lasersopacity.name = Opacitate Laser Electric setting.lasersopacity.name = Opacitate Laser Electric
setting.bridgeopacity.name = Opacitate Poduri setting.bridgeopacity.name = Opacitate Poduri
setting.playerchat.name = Vezi Chat Temporar setting.playerchat.name = Vezi Chat Temporar
setting.showweather.name = Vezi Vremea
public.confirm = Vrei să îți faci jocul public?\n[accent]Oricine va putea intra în jocurile tale.\n[lightgray]Asta se poate schimba mai târziu în Setări->Joc->Vizibilitatea Jocurilor Publice. public.confirm = Vrei să îți faci jocul public?\n[accent]Oricine va putea intra în jocurile tale.\n[lightgray]Asta se poate schimba mai târziu în Setări->Joc->Vizibilitatea Jocurilor Publice.
public.beta = De reținut că versiunile beta ale jocului nu poate face servere publice. public.beta = De reținut că versiunile beta ale jocului nu poate face servere publice.
uiscale.reset = Scara interfeței a fost schimbată.\nApasă "OK" pt a confirma această scară.\n[scarlet]Revin setările și se iese în [accent] {0}[] secunde... uiscale.reset = Scara interfeței a fost schimbată.\nApasă "OK" pt a confirma această scară.\n[scarlet]Revin setările și se iese în [accent] {0}[] secunde...
@@ -1254,7 +1257,7 @@ hint.respawn = Pt a te regenera ca navă în nucleu, apasă [accent][[V][].
hint.respawn.mobile = Acum controlezi o unitate/structură. Pt a te regenera ca navă în nucleu, [accent]dă click pe avatarul din colțul din stânga-sus.[] hint.respawn.mobile = Acum controlezi o unitate/structură. Pt a te regenera ca navă în nucleu, [accent]dă click pe avatarul din colțul din stânga-sus.[]
hint.desktopPause = Apasă pe [accent][[Space][] pt a da pauză jocului. Apasă din nou pt a ieși din modul pauză. hint.desktopPause = Apasă pe [accent][[Space][] pt a da pauză jocului. Apasă din nou pt a ieși din modul pauză.
hint.placeDrill = Selectează tabul \ue85e [accent]Burghie[] din meniul din dreapta-jos, apoi selectează un \uf870 [accent]Burghiu[] și dă click pe un minereu de cupru pt a mina. hint.placeDrill = Selectează tabul \ue85e [accent]Burghie[] din meniul din dreapta-jos, apoi selectează un \uf870 [accent]Burghiu[] și dă click pe un minereu de cupru pt a mina.
hint.placeDrill.mobile = Selectează tabul \ue85e[accent]Burghie[] din meniul din dreapta-jos, apoi selectează un \uf870 [accent]Burghiu[] și dă click un minereu de cupru pt a mina.\n\nApasă pe \ue800 [accent]bifa[] din dreapta-jos pt confirmare. hint.placeDrill.mobile = Selectează tabul \ue85e [accent]Burghie[] din meniul din dreapta-jos, apoi selectează un \uf870 [accent]Burghiu[] și dă click un minereu de cupru pt a mina.\n\nApasă pe \ue800 [accent]bifa[] din dreapta-jos pt confirmare.
hint.placeConveyor = Benzile transportă materiale din burghie către alte blocuri. Selectează o \uf896 [accent]Bandă[] din tabul \ue814 [accent]Distribție[].\n\nDă click pe ecran și trage pt a desena o linie de bandă.\nFolosește [accent]rotița mouseului[] pt rotire. hint.placeConveyor = Benzile transportă materiale din burghie către alte blocuri. Selectează o \uf896 [accent]Bandă[] din tabul \ue814 [accent]Distribție[].\n\nDă click pe ecran și trage pt a desena o linie de bandă.\nFolosește [accent]rotița mouseului[] pt rotire.
hint.placeConveyor.mobile = Benzile transportă materiale din burghie către alte blocuri. Selectează o \uf896 [accent]Bandă[] din tabul \ue814 [accent]Distribție[].\n\nȚine apăsat cu degetul pt o secundă și trage pt a desena o linie de bandă. hint.placeConveyor.mobile = Benzile transportă materiale din burghie către alte blocuri. Selectează o \uf896 [accent]Bandă[] din tabul \ue814 [accent]Distribție[].\n\nȚine apăsat cu degetul pt o secundă și trage pt a desena o linie de bandă.
hint.placeTurret = Construiește \uf861 [accent]Arme[] pt a-ți apăra baza de inamici.\n\nArmele necesită muniție. Putem folosi \uf838cupru.\nAlimentează arma folosind benzi și burghie. hint.placeTurret = Construiește \uf861 [accent]Arme[] pt a-ți apăra baza de inamici.\n\nArmele necesită muniție. Putem folosi \uf838cupru.\nAlimentează arma folosind benzi și burghie.
@@ -1263,7 +1266,7 @@ hint.breaking.mobile = Activează \ue817 [accent]ciocanul[] din dreapta-jos și
hint.research = Folosește butonul \ue875 [accent]Cercetează[] pt a cerceta noi tehnologii. hint.research = Folosește butonul \ue875 [accent]Cercetează[] pt a cerceta noi tehnologii.
hint.research.mobile = Folosește butonul \ue875 [accent]Cercetează[] din \ue88c [accent]Meniu[] pt a cerceta noi tehnologii. hint.research.mobile = Folosește butonul \ue875 [accent]Cercetează[] din \ue88c [accent]Meniu[] pt a cerceta noi tehnologii.
hint.unitControl = Ține apăsat [accent][[Ctrl][] și [accent]dă click[] pt a controla unități aliate sau arme. hint.unitControl = Ține apăsat [accent][[Ctrl][] și [accent]dă click[] pt a controla unități aliate sau arme.
hint.unitControl.mobile = [accent][Dă dublu click[] pt a controla unități aliate sau arme. hint.unitControl.mobile = [accent][[Dă dublu click][] pt a controla unități aliate sau arme.
hint.launch = Odată ce s-au strâns suficiente resurse, poți [accent]Lansa[] către o altă zonă selectând sectoarele învecinate folosind \ue827 [accent]Harta[] din dreapta-jos. hint.launch = Odată ce s-au strâns suficiente resurse, poți [accent]Lansa[] către o altă zonă selectând sectoarele învecinate folosind \ue827 [accent]Harta[] din dreapta-jos.
hint.launch.mobile = Odată ce s-au strâns suficiente resurse, poți [accent]Lansa[] către o altă zonă selectând sectoarele învecinate folosind \ue827 [accent]Harta[] din \ue88c [accent]Meniu[]. hint.launch.mobile = Odată ce s-au strâns suficiente resurse, poți [accent]Lansa[] către o altă zonă selectând sectoarele învecinate folosind \ue827 [accent]Harta[] din \ue88c [accent]Meniu[].
hint.schematicSelect = Ține apăsat [accent][[F][] și trage pt a selecta blocuri pt copiere.\n\n[accent][[Click pe rotiță][] pt a copia un singur tip de bloc. hint.schematicSelect = Ține apăsat [accent][[F][] și trage pt a selecta blocuri pt copiere.\n\n[accent][[Click pe rotiță][] pt a copia un singur tip de bloc.
@@ -1279,6 +1282,10 @@ hint.payloadDrop.mobile = [accent]Ține apăsat[] pe o locație goală pt a desc
hint.waveFire = Armele [accent]Wave[] încărcate cu apă vor stinge incendiile automat. hint.waveFire = Armele [accent]Wave[] încărcate cu apă vor stinge incendiile automat.
hint.generator = \uf879 [accent]Generatoarele pe Combustie[] ard cărbunele și transmit electricitatea blocurilor învecinate.\n\nElectricitatea poate fi transmisă pe distanțe lungi folosind \uf87f [accent]Noduri Electrice[]. hint.generator = \uf879 [accent]Generatoarele pe Combustie[] ard cărbunele și transmit electricitatea blocurilor învecinate.\n\nElectricitatea poate fi transmisă pe distanțe lungi folosind \uf87f [accent]Noduri Electrice[].
hint.guardian = Unitățile [accent]Gardian[] au armuri puternice. Munițiile slabe precum [accent]Cuprul[] și [accent]Plumbul[] [scarlet]nu sunt eficiente[].\n\nFolosește arme mai bune sau muniție de \uf835 [accent]Grafit[] pt \uf861Duo/\uf859Salvo pt a nimici Gardianul. hint.guardian = Unitățile [accent]Gardian[] au armuri puternice. Munițiile slabe precum [accent]Cuprul[] și [accent]Plumbul[] [scarlet]nu sunt eficiente[].\n\nFolosește arme mai bune sau muniție de \uf835 [accent]Grafit[] pt \uf861Duo/\uf859Salvo pt a nimici Gardianul.
hint.coreUpgrade = Un nucleu poate pot fi îmbunătățit [accent]plasând o alt nucleu mai bun peste el[].\n\nPlasează un nucleu  [accent]Foundation[] peste nucleul  [accent]Shard[]. Nucleul nu poate fi plasat decât pe alte nuclee. Asigură-te că nu sunt alte benzi sau obstacole care să împiedice plasarea.
hint.presetLaunch = Poți lansa de oriunde în sectoarele gri, precum [accent]Pădurea Glacială[]. Ele sunt [accent]zone[] speciale [accent]de aterizare[]. Nu ai nevoie să capturezi sectoarele învecinate pt a lansa.\n\n[accent]Sectoarele numerotate[], ca acesta, sunt [accent]opționale[].
hint.coreIncinerate = După ce nucleul se umple până la refuz cu un tip de material, toate materialele în plus de acel tip care încearcă să între în nucleu sunt [accent]incinerate[].
hint.coopCampaign = Când joci [accent]campania cooperând cu alți jucători[], materialele produse în sectorul curent vor fi transferate și către [accent]sectoarele tale locale[].\n\nDe asemenea, vei debloca tot ceea ce cercetează gazda.
item.copper.description = Folosit în tot felul de construcții și muniție. item.copper.description = Folosit în tot felul de construcții și muniție.
item.copper.details = Cupru. Metal anormal de abundent pe Serpulo. Structural slab dacă nu este consolidat. item.copper.details = Cupru. Metal anormal de abundent pe Serpulo. Structural slab dacă nu este consolidat.
@@ -1472,7 +1479,7 @@ unit.zenith.description = Trage cu salve de rachete către inamicii din apropier
unit.antumbra.description = Trage cu un baraj de gloanțe către inamicii din apropiere. unit.antumbra.description = Trage cu un baraj de gloanțe către inamicii din apropiere.
unit.eclipse.description = Trage cu un baraj de grămezi de material și două lasere care penetrează scuturile tuturor inamicilor din apropiere. unit.eclipse.description = Trage cu un baraj de grămezi de material și două lasere care penetrează scuturile tuturor inamicilor din apropiere.
unit.mono.description = Minează automat cupru și plumb, depozitându-le în nucleu. unit.mono.description = Minează automat cupru și plumb, depozitându-le în nucleu.
unit.poly.description = Reconstruiește automat structurile deteriorate și asistă alte unități la construire. unit.poly.description = Reconstruiește automat structurile distruse și asistă alte unități la construire.
unit.mega.description = Repară automat structurile deteriorate. Capabilă să care blocuri și mici unități de artilerie. unit.mega.description = Repară automat structurile deteriorate. Capabilă să care blocuri și mici unități de artilerie.
unit.quad.description = Aruncă bombe mari peste artileria inamică, reparând structurile aliate și deteriorând inamicii. Capabilă să care unități de artilerie de dimensiuni medii. unit.quad.description = Aruncă bombe mari peste artileria inamică, reparând structurile aliate și deteriorând inamicii. Capabilă să care unități de artilerie de dimensiuni medii.
unit.oct.description = Protejează aliații din apropiere cu scutul său care se regenerează. Capabilă să care majoritatea unităților de artilerie. unit.oct.description = Protejează aliații din apropiere cu scutul său care se regenerează. Capabilă să care majoritatea unităților de artilerie.

View File

@@ -64,7 +64,7 @@ stat.deconstructed = Будівель деконструйовано:[accent] {0
stat.delivered = Ресурсів запущено: stat.delivered = Ресурсів запущено:
stat.playtime = Час у грі:[accent] {0} stat.playtime = Час у грі:[accent] {0}
stat.rank = Фінальний рахунок:[accent] {0} stat.rank = Фінальний рахунок:[accent] {0}
globalitems = [accent]Глобальні предмети globalitems = [accent]Усього предметів
map.delete = Ви впевнені, що хочете видалити мапу «[accent]{0}[]»? map.delete = Ви впевнені, що хочете видалити мапу «[accent]{0}[]»?
level.highscore = Рекорд: [accent]{0} level.highscore = Рекорд: [accent]{0}
level.select = Вибір мапи level.select = Вибір мапи
@@ -112,7 +112,7 @@ mod.disable = Вимкнути
mod.content = Зміст: mod.content = Зміст:
mod.delete.error = Неможливо видалити модифікацію. Файл, можливо, використовується. mod.delete.error = Неможливо видалити модифікацію. Файл, можливо, використовується.
mod.requiresversion = [scarlet]Необхідна мінімальна версія гри: [accent]{0} mod.requiresversion = [scarlet]Необхідна мінімальна версія гри: [accent]{0}
mod.outdated = [scarlet]Не сумісна з V6 (немає мінімальної версі гри (англ. min-game-version): 105) mod.outdated = [scarlet]Не сумісна з V6
mod.missingdependencies = [scarlet]Відсутні залежності: {0} mod.missingdependencies = [scarlet]Відсутні залежності: {0}
mod.erroredcontent = [scarlet]Помилки під час завантаження mod.erroredcontent = [scarlet]Помилки під час завантаження
mod.errors = Виникли помилки під час завантаження змісту. mod.errors = Виникли помилки під час завантаження змісту.
@@ -187,6 +187,8 @@ host.invalid = [scarlet]Не вдалося під’єднатися до се
servers.local = Локальні сервери servers.local = Локальні сервери
servers.remote = Віддалені сервери servers.remote = Віддалені сервери
servers.global = Глобальні сервери servers.global = Глобальні сервери
servers.disclaimer = Сервери спільноли [accent]не[] належать чи контролюються власником.\n\nСервери можуть містити користувацький вміст, який не підходить для якогось віку.
servers.showhidden = Показати приховані сервери servers.showhidden = Показати приховані сервери
server.shown = Показано server.shown = Показано
server.hidden = Приховано server.hidden = Приховано
@@ -751,12 +753,12 @@ setting.antialias.name = Згладжування[lightgray] (потребує
setting.playerindicators.name = Позначки гравців setting.playerindicators.name = Позначки гравців
setting.indicators.name = Позначки противників setting.indicators.name = Позначки противників
setting.autotarget.name = Автострільба setting.autotarget.name = Автострільба
setting.keyboard.name = Миш+Керування з клавіатури setting.keyboard.name = Миш + Керування з клавіатури
setting.touchscreen.name = Керування сенсорним екраном setting.touchscreen.name = Керування сенсорним екраном
setting.fpscap.name = Максимальний FPS setting.fpscap.name = Максимальний FPS
setting.fpscap.none = Жодне setting.fpscap.none = Жодне
setting.fpscap.text = {0} FPS setting.fpscap.text = {0} FPS
setting.uiscale.name = Масштабування користувацького інтерфейсу[lightgray] (потребує перезапуск)[] setting.uiscale.name = Масштабування користувацького інтерфейсу[lightgray] (потребує перезапуску)[]
setting.swapdiagonal.name = Завжди діагональне розміщення setting.swapdiagonal.name = Завжди діагональне розміщення
setting.difficulty.training = Навчання setting.difficulty.training = Навчання
setting.difficulty.easy = Легка setting.difficulty.easy = Легка
@@ -780,7 +782,7 @@ setting.smoothcamera.name = Гладка камера
setting.vsync.name = Вертикальна синхронізація setting.vsync.name = Вертикальна синхронізація
setting.pixelate.name = Пікселізація setting.pixelate.name = Пікселізація
setting.minimap.name = Показувати мінімапу setting.minimap.name = Показувати мінімапу
setting.coreitems.name = Показувати предмети в ядрі (дороблюється) setting.coreitems.name = Показувати предмети в ядрі
setting.position.name = Показувати координати гравця setting.position.name = Показувати координати гравця
setting.musicvol.name = Гучність музики setting.musicvol.name = Гучність музики
setting.atmosphere.name = Показувати планетарну атмосферу setting.atmosphere.name = Показувати планетарну атмосферу
@@ -799,7 +801,7 @@ setting.playerchat.name = Показувати хмару чата над гра
public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[accent]Будь-хто може приєднатися до вашої гри.\n[lightgray]Це можна змінити в Налаштування->Гра->Загальнодоступність гри. public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[accent]Будь-хто може приєднатися до вашої гри.\n[lightgray]Це можна змінити в Налаштування->Гра->Загальнодоступність гри.
public.beta = Зауважте, що в бета-версії гри ви не можете робити публічні ігри. public.beta = Зауважте, що в бета-версії гри ви не можете робити публічні ігри.
uiscale.reset = Масштаб користувацького інтерфейсу було змінено.\nНатисніть «Гаразд» для підтвердження цього масштабу.\n[scarlet]Повернення налаштувань і вихід через[accent] {0}[] секунд… uiscale.reset = Масштаб користувацького інтерфейсу було змінено.\nНатисніть «Гаразд» для підтвердження цього масштабу.\n[scarlet]Повернення налаштувань і вихід через[accent] {0}[] секунд…
uiscale.cancel = Скасувати & Вийти uiscale.cancel = Скасувати і вийти
setting.bloom.name = Світіння setting.bloom.name = Світіння
keybind.title = Налаштування керування keybind.title = Налаштування керування
keybinds.mobile = [scarlet]Більшість прив’язаних клавіш не функціональні для мобільних пристроїв. Підтримується лише базовий рух. keybinds.mobile = [scarlet]Більшість прив’язаних клавіш не функціональні для мобільних пристроїв. Підтримується лише базовий рух.
@@ -811,7 +813,7 @@ command.attack = Атака
command.rally = Точка збору command.rally = Точка збору
command.retreat = Відступити command.retreat = Відступити
command.idle = Бездіяльність command.idle = Бездіяльність
placement.blockselectkeys = \n[lightgray]Клавіши: [{0}, placement.blockselectkeys = \n[lightgray]Клавіші: [{0},
keybind.respawn.name = Відродження keybind.respawn.name = Відродження
keybind.control.name = Контролювання одиниці keybind.control.name = Контролювання одиниці
keybind.clear_building.name = Очистити план будування keybind.clear_building.name = Очистити план будування
@@ -1213,7 +1215,7 @@ hint.placeDrill = Виберіть у меню внизу праворуч вк
hint.placeDrill.mobile = Виберіть у меню внизу праворуч вкладку  [accent]Бур[], потім виберіть  [accent]Механічний бур[] та натисніть на мідний клаптик для його розміщення.\n\nНатисніть внизу праворуч  [accent]галку[] для підтвердження. hint.placeDrill.mobile = Виберіть у меню внизу праворуч вкладку  [accent]Бур[], потім виберіть  [accent]Механічний бур[] та натисніть на мідний клаптик для його розміщення.\n\nНатисніть внизу праворуч  [accent]галку[] для підтвердження.
hint.placeConveyor = Конвеєри переміщують предмети з бурів до інших блоків. Виберіть  [accent]конвеєр[] з вкладки  [accent]Транспортування[].\n\nНатисніть і тягніть, щоби розмістити декілька конвеєрів.\n[accent]Прокручуйте коліщатком миші[], щоб обертати їх. hint.placeConveyor = Конвеєри переміщують предмети з бурів до інших блоків. Виберіть  [accent]конвеєр[] з вкладки  [accent]Транспортування[].\n\nНатисніть і тягніть, щоби розмістити декілька конвеєрів.\n[accent]Прокручуйте коліщатком миші[], щоб обертати їх.
hint.placeConveyor.mobile = Конвеєри переміщують предмети з бурів до інших блоків. Виберіть  [accent]конвеєр[] з вкладки  [accent]Транспортування[].\n\nУтримуйте палець протягом секунди і протягніть, щоби розмістити декілька конвеєрів. hint.placeConveyor.mobile = Конвеєри переміщують предмети з бурів до інших блоків. Виберіть  [accent]конвеєр[] з вкладки  [accent]Транспортування[].\n\nУтримуйте палець протягом секунди і протягніть, щоби розмістити декілька конвеєрів.
hint.placeTurret = Розмістіть  [accent]башти[], щоби захистити базу від ворогів.\n\nБашти потребують боєприпасів. У цьому випадку мідь.\nДля її подачі використовуйте конвеєри та бури. hint.placeTurret = Розмістіть  [accent]башти[], щоби захистити базу від ворогів.\n\nБашти потребують боєприпасів. У цьому випадку \uf838мідь.\nДля її подачі використовуйте конвеєри та бури.
hhint.breaking = Натисніть [accent]ПКМ[] і тягніть, щоби зруйнувати блоки. hhint.breaking = Натисніть [accent]ПКМ[] і тягніть, щоби зруйнувати блоки.
hint.breaking.mobile = Активуйте  [accent]молот[] внизу праворуч і торкніться блоків, щоби їх розібрати.\n\nУтримуйте палець протягом секунди і протягніть, щоби розібрати виділене. hint.breaking.mobile = Активуйте  [accent]молот[] внизу праворуч і торкніться блоків, щоби їх розібрати.\n\nУтримуйте палець протягом секунди і протягніть, щоби розібрати виділене.
hint.research = Використовуйте кнопку  [accent]Дослідження[] для дослідження нової технології. hint.research = Використовуйте кнопку  [accent]Дослідження[] для дослідження нової технології.
@@ -1235,6 +1237,10 @@ hint.payloadDrop.mobile = [accent]Торкніться[] вільного міс
hint.waveFire = Башта [accent]Хвиля[] з водою буде автоматично гасити найближчі пожежі. hint.waveFire = Башта [accent]Хвиля[] з водою буде автоматично гасити найближчі пожежі.
hint.generator =  [accent]Генератори внутрішнього згорання[] спалюють вугілля і передають енергію прилеглим блокам.\n\nРадіус передачі енергії можна збільшити за допомогою  [accent]силових вузлів[]. hint.generator =  [accent]Генератори внутрішнього згорання[] спалюють вугілля і передають енергію прилеглим блокам.\n\nРадіус передачі енергії можна збільшити за допомогою  [accent]силових вузлів[].
hint.guardian = [accent]Вартові[] одиниці броньовані. Слабкі боєприпаси, як-от [accent]мідь[] чи [accent]свинець[], [scarlet]не є ефективними[].\n\nВикористовуйте башти вищого рангу чи  [accent]графітові боєприпаси[] для Подвійної башти чиЗалпу, щоб убити Вартових. hint.guardian = [accent]Вартові[] одиниці броньовані. Слабкі боєприпаси, як-от [accent]мідь[] чи [accent]свинець[], [scarlet]не є ефективними[].\n\nВикористовуйте башти вищого рангу чи  [accent]графітові боєприпаси[] для Подвійної башти чиЗалпу, щоб убити Вартових.
hint.coreUpgrade = Ядро можна покращити, якщо [accent]розмістити поверх нього ядро вищого рівня[].\n\nРозмістіть  ядро [accent]«Штаб»[] поверх  ядра [accent]«Уламок»[]. Переконайтесь, що поблизу ядер немає перешкод (зайвих блоків).
hint.presetLaunch = Сірі [accent]сектори зони посадки[], як-от [accent]Крижаний ліс[], можна запустити з будь-якого місця. Вони не вимагають захоплення сусідньої території.\n\n[accent]Нумеровані сектори[], як цей, [accent]необовʼязкові[].
hint.coreIncinerate = Після того, як ядро наповниться предметом, будь-які додаткові предмети того ж типу, які воно отримує, будуть [accent]спалені[].
item.copper.description = Використовується у всіх типах блоків і боєприпасах. item.copper.description = Використовується у всіх типах блоків і боєприпасах.
item.copper.details = Мідь. Напрочуд багато жил цієї руди на Серпуло. За своєю структурою слабка, якщо не зміцнена. item.copper.details = Мідь. Напрочуд багато жил цієї руди на Серпуло. За своєю структурою слабка, якщо не зміцнена.
item.lead.description = Широко використовується в електроніці та в транспортуванні рідин. item.lead.description = Широко використовується в електроніці та в транспортуванні рідин.

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@@ -84,6 +84,7 @@ amrsoll
ねらひかだ ねらひかだ
Draco Draco
Quezler Quezler
killall -q
Alicila Alicila
Daniel Dusek Daniel Dusek
DeltaNedas DeltaNedas

Binary file not shown.

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@@ -50,5 +50,5 @@ const cons = method => new Cons(){get: method}
const prov = method => new Prov(){get: method} const prov = method => new Prov(){get: method}
const func = method => new Func(){get: method} const func = method => new Func(){get: method}
const newEffect = (lifetime, renderer) => new Effects.Effect(lifetime, new Effects.EffectRenderer({render: renderer})) const newEffect = (lifetime, renderer) => new Effect.Effect(lifetime, new Effect.EffectRenderer({render: renderer}))
Call = Packages.mindustry.gen.Call Call = Packages.mindustry.gen.Call

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@@ -52,7 +52,7 @@ const cons = method => new Cons(){get: method}
const prov = method => new Prov(){get: method} const prov = method => new Prov(){get: method}
const func = method => new Func(){get: method} const func = method => new Func(){get: method}
const newEffect = (lifetime, renderer) => new Effects.Effect(lifetime, new Effects.EffectRenderer({render: renderer})) const newEffect = (lifetime, renderer) => new Effect.Effect(lifetime, new Effect.EffectRenderer({render: renderer}))
Call = Packages.mindustry.gen.Call Call = Packages.mindustry.gen.Call
importPackage(Packages.arc) importPackage(Packages.arc)
@@ -165,6 +165,7 @@ const SectorInvasionEvent = Packages.mindustry.game.EventType.SectorInvasionEven
const SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent const SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent
const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent
const ClientLoadEvent = Packages.mindustry.game.EventType.ClientLoadEvent const ClientLoadEvent = Packages.mindustry.game.EventType.ClientLoadEvent
const ContentInitEvent = Packages.mindustry.game.EventType.ContentInitEvent
const BlockInfoEvent = Packages.mindustry.game.EventType.BlockInfoEvent const BlockInfoEvent = Packages.mindustry.game.EventType.BlockInfoEvent
const CoreItemDeliverEvent = Packages.mindustry.game.EventType.CoreItemDeliverEvent const CoreItemDeliverEvent = Packages.mindustry.game.EventType.CoreItemDeliverEvent
const TurretAmmoDeliverEvent = Packages.mindustry.game.EventType.TurretAmmoDeliverEvent const TurretAmmoDeliverEvent = Packages.mindustry.game.EventType.TurretAmmoDeliverEvent

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@@ -17,6 +17,7 @@ import mindustry.game.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.input.*; import mindustry.input.*;
import mindustry.io.*; import mindustry.io.*;
import mindustry.logic.*;
import mindustry.maps.Map; import mindustry.maps.Map;
import mindustry.maps.*; import mindustry.maps.*;
import mindustry.mod.*; import mindustry.mod.*;
@@ -47,8 +48,6 @@ public class Vars implements Loadable{
public static final int bufferSize = 8192; public static final int bufferSize = 8192;
/** global charset, since Android doesn't support the Charsets class */ /** global charset, since Android doesn't support the Charsets class */
public static final Charset charset = Charset.forName("UTF-8"); public static final Charset charset = Charset.forName("UTF-8");
/** mods suggested for import */
public static final String[] suggestedMods = {""};
/** main application name, capitalized */ /** main application name, capitalized */
public static final String appName = "Mindustry"; public static final String appName = "Mindustry";
/** URL for itch.io donations. */ /** URL for itch.io donations. */
@@ -69,6 +68,8 @@ public class Vars implements Loadable{
public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?labels=bug&template=bug_report.md"; public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?labels=bug&template=bug_report.md";
/** list of built-in servers.*/ /** list of built-in servers.*/
public static final Seq<ServerGroup> defaultServers = Seq.with(); public static final Seq<ServerGroup> defaultServers = Seq.with();
/** maximum size of any block, do not change unless you know what you're doing */
public static final int maxBlockSize = 16;
/** maximum distance between mine and core that supports automatic transferring */ /** maximum distance between mine and core that supports automatic transferring */
public static final float mineTransferRange = 220f; public static final float mineTransferRange = 220f;
/** max chat message length */ /** max chat message length */
@@ -195,6 +196,7 @@ public class Vars implements Loadable{
public static BeControl becontrol; public static BeControl becontrol;
public static AsyncCore asyncCore; public static AsyncCore asyncCore;
public static BaseRegistry bases; public static BaseRegistry bases;
public static GlobalConstants constants;
public static Universe universe; public static Universe universe;
public static World world; public static World world;
@@ -268,6 +270,7 @@ public class Vars implements Loadable{
indexer = new BlockIndexer(); indexer = new BlockIndexer();
pathfinder = new Pathfinder(); pathfinder = new Pathfinder();
bases = new BaseRegistry(); bases = new BaseRegistry();
constants = new GlobalConstants();
state = new GameState(); state = new GameState();

View File

@@ -36,7 +36,7 @@ public class BaseAI{
private static int correct = 0, incorrect = 0; private static int correct = 0, incorrect = 0;
private int lastX, lastY, lastW, lastH; private int lastX, lastY, lastW, lastH;
private boolean triedWalls; private boolean triedWalls, foundPath;
TeamData data; TeamData data;
Interval timer = new Interval(4); Interval timer = new Interval(4);
@@ -114,6 +114,9 @@ public class BaseAI{
} }
calcPath.add(calcTile.pos()); calcPath.add(calcTile.pos());
for(Point2 p : Geometry.d8){
calcPath.add(Point2.pack(p.x + calcTile.x, p.y + calcTile.y));
}
//found the end. //found the end.
if(calcTile.build instanceof CoreBuild b && b.team == state.rules.defaultTeam){ if(calcTile.build instanceof CoreBuild b && b.team == state.rules.defaultTeam){
@@ -125,6 +128,7 @@ public class BaseAI{
calcPath.clear(); calcPath.clear();
calcTile = null; calcTile = null;
totalCalcs ++; totalCalcs ++;
foundPath = true;
break; break;
} }
@@ -135,7 +139,7 @@ public class BaseAI{
} }
//only schedule when there's something to build. //only schedule when there's something to build.
if(totalCalcs > 0 && data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){ if(foundPath && data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){
if(!triedWalls){ if(!triedWalls){
tryWalls(); tryWalls();
triedWalls = true; triedWalls = true;

View File

@@ -55,6 +55,12 @@ public class WaveSpawner{
public void spawnEnemies(){ public void spawnEnemies(){
spawning = true; spawning = true;
eachGroundSpawn((spawnX, spawnY, doShockwave) -> {
if(doShockwave){
doShockwave(spawnX, spawnY);
}
});
for(SpawnGroup group : state.rules.spawns){ for(SpawnGroup group : state.rules.spawns){
if(group.type == null) continue; if(group.type == null) continue;
@@ -86,18 +92,12 @@ public class WaveSpawner{
} }
} }
eachGroundSpawn((spawnX, spawnY, doShockwave) -> {
if(doShockwave){
doShockwave(spawnX, spawnY);
}
});
Time.runTask(121f, () -> spawning = false); Time.runTask(121f, () -> spawning = false);
} }
public void doShockwave(float x, float y){ public void doShockwave(float x, float y){
Time.run(20f, () -> Fx.spawnShockwave.at(x, y, state.rules.dropZoneRadius)); Fx.spawnShockwave.at(x, y, state.rules.dropZoneRadius);
Time.run(40f, () -> Damage.damage(state.rules.waveTeam, x, y, state.rules.dropZoneRadius, 99999999f, true)); Damage.damage(state.rules.waveTeam, x, y, state.rules.dropZoneRadius, 99999999f, true);
} }
public void eachGroundSpawn(Intc2 cons){ public void eachGroundSpawn(Intc2 cons){

View File

@@ -45,8 +45,18 @@ public class BuilderAI extends AIController{
//approach request if building //approach request if building
BuildPlan req = unit.buildPlan(); BuildPlan req = unit.buildPlan();
//clear break plan if another player is breaking something.
if(!req.breaking && timer.get(timerTarget2, 40f)){
for(Player player : Groups.player){
if(player.isBuilder() && player.unit().activelyBuilding() && player.unit().buildPlan().samePos(req) && player.unit().buildPlan().breaking){
unit.plans.removeFirst();
return;
}
}
}
boolean valid = boolean valid =
(req.tile() != null && req.tile().build instanceof ConstructBuild && req.tile().<ConstructBuild>bc().cblock == req.block) || (req.tile() != null && req.tile().build instanceof ConstructBuild cons && cons.cblock == req.block) ||
(req.breaking ? (req.breaking ?
Build.validBreak(unit.team(), req.x, req.y) : Build.validBreak(unit.team(), req.x, req.y) :
Build.validPlace(req.block, unit.team(), req.x, req.y, req.rotation)); Build.validPlace(req.block, unit.team(), req.x, req.y, req.rotation));
@@ -120,6 +130,6 @@ public class BuilderAI extends AIController{
@Override @Override
public boolean shouldShoot(){ public boolean shouldShoot(){
return !((Builderc)unit).isBuilding(); return !unit.isBuilding();
} }
} }

View File

@@ -12,7 +12,7 @@ public class FlyingAI extends AIController{
@Override @Override
public void updateMovement(){ public void updateMovement(){
if(target != null && unit.hasWeapons() && command() == UnitCommand.attack){ if(target != null && unit.hasWeapons() && command() == UnitCommand.attack){
if(unit.type.weapons.first().rotate){ if(!unit.type.circleTarget){
moveTo(target, unit.range() * 0.8f); moveTo(target, unit.range() * 0.8f);
unit.lookAt(target); unit.lookAt(target);
}else{ }else{

View File

@@ -33,11 +33,10 @@ public class FormationAI extends AIController implements FormationMember{
} }
if(unit.type.canBoost){ if(unit.type.canBoost){
unit.elevation = Mathf.approachDelta(unit.elevation, !unit.canPassOn() ? 1f : leader.type.canBoost ? leader.elevation : 0f, 0.08f); unit.elevation = Mathf.approachDelta(unit.elevation, unit.onSolid() ? 1f : leader.type.canBoost ? leader.elevation : 0f, 0.08f);
} }
unit.controlWeapons(true, leader.isShooting); unit.controlWeapons(true, leader.isShooting);
// unit.moveAt(Tmp.v1.set(deltaX, deltaY).limit(unit.type().speed));
unit.aim(leader.aimX(), leader.aimY()); unit.aim(leader.aimX(), leader.aimY());
@@ -47,17 +46,10 @@ public class FormationAI extends AIController implements FormationMember{
unit.lookAt(unit.vel.angle()); unit.lookAt(unit.vel.angle());
} }
Vec2 realtarget = vec.set(target); Vec2 realtarget = vec.set(target).add(leader.vel.x, leader.vel.y);
float margin = 4f; float speed = unit.realSpeed() * unit.floorSpeedMultiplier();
unit.approach(Mathf.arrive(unit.x, unit.y, realtarget.x, realtarget.y, unit.vel, 0f, 0.01f, speed, 1f));
float speed = unit.realSpeed();
if(unit.dst(realtarget) <= margin){
//unit.vel.approachDelta(Vec2.ZERO, speed * type.accel / 2f);
}else{
unit.moveAt(realtarget.sub(unit).limit(speed));
}
if(unit.canMine() && leader.canMine()){ if(unit.canMine() && leader.canMine()){
if(leader.mineTile != null && unit.validMine(leader.mineTile)){ if(leader.mineTile != null && unit.validMine(leader.mineTile)){

View File

@@ -1,6 +1,7 @@
package mindustry.ai.types; package mindustry.ai.types;
import arc.math.*; import arc.math.*;
import arc.math.geom.*;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.ai.*; import mindustry.ai.*;
@@ -67,7 +68,7 @@ public class LogicAI extends AIController{
moveTo(Tmp.v1.set(moveX, moveY), 1f, 30f); moveTo(Tmp.v1.set(moveX, moveY), 1f, 30f);
} }
case approach -> { case approach -> {
moveTo(Tmp.v1.set(moveX, moveY), moveRad - 8f, 8f); moveTo(Tmp.v1.set(moveX, moveY), moveRad - 7f, 7);
} }
case pathfind -> { case pathfind -> {
Building core = unit.closestEnemyCore(); Building core = unit.closestEnemyCore();
@@ -103,7 +104,7 @@ public class LogicAI extends AIController{
//look where moving if there's nothing to aim at //look where moving if there's nothing to aim at
if(!shoot){ if(!shoot){
unit.lookAt(unit.prefRotation()); unit.lookAt(unit.prefRotation());
}else if(unit.hasWeapons()){ //if there is, look at the object }else if(unit.hasWeapons() && unit.mounts.length > 0){ //if there is, look at the object
unit.lookAt(unit.mounts[0].aimX, unit.mounts[0].aimY); unit.lookAt(unit.mounts[0].aimX, unit.mounts[0].aimY);
} }
} }
@@ -112,6 +113,24 @@ public class LogicAI extends AIController{
return radars.add(radar); return radars.add(radar);
} }
@Override
protected void moveTo(Position target, float circleLength, float smooth){
if(target == null) return;
vec.set(target).sub(unit);
float length = circleLength <= 0.001f ? 1f : Mathf.clamp((unit.dst(target) - circleLength) / smooth, -1f, 1f);
vec.setLength(unit.realSpeed() * length);
if(length < -0.5f){
vec.rotate(180f);
}else if(length < 0){
vec.setZero();
}
unit.approach(vec);
}
//always retarget //always retarget
@Override @Override
protected boolean retarget(){ protected boolean retarget(){

View File

@@ -4,6 +4,7 @@ import arc.*;
import arc.graphics.*; import arc.graphics.*;
import arc.graphics.g2d.*; import arc.graphics.g2d.*;
import arc.struct.*; import arc.struct.*;
import mindustry.*;
import mindustry.ctype.*; import mindustry.ctype.*;
import mindustry.entities.bullet.*; import mindustry.entities.bullet.*;
import mindustry.gen.*; import mindustry.gen.*;
@@ -134,7 +135,7 @@ public class Blocks implements ContentList{
//Registers build blocks //Registers build blocks
//no reference is needed here since they can be looked up by name later //no reference is needed here since they can be looked up by name later
for(int i = 1; i <= ConstructBlock.maxSize; i++){ for(int i = 1; i <= Vars.maxBlockSize; i++){
new ConstructBlock(i); new ConstructBlock(i);
} }
@@ -613,6 +614,7 @@ public class Blocks implements ContentList{
craftTime = 75f; craftTime = 75f;
size = 3; size = 3;
hasPower = true; hasPower = true;
itemCapacity = 20;
consumes.power(4f); consumes.power(4f);
consumes.items(with(Items.copper, 3, Items.lead, 4, Items.titanium, 2, Items.silicon, 3)); consumes.items(with(Items.copper, 3, Items.lead, 4, Items.titanium, 2, Items.silicon, 3));
@@ -981,7 +983,7 @@ public class Blocks implements ContentList{
junction = new Junction("junction"){{ junction = new Junction("junction"){{
requirements(Category.distribution, with(Items.copper, 2), true); requirements(Category.distribution, with(Items.copper, 2), true);
speed = 26; speed = 26;
capacity = 12; capacity = 6;
health = 30; health = 30;
buildCostMultiplier = 6f; buildCostMultiplier = 6f;
}}; }};
@@ -1514,7 +1516,7 @@ public class Blocks implements ContentList{
}}; }};
lancer = new PowerTurret("lancer"){{ lancer = new PowerTurret("lancer"){{
requirements(Category.turret, with(Items.copper, 25, Items.lead, 50, Items.silicon, 45)); requirements(Category.turret, with(Items.copper, 60, Items.lead, 70, Items.silicon, 50));
range = 165f; range = 165f;
chargeTime = 40f; chargeTime = 40f;
chargeMaxDelay = 30f; chargeMaxDelay = 30f;
@@ -1547,7 +1549,7 @@ public class Blocks implements ContentList{
}}; }};
arc = new PowerTurret("arc"){{ arc = new PowerTurret("arc"){{
requirements(Category.turret, with(Items.copper, 35, Items.lead, 50)); requirements(Category.turret, with(Items.copper, 50, Items.lead, 50));
shootType = new LightningBulletType(){{ shootType = new LightningBulletType(){{
damage = 20; damage = 20;
lightningLength = 25; lightningLength = 25;
@@ -1601,7 +1603,7 @@ public class Blocks implements ContentList{
}}; }};
salvo = new ItemTurret("salvo"){{ salvo = new ItemTurret("salvo"){{
requirements(Category.turret, with(Items.copper, 105, Items.graphite, 95, Items.titanium, 60)); requirements(Category.turret, with(Items.copper, 100, Items.graphite, 90, Items.titanium, 60));
ammo( ammo(
Items.copper, Bullets.standardCopper, Items.copper, Bullets.standardCopper,
Items.graphite, Bullets.standardDense, Items.graphite, Bullets.standardDense,

View File

@@ -32,6 +32,7 @@ public class Items implements ContentList{
sand = new Item("sand", Color.valueOf("f7cba4")){{ sand = new Item("sand", Color.valueOf("f7cba4")){{
alwaysUnlocked = true; alwaysUnlocked = true;
lowPriority = true;
}}; }};
coal = new Item("coal", Color.valueOf("272727")){{ coal = new Item("coal", Color.valueOf("272727")){{

View File

@@ -12,12 +12,13 @@ public class Liquids implements ContentList{
water = new Liquid("water", Color.valueOf("596ab8")){{ water = new Liquid("water", Color.valueOf("596ab8")){{
heatCapacity = 0.4f; heatCapacity = 0.4f;
alwaysUnlocked = true;
effect = StatusEffects.wet; effect = StatusEffects.wet;
}}; }};
slag = new Liquid("slag", Color.valueOf("ffa166")){{ slag = new Liquid("slag", Color.valueOf("ffa166")){{
temperature = 1f; temperature = 1f;
viscosity = 0.8f; viscosity = 0.7f;
effect = StatusEffects.melting; effect = StatusEffects.melting;
lightColor = Color.valueOf("f0511d").a(0.4f); lightColor = Color.valueOf("f0511d").a(0.4f);
}}; }};

View File

@@ -25,10 +25,10 @@ public class StatusEffects implements ContentList{
effect = Fx.burning; effect = Fx.burning;
init(() -> { init(() -> {
opposite(wet,freezing); opposite(wet, freezing);
trans(tarred, ((unit, time, newTime, result) -> { trans(tarred, ((unit, time, newTime, result) -> {
unit.damagePierce(8f); unit.damagePierce(8f);
Fx.burning.at(unit.x() + Mathf.range(unit.bounds() / 2f), unit.y() + Mathf.range(unit.bounds() / 2f)); Fx.burning.at(unit.x + Mathf.range(unit.bounds() / 2f), unit.y + Mathf.range(unit.bounds() / 2f));
result.set(this, Math.min(time + newTime, 300f)); result.set(this, Math.min(time + newTime, 300f));
})); }));
}); });
@@ -93,8 +93,12 @@ public class StatusEffects implements ContentList{
effect = Fx.melting; effect = Fx.melting;
init(() -> { init(() -> {
trans(tarred, ((unit, time, newTime, result) -> result.set(this, Math.min(time + newTime / 2f, 140f))));
opposite(wet, freezing); opposite(wet, freezing);
trans(tarred, ((unit, time, newTime, result) -> {
unit.damagePierce(8f);
Fx.burning.at(unit.x + Mathf.range(unit.bounds() / 2f), unit.y + Mathf.range(unit.bounds() / 2f));
result.set(this, Math.min(time + newTime, 200f));
}));
}); });
}}; }};
@@ -119,7 +123,7 @@ public class StatusEffects implements ContentList{
effect = Fx.oily; effect = Fx.oily;
init(() -> { init(() -> {
trans(melting, ((unit, time, newTime, result) -> result.set(burning, newTime + time))); trans(melting, ((unit, time, newTime, result) -> result.set(melting, newTime + time)));
trans(burning, ((unit, time, newTime, result) -> result.set(burning, newTime + time))); trans(burning, ((unit, time, newTime, result) -> result.set(burning, newTime + time)));
}); });
}}; }};

View File

@@ -154,6 +154,7 @@ public class TechTree implements ContentList{
}); });
node(kiln, Seq.with(new SectorComplete(craters)), () -> { node(kiln, Seq.with(new SectorComplete(craters)), () -> {
node(pulverizer, () -> {
node(incinerator, () -> { node(incinerator, () -> {
node(melter, () -> { node(melter, () -> {
node(surgeSmelter, () -> { node(surgeSmelter, () -> {
@@ -161,12 +162,10 @@ public class TechTree implements ContentList{
}); });
node(separator, () -> { node(separator, () -> {
node(pulverizer, () -> {
node(disassembler, () -> { node(disassembler, () -> {
}); });
}); });
});
node(cryofluidMixer, () -> { node(cryofluidMixer, () -> {
@@ -174,6 +173,7 @@ public class TechTree implements ContentList{
}); });
}); });
}); });
});
node(microProcessor, () -> { node(microProcessor, () -> {
node(switchBlock, () -> { node(switchBlock, () -> {
@@ -462,10 +462,11 @@ public class TechTree implements ContentList{
new Research(conduit), new Research(conduit),
new Research(wave) new Research(wave)
), () -> { ), () -> {
//TODO change positions?
node(impact0078, Seq.with( node(impact0078, Seq.with(
new SectorComplete(tarFields), new SectorComplete(tarFields),
new Research(Items.thorium), new Research(Items.thorium),
new Research(lancer),
new Research(salvo),
new Research(coreFoundation) new Research(coreFoundation)
), () -> { ), () -> {
node(desolateRift, Seq.with( node(desolateRift, Seq.with(
@@ -714,8 +715,14 @@ public class TechTree implements ContentList{
finishedRequirements[i] = new ItemStack(requirements[i].item, Core.settings == null ? 0 : Core.settings.getInt("req-" + content.name + "-" + requirements[i].item.name)); finishedRequirements[i] = new ItemStack(requirements[i].item, Core.settings == null ? 0 : Core.settings.getInt("req-" + content.name + "-" + requirements[i].item.name));
} }
var used = new ObjectSet<Content>();
//add dependencies as objectives. //add dependencies as objectives.
content.getDependencies(d -> objectives.add(new Research(d))); content.getDependencies(d -> {
if(used.add(d)){
objectives.add(new Research(d));
}
});
map.put(content, this); map.put(content, this);
all.add(this); all.add(this);

View File

@@ -760,7 +760,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1; ejectEffect = Fx.casing1;
shootSound = Sounds.artillery; shootSound = Sounds.artillery;
rotate = true; rotate = true;
occlusion = 8f; shadow = 8f;
recoil = 3f; recoil = 3f;
bullet = new ArtilleryBulletType(2f, 12){{ bullet = new ArtilleryBulletType(2f, 12){{
@@ -827,7 +827,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1; ejectEffect = Fx.casing1;
shootSound = Sounds.shootBig; shootSound = Sounds.shootBig;
rotate = true; rotate = true;
occlusion = 12f; shadow = 12f;
recoil = 3f; recoil = 3f;
shots = 2; shots = 2;
spacing = 17f; spacing = 17f;
@@ -859,7 +859,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing3; ejectEffect = Fx.casing3;
shootSound = Sounds.artillery; shootSound = Sounds.artillery;
rotate = true; rotate = true;
occlusion = 30f; shadow = 30f;
bullet = new ArtilleryBulletType(3f, 50){{ bullet = new ArtilleryBulletType(3f, 50){{
hitEffect = Fx.sapExplosion; hitEffect = Fx.sapExplosion;
@@ -918,6 +918,7 @@ public class UnitTypes implements ContentList{
range = 140f; range = 140f;
targetAir = false; targetAir = false;
commandLimit = 4; commandLimit = 4;
circleTarget = true;
weapons.add(new Weapon(){{ weapons.add(new Weapon(){{
y = 0f; y = 0f;
@@ -950,6 +951,7 @@ public class UnitTypes implements ContentList{
armor = 3f; armor = 3f;
targetFlag = BlockFlag.factory; targetFlag = BlockFlag.factory;
commandLimit = 5; commandLimit = 5;
circleTarget = true;
weapons.add(new Weapon(){{ weapons.add(new Weapon(){{
minShootVelocity = 0.75f; minShootVelocity = 0.75f;
@@ -1059,7 +1061,7 @@ public class UnitTypes implements ContentList{
bullet = missiles; bullet = missiles;
shootSound = Sounds.missile; shootSound = Sounds.missile;
rotate = true; rotate = true;
occlusion = 6f; shadow = 6f;
}}, }},
new Weapon("missiles-mount"){{ new Weapon("missiles-mount"){{
y = -8f; y = -8f;
@@ -1070,7 +1072,7 @@ public class UnitTypes implements ContentList{
bullet = missiles; bullet = missiles;
shootSound = Sounds.missile; shootSound = Sounds.missile;
rotate = true; rotate = true;
occlusion = 6f; shadow = 6f;
}}, }},
new Weapon("large-bullet-mount"){{ new Weapon("large-bullet-mount"){{
y = 2f; y = 2f;
@@ -1082,7 +1084,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1; ejectEffect = Fx.casing1;
shootSound = Sounds.shootBig; shootSound = Sounds.shootBig;
rotate = true; rotate = true;
occlusion = 8f; shadow = 8f;
bullet = new BasicBulletType(7f, 50){{ bullet = new BasicBulletType(7f, 50){{
width = 12f; width = 12f;
height = 18f; height = 18f;
@@ -1130,7 +1132,7 @@ public class UnitTypes implements ContentList{
reload = 45f; reload = 45f;
recoil = 4f; recoil = 4f;
shootSound = Sounds.laser; shootSound = Sounds.laser;
occlusion = 20f; shadow = 20f;
rotate = true; rotate = true;
bullet = new LaserBulletType(){{ bullet = new LaserBulletType(){{
@@ -1150,7 +1152,7 @@ public class UnitTypes implements ContentList{
rotateSpeed = 2f; rotateSpeed = 2f;
reload = 9f; reload = 9f;
shootSound = Sounds.shoot; shootSound = Sounds.shoot;
occlusion = 7f; shadow = 7f;
rotate = true; rotate = true;
recoil = 0.5f; recoil = 0.5f;
@@ -1165,7 +1167,7 @@ public class UnitTypes implements ContentList{
shake = 1f; shake = 1f;
shootSound = Sounds.shoot; shootSound = Sounds.shoot;
rotate = true; rotate = true;
occlusion = 12f; shadow = 12f;
bullet = fragBullet; bullet = fragBullet;
}}); }});
}}; }};
@@ -1517,7 +1519,7 @@ public class UnitTypes implements ContentList{
shootY = 7f; shootY = 7f;
shake = 5f; shake = 5f;
recoil = 4f; recoil = 4f;
occlusion = 12f; shadow = 12f;
shots = 1; shots = 1;
inaccuracy = 3f; inaccuracy = 3f;
@@ -1553,7 +1555,7 @@ public class UnitTypes implements ContentList{
x = 8.5f; x = 8.5f;
y = -9f; y = -9f;
occlusion = 6f; shadow = 6f;
rotateSpeed = 4f; rotateSpeed = 4f;
rotate = true; rotate = true;
@@ -1609,7 +1611,7 @@ public class UnitTypes implements ContentList{
rotateSpeed = 4f; rotateSpeed = 4f;
mirror = false; mirror = false;
occlusion = 20f; shadow = 20f;
shootY = 2f; shootY = 2f;
recoil = 4f; recoil = 4f;
@@ -1624,7 +1626,7 @@ public class UnitTypes implements ContentList{
xRand = 8f; xRand = 8f;
shotDelay = 1f; shotDelay = 1f;
bullet = new MissileBulletType(4.2f, 40){{ bullet = new MissileBulletType(4.2f, 42){{
homingPower = 0.12f; homingPower = 0.12f;
width = 8f; width = 8f;
height = 8f; height = 8f;
@@ -1634,7 +1636,7 @@ public class UnitTypes implements ContentList{
keepVelocity = false; keepVelocity = false;
splashDamageRadius = 35f; splashDamageRadius = 35f;
splashDamage = 45f; splashDamage = 45f;
lifetime = 56f; lifetime = 62f;
trailColor = Pal.bulletYellowBack; trailColor = Pal.bulletYellowBack;
backColor = Pal.bulletYellowBack; backColor = Pal.bulletYellowBack;
frontColor = Pal.bulletYellow; frontColor = Pal.bulletYellow;
@@ -1655,18 +1657,18 @@ public class UnitTypes implements ContentList{
shootY = 7f; shootY = 7f;
shake = 2f; shake = 2f;
recoil = 3f; recoil = 3f;
occlusion = 12f; shadow = 12f;
ejectEffect = Fx.casing3; ejectEffect = Fx.casing3;
shootSound = Sounds.shootBig; shootSound = Sounds.shootBig;
shots = 3; shots = 3;
shotDelay = 4f; shotDelay = 4f;
inaccuracy = 1f; inaccuracy = 1f;
bullet = new BasicBulletType(7f, 55){{ bullet = new BasicBulletType(7f, 57){{
width = 13f; width = 13f;
height = 19f; height = 19f;
shootEffect = Fx.shootBig; shootEffect = Fx.shootBig;
lifetime = 30f; lifetime = 35f;
}}; }};
}}); }});
}}; }};
@@ -1701,7 +1703,7 @@ public class UnitTypes implements ContentList{
shootY = 23f; shootY = 23f;
shake = 6f; shake = 6f;
recoil = 10.5f; recoil = 10.5f;
occlusion = 50f; shadow = 50f;
shootSound = Sounds.railgun; shootSound = Sounds.railgun;
shots = 1; shots = 1;

View File

@@ -75,7 +75,7 @@ public class Weathers implements ContentList{
attrs.set(Attribute.spores, 1f); attrs.set(Attribute.spores, 1f);
attrs.set(Attribute.light, -0.15f); attrs.set(Attribute.light, -0.15f);
status = StatusEffects.sporeSlowed; status = StatusEffects.sporeSlowed;
opacityMultiplier = 0.75f; opacityMultiplier = 0.5f;
force = 0.1f; force = 0.1f;
sound = Sounds.wind; sound = Sounds.wind;
soundVol = 0.7f; soundVol = 0.7f;

View File

@@ -1,5 +1,6 @@
package mindustry.core; package mindustry.core;
import arc.*;
import arc.files.*; import arc.files.*;
import arc.func.*; import arc.func.*;
import arc.graphics.*; import arc.graphics.*;
@@ -7,8 +8,10 @@ import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.content.*; import mindustry.content.*;
import mindustry.ctype.*; import mindustry.ctype.*;
import mindustry.game.EventType.*;
import mindustry.entities.bullet.*; import mindustry.entities.bullet.*;
import mindustry.mod.Mods.*; import mindustry.mod.Mods.*;
import mindustry.net.*;
import mindustry.type.*; import mindustry.type.*;
import mindustry.world.*; import mindustry.world.*;
@@ -96,6 +99,8 @@ public class ContentLoader{
/** Calls Content#init() on everything. Use only after all modules have been created.*/ /** Calls Content#init() on everything. Use only after all modules have been created.*/
public void init(){ public void init(){
initialize(Content::init); initialize(Content::init);
if(constants != null) constants.init();
Events.fire(new ContentInitEvent());
} }
/** Calls Content#load() on everything. Use only after all modules have been created on the client.*/ /** Calls Content#load() on everything. Use only after all modules have been created on the client.*/

View File

@@ -10,21 +10,22 @@ import arc.scene.style.*;
import arc.scene.ui.*; import arc.scene.ui.*;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.*;
import mindustry.audio.*; import mindustry.audio.*;
import mindustry.content.*; import mindustry.content.*;
import mindustry.content.TechTree.*; import mindustry.content.TechTree.*;
import mindustry.core.GameState.*; import mindustry.core.GameState.*;
import mindustry.entities.*; import mindustry.entities.*;
import mindustry.game.EventType.*; import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.game.Objectives.*; import mindustry.game.Objectives.*;
import mindustry.game.*;
import mindustry.game.Saves.*; import mindustry.game.Saves.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.input.*; import mindustry.input.*;
import mindustry.io.*; import mindustry.io.*;
import mindustry.io.SaveIO.*; import mindustry.io.SaveIO.*;
import mindustry.maps.*;
import mindustry.maps.Map; import mindustry.maps.Map;
import mindustry.maps.*;
import mindustry.net.*; import mindustry.net.*;
import mindustry.type.*; import mindustry.type.*;
import mindustry.ui.*; import mindustry.ui.*;
@@ -340,7 +341,7 @@ public class Control implements ApplicationListener, Loadable{
state.rules.waves = true; state.rules.waves = true;
//reset win wave?? //reset win wave??
state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null ? sector.preset.captureWave : state.rules.winWave > state.wave ? state.rules.winWave : 40; state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null && sector.preset.captureWave > 0 ? sector.preset.captureWave : state.rules.winWave > state.wave ? state.rules.winWave : 30;
//if there's still an enemy base left, fix it //if there's still an enemy base left, fix it
if(state.rules.attackMode){ if(state.rules.attackMode){
@@ -423,7 +424,7 @@ public class Control implements ApplicationListener, Loadable{
net.dispose(); net.dispose();
Musics.dispose(); Musics.dispose();
Sounds.dispose(); Sounds.dispose();
ui.editor.dispose(); if(ui != null && ui.editor != null) ui.editor.dispose();
} }
@Override @Override
@@ -506,6 +507,13 @@ public class Control implements ApplicationListener, Loadable{
settings.put("fullscreen", !full); settings.put("fullscreen", !full);
} }
if(Float.isNaN(Vars.player.x) || Float.isNaN(Vars.player.y)){
player.set(0, 0);
if(!player.dead()) player.unit().kill();
}
if(Float.isNaN(camera.position.x)) camera.position.x = world.unitWidth()/2f;
if(Float.isNaN(camera.position.y)) camera.position.y = world.unitHeight()/2f;
if(state.isGame()){ if(state.isGame()){
input.update(); input.update();

View File

@@ -123,7 +123,7 @@ public class Logic implements ApplicationListener{
}); });
//sync research //sync research
Events.on(ResearchEvent.class, e -> { Events.on(UnlockEvent.class, e -> {
if(net.server()){ if(net.server()){
Call.researched(e.content); Call.researched(e.content);
} }
@@ -153,6 +153,18 @@ public class Logic implements ApplicationListener{
} }
}); });
//send out items to each client
Events.on(TurnEvent.class, e -> {
if(net.server() && state.isCampaign()){
int[] out = new int[content.items().size];
state.getSector().info.production.each((item, stat) -> {
out[item.id] = Math.max(0, (int)(stat.mean * turnDuration / 60));
});
Call.sectorProduced(out);
}
});
} }
/** Adds starting items, resets wave time, and sets state to playing. */ /** Adds starting items, resets wave time, and sets state to playing. */
@@ -243,8 +255,10 @@ public class Logic implements ApplicationListener{
} }
private void updateWeather(){ private void updateWeather(){
state.rules.weather.removeAll(w -> w.weather == null);
for(WeatherEntry entry : state.rules.weather){ for(WeatherEntry entry : state.rules.weather){
if(entry.weather == null) continue;
//update cooldown //update cooldown
entry.cooldown -= Time.delta; entry.cooldown -= Time.delta;
@@ -295,8 +309,46 @@ public class Logic implements ApplicationListener{
public static void researched(Content content){ public static void researched(Content content){
if(!(content instanceof UnlockableContent u)) return; if(!(content instanceof UnlockableContent u)) return;
var node = u.node();
//unlock all direct dependencies on client, permanently
while(node != null){
node.content.unlock();
node = node.parent;
}
state.rules.researched.add(u.name); state.rules.researched.add(u.name);
Events.fire(new UnlockEvent(u)); }
//called when the remote server runs a turn and produces something
@Remote
public static void sectorProduced(int[] amounts){
if(!state.isCampaign()) return;
Planet planet = state.rules.sector.planet;
boolean any = false;
for(Item item : content.items()){
int am = amounts[item.id];
if(am > 0){
int sumMissing = planet.sectors.sum(s -> s.hasBase() ? s.info.storageCapacity - s.info.items.get(item) : 0);
if(sumMissing == 0) continue;
//how much % to add
double percent = Math.min((double)am / sumMissing, 1);
for(Sector sec : planet.sectors){
if(sec.hasBase()){
int added = (int)Math.ceil(((sec.info.storageCapacity - sec.info.items.get(item)) * percent));
sec.info.items.add(item, added);
any = true;
}
}
}
}
if(any){
for(Sector sec : planet.sectors){
sec.saveInfo();
}
}
} }
@Override @Override

View File

@@ -41,7 +41,7 @@ public class NetServer implements ApplicationListener{
private static final Vec2 vector = new Vec2(); private static final Vec2 vector = new Vec2();
private static final Rect viewport = new Rect(); private static final Rect viewport = new Rect();
/** If a player goes away of their server-side coordinates by this distance, they get teleported back. */ /** If a player goes away of their server-side coordinates by this distance, they get teleported back. */
private static final float correctDist = tilesize * 8f; private static final float correctDist = tilesize * 12f;
public final Administration admins = new Administration(); public final Administration admins = new Administration();
public final CommandHandler clientCommands = new CommandHandler("/"); public final CommandHandler clientCommands = new CommandHandler("/");
@@ -284,7 +284,7 @@ public class NetServer implements ApplicationListener{
} }
StringBuilder result = new StringBuilder(); StringBuilder result = new StringBuilder();
result.append(Strings.format("[orange]-- Commands Page[lightgray] @[gray]/[lightgray]@[orange] --\n\n", (page+1), pages)); result.append(Strings.format("[orange]-- Commands Page[lightgray] @[gray]/[lightgray]@[orange] --\n\n", (page + 1), pages));
for(int i = commandsPerPage * page; i < Math.min(commandsPerPage * (page + 1), clientCommands.getCommandList().size); i++){ for(int i = commandsPerPage * page; i < Math.min(commandsPerPage * (page + 1), clientCommands.getCommandList().size); i++){
Command command = clientCommands.getCommandList().get(i); Command command = clientCommands.getCommandList().get(i);
@@ -347,8 +347,8 @@ public class NetServer implements ApplicationListener{
boolean checkPass(){ boolean checkPass(){
if(votes >= votesRequired()){ if(votes >= votesRequired()){
Call.sendMessage(Strings.format("[orange]Vote passed.[scarlet] @[orange] will be banned from the server for @ minutes.", target.name, (kickDuration/60))); Call.sendMessage(Strings.format("[orange]Vote passed.[scarlet] @[orange] will be banned from the server for @ minutes.", target.name, (kickDuration / 60)));
target.getInfo().lastKicked = Time.millis() + kickDuration*1000; target.getInfo().lastKicked = Time.millis() + kickDuration * 1000;
Groups.player.each(p -> p.uuid().equals(target.uuid()), p -> p.kick(KickReason.vote)); Groups.player.each(p -> p.uuid().equals(target.uuid()), p -> p.kick(KickReason.vote));
map[0] = null; map[0] = null;
task.cancel(); task.cancel();

View File

@@ -22,8 +22,8 @@ public interface Platform{
/** Dynamically loads a jar file. */ /** Dynamically loads a jar file. */
default Class<?> loadJar(Fi jar, String mainClass) throws Exception{ default Class<?> loadJar(Fi jar, String mainClass) throws Exception{
URLClassLoader classLoader = new URLClassLoader(new URL[]{jar.file().toURI().toURL()}, ClassLoader.getSystemClassLoader()); URLClassLoader classLoader = new URLClassLoader(new URL[]{jar.file().toURI().toURL()}, getClass().getClassLoader());
return classLoader.loadClass(mainClass); return Class.forName(mainClass, true, classLoader);
} }
/** Steam: Update lobby visibility.*/ /** Steam: Update lobby visibility.*/

View File

@@ -66,7 +66,7 @@ public class Renderer implements ApplicationListener{
float dest = Mathf.round(targetscale, 0.5f); float dest = Mathf.round(targetscale, 0.5f);
camerascale = Mathf.lerpDelta(camerascale, dest, 0.1f); camerascale = Mathf.lerpDelta(camerascale, dest, 0.1f);
if(Mathf.within(camerascale, dest, 0.001f)) camerascale = dest; if(Mathf.equal(camerascale, dest, 0.001f)) camerascale = dest;
laserOpacity = Core.settings.getInt("lasersopacity") / 100f; laserOpacity = Core.settings.getInt("lasersopacity") / 100f;
if(landTime > 0){ if(landTime > 0){
@@ -111,7 +111,10 @@ public class Renderer implements ApplicationListener{
minimap.dispose(); minimap.dispose();
effectBuffer.dispose(); effectBuffer.dispose();
blocks.dispose(); blocks.dispose();
if(planets != null){
planets.dispose(); planets.dispose();
planets = null;
}
if(bloom != null){ if(bloom != null){
bloom.dispose(); bloom.dispose();
bloom = null; bloom = null;

View File

@@ -92,6 +92,12 @@ public class UI implements ApplicationListener, Loadable{
Core.scene = new Scene(); Core.scene = new Scene();
Core.input.addProcessor(Core.scene); Core.input.addProcessor(Core.scene);
int[] insets = Core.graphics.getSafeInsets();
Core.scene.marginLeft = insets[0];
Core.scene.marginRight = insets[1];
Core.scene.marginTop = insets[2];
Core.scene.marginBottom = insets[3];
Tex.load(); Tex.load();
Icon.load(); Icon.load();
Styles.load(); Styles.load();

View File

@@ -186,14 +186,14 @@ public class World{
/** /**
* Call to signify the beginning of map loading. * Call to signify the beginning of map loading.
* BuildinghangeEvents will not be fired until endMapLoad(). * TileEvents will not be fired until endMapLoad().
*/ */
public void beginMapLoad(){ public void beginMapLoad(){
generating = true; generating = true;
} }
/** /**
* Call to signify the end of map loading. Updates tile occlusions and sets up physics for the world. * Call to signify the end of map loading. Updates tile proximities and sets up physics for the world.
* A WorldLoadEvent will be fire. * A WorldLoadEvent will be fire.
*/ */
public void endMapLoad(){ public void endMapLoad(){
@@ -615,6 +615,7 @@ public class World{
GenerateInput input = new GenerateInput(); GenerateInput input = new GenerateInput();
for(GenerateFilter filter : filters){ for(GenerateFilter filter : filters){
filter.randomize();
input.begin(filter, width(), height(), (x, y) -> tiles.getn(x, y)); input.begin(filter, width(), height(), (x, y) -> tiles.getn(x, y));
filter.apply(tiles, input); filter.apply(tiles, input);
} }

View File

@@ -6,6 +6,8 @@ import arc.graphics.g2d.*;
import arc.scene.ui.layout.*; import arc.scene.ui.layout.*;
import arc.util.*; import arc.util.*;
import mindustry.annotations.Annotations.*; import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.content.TechTree.*;
import mindustry.game.EventType.*; import mindustry.game.EventType.*;
import mindustry.graphics.*; import mindustry.graphics.*;
import mindustry.type.*; import mindustry.type.*;
@@ -42,6 +44,11 @@ public abstract class UnlockableContent extends MappableContent{
this.unlocked = Core.settings != null && Core.settings.getBool(this.name + "-unlocked", false); this.unlocked = Core.settings != null && Core.settings.getBool(this.name + "-unlocked", false);
} }
/** @return the tech node for this content. may be null. */
public @Nullable TechNode node(){
return TechTree.get(this);
}
public String displayDescription(){ public String displayDescription(){
return minfo.mod == null ? description : description + "\n" + Core.bundle.format("mod.display", minfo.mod.meta.displayName()); return minfo.mod == null ? description : description + "\n" + Core.bundle.format("mod.display", minfo.mod.meta.displayName());
} }
@@ -110,7 +117,7 @@ public abstract class UnlockableContent extends MappableContent{
/** Makes this piece of content unlocked; if it already unlocked, nothing happens. */ /** Makes this piece of content unlocked; if it already unlocked, nothing happens. */
public void unlock(){ public void unlock(){
if(!net.client() && !unlocked()){ if(!unlocked && !alwaysUnlocked){
unlocked = true; unlocked = true;
Core.settings.put(name + "-unlocked", true); Core.settings.put(name + "-unlocked", true);
@@ -128,7 +135,7 @@ public abstract class UnlockableContent extends MappableContent{
} }
public boolean unlocked(){ public boolean unlocked(){
if(net != null && net.client()) return alwaysUnlocked || state.rules.researched.contains(name); if(net != null && net.client()) return unlocked || alwaysUnlocked || state.rules.researched.contains(name);
return unlocked || alwaysUnlocked; return unlocked || alwaysUnlocked;
} }

View File

@@ -23,7 +23,7 @@ public class Damage{
private static Tile furthest; private static Tile furthest;
private static Rect rect = new Rect(); private static Rect rect = new Rect();
private static Rect hitrect = new Rect(); private static Rect hitrect = new Rect();
private static Vec2 tr = new Vec2(); private static Vec2 tr = new Vec2(), seg1 = new Vec2(), seg2 = new Vec2();
private static Seq<Unit> units = new Seq<>(); private static Seq<Unit> units = new Seq<>();
private static GridBits bits = new GridBits(30, 30); private static GridBits bits = new GridBits(30, 30);
private static IntQueue propagation = new IntQueue(); private static IntQueue propagation = new IntQueue();
@@ -120,6 +120,7 @@ public class Damage{
collidedBlocks.clear(); collidedBlocks.clear();
tr.trns(angle, length); tr.trns(angle, length);
Intc2 collider = (cx, cy) -> { Intc2 collider = (cx, cy) -> {
Building tile = world.build(cx, cy); Building tile = world.build(cx, cy);
boolean collide = tile != null && collidedBlocks.add(tile.pos()); boolean collide = tile != null && collidedBlocks.add(tile.pos());
@@ -131,17 +132,21 @@ public class Damage{
} }
//try to heal the tile //try to heal the tile
if(collide && hitter.type.collides(hitter, tile)){ if(collide && hitter.type.testCollision(hitter, tile)){
hitter.type.hitTile(hitter, tile, tile.health, false); hitter.type.hitTile(hitter, tile, tile.health, false);
} }
} }
}; };
if(hitter.type.collidesGround){ if(hitter.type.collidesGround){
world.raycastEachWorld(x, y, x + tr.x, y + tr.y, (cx, cy) -> { seg1.set(x, y);
seg2.set(seg1).add(tr);
world.raycastEachWorld(x, y, seg2.x, seg2.y, (cx, cy) -> {
collider.get(cx, cy); collider.get(cx, cy);
if(large){
for(Point2 p : Geometry.d4){ for(Point2 p : Geometry.d4){
Tile other = world.tile(p.x + cx, p.y + cy);
if(other != null && (large || Intersector.intersectSegmentRectangle(seg1, seg2, other.getBounds(Tmp.r1)))){
collider.get(cx + p.x, cy + p.y); collider.get(cx + p.x, cy + p.y);
} }
} }

View File

@@ -58,8 +58,8 @@ public class Predict{
ddy += h.deltaY(); ddy += h.deltaY();
} }
if(src instanceof Hitboxc h){ if(src instanceof Hitboxc h){
ddx -= h.deltaX()/(Time.delta); ddx -= h.deltaX();
ddy -= h.deltaY()/(Time.delta); ddy -= h.deltaY();
} }
return intercept(src.getX(), src.getY(), dst.getX(), dst.getY(), ddx, ddy, v); return intercept(src.getX(), src.getY(), dst.getX(), dst.getY(), ddx, ddy, v);
} }

View File

@@ -14,12 +14,12 @@ public class Puddles{
public static final float maxLiquid = 70f; public static final float maxLiquid = 70f;
/** Deposists a Puddle between tile and source. */ /** Deposits a Puddle between tile and source. */
public static void deposit(Tile tile, Tile source, Liquid liquid, float amount){ public static void deposit(Tile tile, Tile source, Liquid liquid, float amount){
deposit(tile, source, liquid, amount, 0); deposit(tile, source, liquid, amount, 0);
} }
/** Deposists a Puddle at a tile. */ /** Deposits a Puddle at a tile. */
public static void deposit(Tile tile, Liquid liquid, float amount){ public static void deposit(Tile tile, Liquid liquid, float amount){
deposit(tile, tile, liquid, amount, 0); deposit(tile, tile, liquid, amount, 0);
} }
@@ -38,9 +38,9 @@ public class Puddles{
Puddle p = map.get(tile.pos()); Puddle p = map.get(tile.pos());
if(generation == 0 && p != null && p.lastRipple() <= Time.time - 40f){ if(generation == 0 && p != null && p.lastRipple <= Time.time - 40f){
Fx.ripple.at((tile.worldx() + source.worldx()) / 2f, (tile.worldy() + source.worldy()) / 2f, 1f, tile.floor().liquidDrop.color); Fx.ripple.at((tile.worldx() + source.worldx()) / 2f, (tile.worldy() + source.worldy()) / 2f, 1f, tile.floor().liquidDrop.color);
p.lastRipple(Time.time); p.lastRipple = Time.time;
} }
return; return;
} }
@@ -62,9 +62,9 @@ public class Puddles{
}else if(p.liquid() == liquid){ }else if(p.liquid() == liquid){
p.accepting(Math.max(amount, p.accepting())); p.accepting(Math.max(amount, p.accepting()));
if(generation == 0 && p.lastRipple() <= Time.time - 40f && p.amount() >= maxLiquid / 2f){ if(generation == 0 && p.lastRipple <= Time.time - 40f && p.amount() >= maxLiquid / 2f){
Fx.ripple.at((tile.worldx() + source.worldx()) / 2f, (tile.worldy() + source.worldy()) / 2f, 1f, p.liquid().color); Fx.ripple.at((tile.worldx() + source.worldx()) / 2f, (tile.worldy() + source.worldy()) / 2f, 1f, p.liquid().color);
p.lastRipple(Time.time); p.lastRipple = Time.time;
} }
}else{ }else{
p.amount(p.amount() + reactPuddle(p.liquid(), liquid, amount, p.tile(), (p.x() + source.worldx())/2f, (p.y() + source.worldy())/2f)); p.amount(p.amount() + reactPuddle(p.liquid(), liquid, amount, p.tile(), (p.x() + source.worldx())/2f, (p.y() + source.worldy())/2f));

View File

@@ -157,7 +157,7 @@ public abstract class BulletType extends Content{
return Math.max(speed * lifetime * (1f - drag), maxRange); return Math.max(speed * lifetime * (1f - drag), maxRange);
} }
public boolean collides(Bullet bullet, Building tile){ public boolean testCollision(Bullet bullet, Building tile){
return healPercent <= 0.001f || tile.team != bullet.team || tile.healthf() < 1f; return healPercent <= 0.001f || tile.team != bullet.team || tile.healthf() < 1f;
} }

View File

@@ -49,7 +49,8 @@ public class ContinuousLaserBulletType extends BulletType{
@Override @Override
public float estimateDPS(){ public float estimateDPS(){
//assume firing duration is about 100 by default, may not be accurate there's no way of knowing in this method //assume firing duration is about 100 by default, may not be accurate there's no way of knowing in this method
return damage * 100f / 5f; //assume it pierces 3 blocks/units
return damage * 100f / 5f * 3f;
} }
@Override @Override

View File

@@ -6,7 +6,7 @@ import mindustry.gen.*;
import mindustry.content.*; import mindustry.content.*;
public class LaserBoltBulletType extends BasicBulletType{ public class LaserBoltBulletType extends BasicBulletType{
protected float height = 7f, width = 2f; public float width = 2f, height = 7f;
public LaserBoltBulletType(float speed, float damage){ public LaserBoltBulletType(float speed, float damage){
super(speed, damage); super(speed, damage);

View File

@@ -40,9 +40,10 @@ public class LaserBulletType extends BulletType{
this(1f); this(1f);
} }
//assume it pierces at least 3 blocks
@Override @Override
public float estimateDPS(){ public float estimateDPS(){
return super.estimateDPS() * 2f; return super.estimateDPS() * 3f;
} }
@Override @Override

View File

@@ -78,7 +78,7 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
if(!(tile.block() instanceof ConstructBlock)){ if(!(tile.block() instanceof ConstructBlock)){
if(!current.initialized && !current.breaking && Build.validPlace(current.block, team, current.x, current.y, current.rotation)){ if(!current.initialized && !current.breaking && Build.validPlace(current.block, team, current.x, current.y, current.rotation)){
boolean hasAll = infinite || !Structs.contains(current.block.requirements, i -> core != null && !core.items.has(i.item)); boolean hasAll = infinite || current.isRotation(team) || !Structs.contains(current.block.requirements, i -> core != null && !core.items.has(i.item));
if(hasAll){ if(hasAll){
Call.beginPlace(self(), current.block, team, current.x, current.y, current.rotation); Call.beginPlace(self(), current.block, team, current.x, current.y, current.rotation);
@@ -91,7 +91,7 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
plans.removeFirst(); plans.removeFirst();
return; return;
} }
}else if(tile.team() != team){ }else if(tile.team() != team && tile.team() != Team.derelict){
plans.removeFirst(); plans.removeFirst();
return; return;
} }
@@ -102,13 +102,11 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
} }
//if there is no core to build with or no build entity, stop building! //if there is no core to build with or no build entity, stop building!
if((core == null && !infinite) || !(tile.build instanceof ConstructBuild)){ if((core == null && !infinite) || !(tile.build instanceof ConstructBuild entity)){
return; return;
} }
//otherwise, update it. //otherwise, update it.
ConstructBuild entity = tile.bc();
if(current.breaking){ if(current.breaking){
entity.deconstruct(self(), core, 1f / entity.buildCost * Time.delta * type.buildSpeed * state.rules.buildSpeedMultiplier); entity.deconstruct(self(), core, 1f / entity.buildCost * Time.delta * type.buildSpeed * state.rules.buildSpeedMultiplier);
}else{ }else{
@@ -140,7 +138,8 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
/** @return whether this request should be skipped, in favor of the next one. */ /** @return whether this request should be skipped, in favor of the next one. */
boolean shouldSkip(BuildPlan request, @Nullable Building core){ boolean shouldSkip(BuildPlan request, @Nullable Building core){
//requests that you have at least *started* are considered //requests that you have at least *started* are considered
if(state.rules.infiniteResources || team.rules().infiniteResources || request.breaking || core == null) return false; if(state.rules.infiniteResources || team.rules().infiniteResources || request.breaking || core == null || request.isRotation(team)) return false;
return (request.stuck && !core.items.has(request.block.requirements)) || (Structs.contains(request.block.requirements, i -> !core.items.has(i.item) && Mathf.round(i.amount * state.rules.buildCostMultiplier) > 0) && !request.initialized); return (request.stuck && !core.items.has(request.block.requirements)) || (Structs.contains(request.block.requirements, i -> !core.items.has(i.item) && Mathf.round(i.amount * state.rules.buildCostMultiplier) > 0) && !request.initialized);
} }
@@ -182,8 +181,8 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
plans.remove(replace); plans.remove(replace);
} }
Tile tile = world.tile(place.x, place.y); Tile tile = world.tile(place.x, place.y);
if(tile != null && tile.build instanceof ConstructBuild){ if(tile != null && tile.build instanceof ConstructBuild cons){
place.progress = tile.<ConstructBuild>bc().progress; place.progress = cons.progress;
} }
if(tail){ if(tail){
plans.addLast(place); plans.addLast(place);

View File

@@ -197,11 +197,11 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
//region utility methods //region utility methods
public void addPlan(boolean checkPrevious){ public void addPlan(boolean checkPrevious){
if(!block.rebuildable) return; if(!block.rebuildable || (team == state.rules.defaultTeam && state.isCampaign() && !block.isVisible())) return;
if(self() instanceof ConstructBuild entity){ if(self() instanceof ConstructBuild entity){
//update block to reflect the fact that something was being constructed //update block to reflect the fact that something was being constructed
if(entity.cblock != null && entity.cblock.synthetic()){ if(entity.cblock != null && entity.cblock.synthetic() && entity.wasConstructing){
block = entity.cblock; block = entity.cblock;
}else{ }else{
//otherwise this was a deconstruction that was interrupted, don't want to rebuild that //otherwise this was a deconstruction that was interrupted, don't want to rebuild that
@@ -1099,8 +1099,13 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public void displayBars(Table table){ public void displayBars(Table table){
for(Func<Building, Bar> bar : block.bars.list()){ for(Func<Building, Bar> bar : block.bars.list()){
//TODO fix conclusively
try{
table.add(bar.get(self())).growX(); table.add(bar.get(self())).growX();
table.row(); table.row();
}catch(ClassCastException e){
break;
}
} }
} }

View File

@@ -125,7 +125,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
Building tile = world.build(x, y); Building tile = world.build(x, y);
if(tile == null || !isAdded()) return false; if(tile == null || !isAdded()) return false;
if(tile.collide(self()) && type.collides(self(), tile) && !tile.dead() && (type.collidesTeam || tile.team != team) && !(type.pierceBuilding && collided.contains(tile.id))){ if(tile.collide(self()) && type.testCollision(self(), tile) && !tile.dead() && (type.collidesTeam || tile.team != team) && !(type.pierceBuilding && collided.contains(tile.id))){
boolean remove = false; boolean remove = false;
float health = tile.health; float health = tile.health;

View File

@@ -68,7 +68,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
if(isFlying() != wasFlying){ if(isFlying() != wasFlying){
if(wasFlying){ if(wasFlying){
if(tileOn() != null){ if(tileOn() != null){
Fx.unitLand.at(x, y, floorOn().isLiquid ? 1f : 0.5f, floorOn().mapColor); Fx.unitLand.at(x, y, floorOn().isLiquid ? 1f : 0.5f, tileOn().floor().mapColor);
} }
} }

View File

@@ -83,4 +83,12 @@ abstract class MechComp implements Posc, Flyingc, Hitboxc, Unitc, Mechc, Elevati
walked = true; walked = true;
} }
} }
@Override
public void approach(Vec2 vector){
if(!vector.isZero(0.09f)){
//mark walking state when moving in a controlled manner
walked = true;
}
}
} }

View File

@@ -117,6 +117,8 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
u.rotation(rotation); u.rotation(rotation);
//reset the ID to a new value to make sure it's synced //reset the ID to a new value to make sure it's synced
u.id = EntityGroup.nextId(); u.id = EntityGroup.nextId();
//decrement count to prevent double increment
if(!u.isAdded()) u.team.data().updateCount(u.type, -1);
u.add(); u.add();
return true; return true;

View File

@@ -29,4 +29,15 @@ abstract class PhysicsComp implements Velc, Hitboxc, Flyingc{
void impulse(Vec2 v){ void impulse(Vec2 v){
impulse(v.x, v.y); impulse(v.x, v.y);
} }
void impulseNet(Vec2 v){
impulse(v.x, v.y);
//manually move units to simulate velocity for remote players
if(isRemote()){
float mass = mass();
move(v.x / mass, v.y / mass);
}
}
} }

View File

@@ -22,8 +22,7 @@ import static mindustry.entities.Puddles.*;
abstract class PuddleComp implements Posc, Puddlec, Drawc{ abstract class PuddleComp implements Posc, Puddlec, Drawc{
private static final int maxGeneration = 2; private static final int maxGeneration = 2;
private static final Color tmp = new Color(); private static final Color tmp = new Color();
private static final Rect rect = new Rect(); private static final Rect rect = new Rect(), rect2 = new Rect();
private static final Rect rect2 = new Rect();
private static int seeds; private static int seeds;
@Import float x, y; @Import float x, y;
@@ -44,7 +43,6 @@ abstract class PuddleComp implements Posc, Puddlec, Drawc{
float addSpeed = accepting > 0 ? 3f : 0f; float addSpeed = accepting > 0 ? 3f : 0f;
amount -= Time.delta * (1f - liquid.viscosity) / (5f + addSpeed); amount -= Time.delta * (1f - liquid.viscosity) / (5f + addSpeed);
amount += accepting; amount += accepting;
accepting = 0f; accepting = 0f;
@@ -54,7 +52,7 @@ abstract class PuddleComp implements Posc, Puddlec, Drawc{
Tile other = world.tile(tile.x + point.x, tile.y + point.y); Tile other = world.tile(tile.x + point.x, tile.y + point.y);
if(other != null && other.block() == Blocks.air){ if(other != null && other.block() == Blocks.air){
Puddles.deposit(other, tile, liquid, deposited, generation + 1); Puddles.deposit(other, tile, liquid, deposited, generation + 1);
amount -= deposited / 2f; //tweak to speed up/slow down Puddlec propagation amount -= deposited / 2f; //tweak to speed up/slow down Puddle propagation
} }
} }
} }

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@@ -38,6 +38,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
@Import Team team; @Import Team team;
@Import int id; @Import int id;
@Import @Nullable Tile mineTile; @Import @Nullable Tile mineTile;
@Import Vec2 vel;
private UnitController controller; private UnitController controller;
UnitType type; UnitType type;
@@ -51,6 +52,10 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
moveAt(vector, type.accel); moveAt(vector, type.accel);
} }
public void approach(Vec2 vector){
vel.approachDelta(vector, type.accel * realSpeed() * floorSpeedMultiplier());
}
public void aimLook(Position pos){ public void aimLook(Position pos){
aim(pos); aim(pos);
lookAt(pos); lookAt(pos);
@@ -397,6 +402,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
/** Actually destroys the unit, removing it and creating explosions. **/ /** Actually destroys the unit, removing it and creating explosions. **/
public void destroy(){ public void destroy(){
if(!isAdded()) return;
float explosiveness = 2f + item().explosiveness * stack().amount * 1.53f; float explosiveness = 2f + item().explosiveness * stack().amount * 1.53f;
float flammability = item().flammability * stack().amount / 1.9f; float flammability = item().flammability * stack().amount / 1.9f;

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@@ -3,6 +3,7 @@ package mindustry.entities.units;
import arc.func.*; import arc.func.*;
import arc.math.geom.*; import arc.math.geom.*;
import arc.util.*; import arc.util.*;
import mindustry.game.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.world.*; import mindustry.world.*;
@@ -61,6 +62,16 @@ public class BuildPlan implements Position{
} }
public boolean isRotation(Team team){
if(breaking) return false;
Tile tile = tile();
return tile != null && tile.team() == team && tile.block() == block && tile.build != null && tile.build.rotation != rotation;
}
public boolean samePos(BuildPlan other){
return x == other.x && y == other.y;
}
/** Transforms the internal position of this config using the specified function, and return the result. */ /** Transforms the internal position of this config using the specified function, and return the result. */
public static Object pointConfig(Block block, Object config, Cons<Point2> cons){ public static Object pointConfig(Block block, Object config, Cons<Point2> cons){
if(config instanceof Point2){ if(config instanceof Point2){

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@@ -64,6 +64,8 @@ public class EventType{
public static class CoreItemDeliverEvent{} public static class CoreItemDeliverEvent{}
/** Called when the player opens info for a specific block.*/ /** Called when the player opens info for a specific block.*/
public static class BlockInfoEvent{} public static class BlockInfoEvent{}
/** Called *after* all content has been initialized. */
public static class ContentInitEvent{}
/** Called when the client game is first loaded. */ /** Called when the client game is first loaded. */
public static class ClientLoadEvent{} public static class ClientLoadEvent{}
/** Called when a game begins and the world is loaded. */ /** Called when a game begins and the world is loaded. */

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@@ -68,13 +68,12 @@ public class Schematics implements Loadable{
shadowBuffer.dispose(); shadowBuffer.dispose();
if(errorTexture != null){ if(errorTexture != null){
errorTexture.dispose(); errorTexture.dispose();
errorTexture = null;
} }
}); });
Events.on(ClientLoadEvent.class, event -> { Events.on(ClientLoadEvent.class, event -> {
Pixmap pixmap = Core.atlas.getPixmap("error").crop(); errorTexture = new Texture("sprites/error.png");
errorTexture = new Texture(pixmap);
pixmap.dispose();
}); });
} }

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@@ -73,7 +73,7 @@ public class SectorInfo{
public boolean shown = false; public boolean shown = false;
/** Special variables for simulation. */ /** Special variables for simulation. */
public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope, bossHealth, bossDps; public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
/** Wave where first boss shows up. */ /** Wave where first boss shows up. */
public int bossWave = -1; public int bossWave = -1;
@@ -130,7 +130,7 @@ public class SectorInfo{
} }
//if there are infinite waves and no win wave, add a win wave. //if there are infinite waves and no win wave, add a win wave.
if(waves && winWave <= 0 && !attack){ if(winWave <= 0 && !attack){
winWave = 30; winWave = 30;
} }
@@ -229,8 +229,9 @@ public class SectorInfo{
//cap production/export by production //cap production/export by production
production.get(item).mean = Math.min(production.get(item).mean, rawProduction.get(item).mean); production.get(item).mean = Math.min(production.get(item).mean, rawProduction.get(item).mean);
if(export.containsKey(item)){ if(export.containsKey(item)){
export.get(item).mean = Math.min(export.get(item).mean, rawProduction.get(item).mean); export.get(item).mean = Math.min(export.get(item).mean, Math.max(rawProduction.get(item).mean, -production.get(item).mean));
} }
} }

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@@ -84,7 +84,7 @@ public class Universe{
if(state.hasSector()){ if(state.hasSector()){
//update sector light //update sector light
float light = state.getSector().getLight(); float light = state.getSector().getLight();
float alpha = Mathf.clamp(Mathf.map(light, 0f, 0.8f, 0.2f, 1f)); float alpha = Mathf.clamp(Mathf.map(light, 0f, 0.8f, 0.3f, 1f));
//assign and map so darkness is not 100% dark //assign and map so darkness is not 100% dark
state.rules.ambientLight.a = 1f - alpha; state.rules.ambientLight.a = 1f - alpha;

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@@ -10,7 +10,7 @@ import mindustry.type.*;
import static mindustry.content.UnitTypes.*; import static mindustry.content.UnitTypes.*;
public class Waves{ public class Waves{
public static final int waveVersion = 4; public static final int waveVersion = 5;
private Seq<SpawnGroup> spawns; private Seq<SpawnGroup> spawns;
@@ -277,7 +277,7 @@ public class Waves{
int cap = 150; int cap = 150;
float shieldStart = 30, shieldsPerWave = 20 + difficulty*30f; float shieldStart = 30, shieldsPerWave = 20 + difficulty*30f;
float[] scaling = {1, 1.5f, 3f, 4f, 5f}; float[] scaling = {1, 2f, 3f, 4f, 5f};
Intc createProgression = start -> { Intc createProgression = start -> {
//main sequence //main sequence

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@@ -91,18 +91,23 @@ public class MinimapRenderer implements Disposable{
rect.set((dx - sz) * tilesize, (dy - sz) * tilesize, sz * 2 * tilesize, sz * 2 * tilesize); rect.set((dx - sz) * tilesize, (dy - sz) * tilesize, sz * 2 * tilesize, sz * 2 * tilesize);
for(Unit unit : units){ for(Unit unit : units){
float rx = !withLabels ? (unit.x() - rect.x) / rect.width * w : unit.x() / (world.width() * tilesize) * w; float rx = !withLabels ? (unit.x - rect.x) / rect.width * w : unit.x / (world.width() * tilesize) * w;
float ry = !withLabels ? (unit.y() - rect.y) / rect.width * h : unit.y() / (world.height() * tilesize) * h; float ry = !withLabels ? (unit.y - rect.y) / rect.width * h : unit.y / (world.height() * tilesize) * h;
Draw.mixcol(unit.team().color, 1f); Draw.mixcol(unit.team().color, 1f);
float scale = Scl.scl(1f) / 2f * scaling * 32f; float scale = Scl.scl(1f) / 2f * scaling * 32f;
Draw.rect(unit.type.icon(Cicon.full), x + rx, y + ry, scale, scale, unit.rotation() - 90); Draw.rect(unit.type.icon(Cicon.full), x + rx, y + ry, scale, scale, unit.rotation() - 90);
Draw.reset(); Draw.reset();
}
//only disable player names in multiplayer if(withLabels && net.active()){
if(withLabels && unit.isPlayer() && net.active()){ for(Player player : Groups.player){
Player pl = unit.getPlayer(); if(!player.dead()){
drawLabel(x + rx, y + ry, pl.name, unit.team().color); float rx = player.x / (world.width() * tilesize) * w;
float ry = player.y / (world.height() * tilesize) * h;
drawLabel(x + rx, y + ry, player.name, player.team().color);
}
} }
} }

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@@ -32,6 +32,7 @@ import mindustry.ui.fragments.*;
import mindustry.world.*; import mindustry.world.*;
import mindustry.world.blocks.*; import mindustry.world.blocks.*;
import mindustry.world.blocks.ConstructBlock.*; import mindustry.world.blocks.ConstructBlock.*;
import mindustry.world.blocks.distribution.*;
import mindustry.world.blocks.payloads.*; import mindustry.world.blocks.payloads.*;
import mindustry.world.blocks.power.*; import mindustry.world.blocks.power.*;
import mindustry.world.blocks.storage.CoreBlock.*; import mindustry.world.blocks.storage.CoreBlock.*;
@@ -278,8 +279,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
throw new ValidateException(player, "Player cannot drop an item."); throw new ValidateException(player, "Player cannot drop an item.");
} }
Fx.dropItem.at(player.x, player.y, angle, Color.white, player.unit().item()); player.unit().eachGroup(unit -> {
player.unit().clearItem(); Fx.dropItem.at(unit.x, unit.y, angle, Color.white, unit.item());
unit.clearItem();
});
} }
@Remote(targets = Loc.both, called = Loc.server, forward = true, unreliable = true) @Remote(targets = Loc.both, called = Loc.server, forward = true, unreliable = true)
@@ -514,7 +517,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
public boolean requestMatches(BuildPlan request){ public boolean requestMatches(BuildPlan request){
Tile tile = world.tile(request.x, request.y); Tile tile = world.tile(request.x, request.y);
return tile != null && tile.block() instanceof ConstructBlock && tile.<ConstructBuild>bc().cblock == request.block; return tile != null && tile.build instanceof ConstructBuild cons && cons.cblock == request.block;
} }
public void drawBreaking(int x, int y){ public void drawBreaking(int x, int y){
@@ -1159,7 +1162,14 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
} }
if(diagonal){ if(diagonal){
var start = world.build(startX, startY);
var end = world.build(endX, endY);
if(block != null && start instanceof ChainedBuilding && end instanceof ChainedBuilding
&& block.canReplace(end.block) && block.canReplace(start.block)){
points = Placement.upgradeLine(startX, startY, endX, endY);
}else{
points = Placement.pathfindLine(block != null && block.conveyorPlacement, startX, startY, endX, endY); points = Placement.pathfindLine(block != null && block.conveyorPlacement, startX, startY, endX, endY);
}
}else{ }else{
points = Placement.normalizeLine(startX, startY, endX, endY); points = Placement.normalizeLine(startX, startY, endX, endY);
} }

View File

@@ -836,7 +836,6 @@ public class MobileInput extends InputHandler implements GestureListener{
if(type == null) return; if(type == null) return;
boolean omni = unit.type.omniMovement; boolean omni = unit.type.omniMovement;
boolean ground = unit.isGrounded();
boolean allowHealing = type.canHeal; boolean allowHealing = type.canHeal;
boolean validHealTarget = allowHealing && target instanceof Building && ((Building)target).isValid() && target.team() == unit.team && boolean validHealTarget = allowHealing && target instanceof Building && ((Building)target).isValid() && target.team() == unit.team &&
((Building)target).damaged() && target.within(unit, type.range); ((Building)target).damaged() && target.within(unit, type.range);

View File

@@ -6,6 +6,7 @@ import arc.math.geom.*;
import arc.struct.*; import arc.struct.*;
import arc.util.pooling.*; import arc.util.pooling.*;
import mindustry.world.*; import mindustry.world.*;
import mindustry.world.blocks.distribution.*;
import static mindustry.Vars.*; import static mindustry.Vars.*;
@@ -23,7 +24,6 @@ public class Placement{
/** Normalize a diagonal line into points. */ /** Normalize a diagonal line into points. */
public static Seq<Point2> pathfindLine(boolean conveyors, int startX, int startY, int endX, int endY){ public static Seq<Point2> pathfindLine(boolean conveyors, int startX, int startY, int endX, int endY){
Pools.freeAll(points); Pools.freeAll(points);
points.clear(); points.clear();
if(conveyors && Core.settings.getBool("conveyorpathfinding")){ if(conveyors && Core.settings.getBool("conveyorpathfinding")){
if(astar(startX, startY, endX, endY)){ if(astar(startX, startY, endX, endY)){
@@ -54,6 +54,19 @@ public class Placement{
return points; return points;
} }
public static Seq<Point2> upgradeLine(int startX, int startY, int endX, int endY){
Pools.freeAll(points);
points.clear();
var build = world.build(startX, startY);
points.add(Pools.obtain(Point2.class, Point2::new).set(startX, startY));
while(build instanceof ChainedBuilding chain && (build.tile.x != endX || build.tile.y != endY)){
if(chain.next() == null) return pathfindLine(true, startX, startY, endX, endY);
build = chain.next();
points.add(Pools.obtain(Point2.class, Point2::new).set(build.tile.x, build.tile.y));
}
return points;
}
private static float tileHeuristic(Tile tile, Tile other){ private static float tileHeuristic(Tile tile, Tile other){
Block block = control.input.block; Block block = control.input.block;

View File

@@ -83,8 +83,9 @@ public class JsonIO{
@Override @Override
public Sector read(Json json, JsonValue jsonData, Class type){ public Sector read(Json json, JsonValue jsonData, Class type){
String[] split = jsonData.asString().split("-"); String name = jsonData.asString();
return Vars.content.<Planet>getByName(ContentType.planet, split[0]).sectors.get(Integer.parseInt(split[1])); int idx = name.lastIndexOf('-');
return Vars.content.<Planet>getByName(ContentType.planet, name.substring(0, idx)).sectors.get(Integer.parseInt(name.substring(idx + 1)));
} }
}); });

View File

@@ -547,6 +547,22 @@ public class TypeIO{
return read.b(new byte[length]); return read.b(new byte[length]);
} }
public static void writeInts(Writes write, int[] ints){
write.s((short)ints.length);
for(int i : ints){
write.i(i);
}
}
public static int[] readInts(Reads read){
short length = read.s();
int[] out = new int[length];
for(int i = 0; i < length; i++){
out[i] = read.i();
}
return out;
}
public static void writeTraceInfo(Writes write, TraceInfo trace){ public static void writeTraceInfo(Writes write, TraceInfo trace){
writeString(write, trace.ip); writeString(write, trace.ip);
writeString(write, trace.uuid); writeString(write, trace.uuid);

View File

@@ -0,0 +1,78 @@
package mindustry.logic;
import arc.struct.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.logic.LExecutor.*;
import mindustry.type.*;
import mindustry.world.*;
/** Stores global constants for logic processors. */
public class GlobalConstants{
private ObjectIntMap<String> namesToIds = new ObjectIntMap<>();
private Seq<Var> vars = new Seq<>(Var.class);
public void init(){
put("the end", null);
//add default constants
put("false", 0);
put("true", 1);
put("null", null);
//store base content
for(Item item : Vars.content.items()){
put("@" + item.name, item);
}
for(Liquid liquid : Vars.content.liquids()){
put("@" + liquid.name, liquid);
}
for(Block block : Vars.content.blocks()){
if(block.synthetic()){
put("@" + block.name, block);
}
}
//used as a special value for any environmental solid block
put("@solid", Blocks.stoneWall);
put("@air", Blocks.air);
for(UnitType type : Vars.content.units()){
put("@" + type.name, type);
}
//store sensor constants
for(LAccess sensor : LAccess.all){
put("@" + sensor.name(), sensor);
}
}
/** @return a constant ID > 0 if there is a constant with this name, otherwise -1. */
public int get(String name){
return namesToIds.get(name, -1);
}
/** @return a constant variable by ID. ID is not bound checked and must be positive. */
public Var get(int id){
return vars.items[id];
}
/** Adds a constant value by name. */
public Var put(String name, Object value){
Var var = new Var(name);
var.constant = true;
if(value instanceof Number num){
var.numval = num.doubleValue();
}else{
var.isobj = true;
var.objval = value;
}
int index = vars.size;
namesToIds.put(name, index);
vars.add(var);
return var;
}
}

View File

@@ -4,12 +4,9 @@ import arc.func.*;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.*; import mindustry.*;
import mindustry.content.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.logic.LExecutor.*; import mindustry.logic.LExecutor.*;
import mindustry.logic.LStatements.*; import mindustry.logic.LStatements.*;
import mindustry.type.*;
import mindustry.world.*;
/** "Compiles" a sequence of statements into instructions. */ /** "Compiles" a sequence of statements into instructions. */
public class LAssembler{ public class LAssembler{
@@ -31,42 +28,6 @@ public class LAssembler{
putConst("@unit", null); putConst("@unit", null);
//reference to self //reference to self
putConst("@this", null); putConst("@this", null);
//add default constants
putConst("false", 0);
putConst("true", 1);
putConst("null", null);
//store base content (TODO hacky?)
for(Item item : Vars.content.items()){
putConst("@" + item.name, item);
}
for(Liquid liquid : Vars.content.liquids()){
putConst("@" + liquid.name, liquid);
}
for(Block block : Vars.content.blocks()){
if(block.synthetic()){
putConst("@" + block.name, block);
}
}
//used as a special value for any environmental solid block
putConst("@solid", Blocks.stoneWall);
putConst("@air", Blocks.air);
for(UnitType type : Vars.content.units()){
putConst("@" + type.name, type);
}
//store sensor constants
for(LAccess sensor : LAccess.all){
putConst("@" + sensor.name(), sensor);
}
} }
public static LAssembler assemble(String data, int maxInstructions){ public static LAssembler assemble(String data, int maxInstructions){
@@ -185,6 +146,12 @@ public class LAssembler{
/** @return a variable ID by name. /** @return a variable ID by name.
* This may be a constant variable referring to a number or object. */ * This may be a constant variable referring to a number or object. */
public int var(String symbol){ public int var(String symbol){
int constId = Vars.constants.get(symbol);
if(constId > 0){
//global constants are *negated* and stored separately
return -constId;
}
symbol = symbol.trim(); symbol = symbol.trim();
//string case //string case

View File

@@ -97,28 +97,33 @@ public class LExecutor{
//region utility //region utility
public Var var(int index){
//global constants have variable IDs < 0, and they are fetched from the global constants object after being negated
return index < 0 ? constants.get(-index) : vars[index];
}
public @Nullable Building building(int index){ public @Nullable Building building(int index){
Object o = vars[index].objval; Object o = var(index).objval;
return vars[index].isobj && o instanceof Building building ? building : null; return var(index).isobj && o instanceof Building building ? building : null;
} }
public @Nullable Object obj(int index){ public @Nullable Object obj(int index){
Object o = vars[index].objval; Object o = var(index).objval;
return vars[index].isobj ? o : null; return var(index).isobj ? o : null;
} }
public boolean bool(int index){ public boolean bool(int index){
Var v = vars[index]; Var v = var(index);
return v.isobj ? v.objval != null : Math.abs(v.numval) >= 0.00001; return v.isobj ? v.objval != null : Math.abs(v.numval) >= 0.00001;
} }
public double num(int index){ public double num(int index){
Var v = vars[index]; Var v = var(index);
return v.isobj ? v.objval != null ? 1 : 0 : Double.isNaN(v.numval) || Double.isInfinite(v.numval) ? 0 : v.numval; return v.isobj ? v.objval != null ? 1 : 0 : Double.isNaN(v.numval) || Double.isInfinite(v.numval) ? 0 : v.numval;
} }
public float numf(int index){ public float numf(int index){
Var v = vars[index]; Var v = var(index);
return v.isobj ? v.objval != null ? 1 : 0 : Double.isNaN(v.numval) || Double.isInfinite(v.numval) ? 0 : (float)v.numval; return v.isobj ? v.objval != null ? 1 : 0 : Double.isNaN(v.numval) || Double.isInfinite(v.numval) ? 0 : (float)v.numval;
} }
@@ -131,7 +136,7 @@ public class LExecutor{
} }
public void setnum(int index, double value){ public void setnum(int index, double value){
Var v = vars[index]; Var v = var(index);
if(v.constant) return; if(v.constant) return;
v.numval = Double.isNaN(value) || Double.isInfinite(value) ? 0 : value; v.numval = Double.isNaN(value) || Double.isInfinite(value) ? 0 : value;
v.objval = null; v.objval = null;
@@ -139,20 +144,21 @@ public class LExecutor{
} }
public void setobj(int index, Object value){ public void setobj(int index, Object value){
Var v = vars[index]; Var v = var(index);
if(v.constant) return; if(v.constant) return;
v.objval = value; v.objval = value;
v.isobj = true; v.isobj = true;
} }
public void setconst(int index, Object value){ public void setconst(int index, Object value){
Var v = vars[index]; Var v = var(index);
v.objval = value; v.objval = value;
v.isobj = true; v.isobj = true;
} }
//endregion //endregion
/** A logic variable. */
public static class Var{ public static class Var{
public final String name; public final String name;
@@ -735,8 +741,8 @@ public class LExecutor{
@Override @Override
public void run(LExecutor exec){ public void run(LExecutor exec){
Var v = exec.vars[to]; Var v = exec.var(to);
Var f = exec.vars[from]; Var f = exec.var(from);
//TODO error out when the from-value is a constant //TODO error out when the from-value is a constant
if(!v.constant){ if(!v.constant){
@@ -769,10 +775,10 @@ public class LExecutor{
if(op.unary){ if(op.unary){
exec.setnum(dest, op.function1.get(exec.num(a))); exec.setnum(dest, op.function1.get(exec.num(a)));
}else{ }else{
Var va = exec.vars[a]; Var va = exec.var(a);
Var vb = exec.vars[b]; Var vb = exec.var(b);
if(op.objFunction2 != null && (va.isobj || vb.isobj)){ if(op.objFunction2 != null && va.isobj && vb.isobj){
//use object function if provided, and one of the variables is an object //use object function if provided, and one of the variables is an object
exec.setnum(dest, op.objFunction2.get(exec.obj(a), exec.obj(b))); exec.setnum(dest, op.objFunction2.get(exec.obj(a), exec.obj(b)));
}else{ }else{
@@ -788,7 +794,7 @@ public class LExecutor{
@Override @Override
public void run(LExecutor exec){ public void run(LExecutor exec){
exec.vars[varCounter].numval = exec.instructions.length; exec.var(varCounter).numval = exec.instructions.length;
} }
} }
@@ -876,7 +882,7 @@ public class LExecutor{
if(exec.textBuffer.length() >= maxTextBuffer) return; if(exec.textBuffer.length() >= maxTextBuffer) return;
//this should avoid any garbage allocation //this should avoid any garbage allocation
Var v = exec.vars[value]; Var v = exec.var(value);
if(v.isobj && value != 0){ if(v.isobj && value != 0){
String strValue = String strValue =
v.objval == null ? "null" : v.objval == null ? "null" :
@@ -940,8 +946,8 @@ public class LExecutor{
@Override @Override
public void run(LExecutor exec){ public void run(LExecutor exec){
if(address != -1){ if(address != -1){
Var va = exec.vars[value]; Var va = exec.var(value);
Var vb = exec.vars[compare]; Var vb = exec.var(compare);
boolean cmp; boolean cmp;
if(op.objFunction != null && (va.isobj || vb.isobj)){ if(op.objFunction != null && (va.isobj || vb.isobj)){
@@ -952,7 +958,7 @@ public class LExecutor{
} }
if(cmp){ if(cmp){
exec.vars[varCounter].numval = address; exec.var(varCounter).numval = address;
} }
} }
} }

View File

@@ -114,6 +114,7 @@ public abstract class LStatement{
t.actions(Actions.alpha(0), Actions.fadeIn(0.3f, Interp.fade)); t.actions(Actions.alpha(0), Actions.fadeIn(0.3f, Interp.fade));
t.top().pane(inner -> { t.top().pane(inner -> {
inner.marginRight(24f);
inner.top(); inner.top();
hideCons.get(inner, hide); hideCons.get(inner, hide);
}).top(); }).top();

View File

@@ -528,7 +528,9 @@ public class LStatements{
stack.clearChildren(); stack.clearChildren();
stack.addChild(tables[selected]); stack.addChild(tables[selected]);
t.pack();
t.parent.parent.pack();
t.parent.parent.invalidateHierarchy();
}).size(80f, 50f).growX().checked(selected == fi).group(group); }).size(80f, 50f).growX().checked(selected == fi).group(group);
} }
t.row(); t.row();

View File

@@ -73,6 +73,11 @@ public class SectorDamage{
enemyHealth += info.bossHealth; enemyHealth += info.bossHealth;
} }
if(i == waveBegin){
enemyDps += info.curEnemyDps;
enemyHealth += info.curEnemyHealth;
}
//happens due to certain regressions //happens due to certain regressions
if(enemyHealth < 0 || enemyDps < 0) continue; if(enemyHealth < 0 || enemyDps < 0) continue;
@@ -293,18 +298,19 @@ public class SectorDamage{
//skip player //skip player
if(unit.isPlayer()) continue; if(unit.isPlayer()) continue;
if(unit.team == state.rules.defaultTeam){
//scale health based on armor - yes, this is inaccurate, but better than nothing //scale health based on armor - yes, this is inaccurate, but better than nothing
float healthMult = 1f + Mathf.clamp(unit.armor / 20f); float healthMult = 1f + Mathf.clamp(unit.armor / 20f);
if(unit.team == state.rules.defaultTeam){
sumHealth += unit.health*healthMult + unit.shield; sumHealth += unit.health*healthMult + unit.shield;
sumDps += unit.type.dpsEstimate; sumDps += unit.type.dpsEstimate;
if(unit.abilities.find(a -> a instanceof RepairFieldAbility) instanceof RepairFieldAbility h){ if(unit.abilities.find(a -> a instanceof RepairFieldAbility) instanceof RepairFieldAbility h){
sumRps += h.amount / h.reload * 60f; sumRps += h.amount / h.reload * 60f;
} }
}else{ }else{
curEnemyDps += unit.type.dpsEstimate; float bossMult = unit.isBoss() ? 3f : 1f;
curEnemyHealth += unit.health; curEnemyDps += unit.type.dpsEstimate * unit.damageMultiplier() * bossMult;
curEnemyHealth += unit.health * healthMult * unit.healthMultiplier() * bossMult + unit.shield;
} }
} }
@@ -316,12 +322,6 @@ public class SectorDamage{
for(int wave = state.wave; wave < state.wave + 10; wave ++){ for(int wave = state.wave; wave < state.wave + 10; wave ++){
float sumWaveDps = 0f, sumWaveHealth = 0f; float sumWaveDps = 0f, sumWaveHealth = 0f;
//first wave has to take into account current dps
if(wave == state.wave){
sumWaveDps += curEnemyDps;
sumWaveHealth += curEnemyHealth;
}
for(SpawnGroup group : state.rules.spawns){ for(SpawnGroup group : state.rules.spawns){
float healthMult = 1f + Mathf.clamp(group.type.armor / 20f); float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect); StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
@@ -369,6 +369,11 @@ public class SectorDamage{
info.sumDps = sumDps * 1.05f; info.sumDps = sumDps * 1.05f;
info.sumRps = sumRps; info.sumRps = sumRps;
float cmult = 1.5f;
info.curEnemyDps = curEnemyDps*cmult;
info.curEnemyHealth = curEnemyHealth*cmult;
info.wavesSurvived = getWavesSurvived(info); info.wavesSurvived = getWavesSurvived(info);
} }

View File

@@ -23,24 +23,27 @@ public abstract class GenerateFilter{
//buffer of tiles used, each tile packed into a long struct //buffer of tiles used, each tile packed into a long struct
long[] buffer = new long[tiles.width * tiles.height]; long[] buffer = new long[tiles.width * tiles.height];
//save to buffer
for(int i = 0; i < tiles.width * tiles.height; i++){ for(int i = 0; i < tiles.width * tiles.height; i++){
Tile tile = tiles.geti(i); Tile tile = tiles.geti(i);
buffer[i] = PackTile.get(tile.blockID(), tile.floorID(), tile.overlayID());
in.apply(tile.x, tile.y, tile.block(), tile.floor(), tile.overlay());
apply();
buffer[i] = PackTile.get(in.block.id, in.floor.id, in.overlay.id);
} }
//write to buffer
for(int i = 0; i < tiles.width * tiles.height; i++){ for(int i = 0; i < tiles.width * tiles.height; i++){
Tile tile = tiles.geti(i); Tile tile = tiles.geti(i);
long b = buffer[i]; long b = buffer[i];
in.apply(tile.x, tile.y, Vars.content.block(PackTile.block(b)), Vars.content.block(PackTile.floor(b)), Vars.content.block(PackTile.overlay(b))); Block block = Vars.content.block(PackTile.block(b)), floor = Vars.content.block(PackTile.floor(b)), overlay = Vars.content.block(PackTile.overlay(b));
apply();
tile.setFloor(in.floor.asFloor()); tile.setFloor(floor.asFloor());
tile.setOverlay(!in.floor.asFloor().hasSurface() && in.overlay.asFloor().needsSurface ? Blocks.air : in.overlay); tile.setOverlay(!floor.asFloor().hasSurface() && overlay.asFloor().needsSurface ? Blocks.air : overlay);
if(!tile.block().synthetic() && !in.block.synthetic()){ if(!tile.block().synthetic() && !block.synthetic()){
tile.setBlock(in.block); tile.setBlock(block);
} }
} }
}else{ }else{

View File

@@ -151,9 +151,18 @@ public class BaseGenerator{
//clear path for ground units //clear path for ground units
for(Tile tile : cores){ for(Tile tile : cores){
Astar.pathfind(tile, spawn, t -> t.team() == state.rules.waveTeam && !t.within(tile, 25f * 8) ? 100000 : t.floor().hasSurface() ? 1 : 10, t -> !t.block().isStatic()).each(t -> { Astar.pathfind(tile, spawn, t -> t.team() == state.rules.waveTeam && !t.within(tile, 25f * 8) ? 100000 : t.floor().hasSurface() ? 1 : 10, t -> !t.block().isStatic()).each(t -> {
if(t.team() == state.rules.waveTeam && !t.within(tile, 25f * 8)){ if(!t.within(tile, 25f * 8)){
if(t.team() == state.rules.waveTeam){
t.setBlock(Blocks.air); t.setBlock(Blocks.air);
} }
for(Point2 p : Geometry.d8){
Tile other = t.nearby(p);
if(other != null && other.team() == state.rules.waveTeam){
other.setBlock(Blocks.air);
}
}
}
}); });
} }
} }

View File

@@ -23,7 +23,6 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
float scl = 5f; float scl = 5f;
float waterOffset = 0.07f; float waterOffset = 0.07f;
//TODO fix sand near snow (sector 173)
Block[][] arr = Block[][] arr =
{ {
{Blocks.water, Blocks.darksandWater, Blocks.darksand, Blocks.darksand, Blocks.darksand, Blocks.darksand, Blocks.sand, Blocks.sand, Blocks.sand, Blocks.sand, Blocks.darksandTaintedWater, Blocks.stone, Blocks.stone}, {Blocks.water, Blocks.darksandWater, Blocks.darksand, Blocks.darksand, Blocks.darksand, Blocks.darksand, Blocks.sand, Blocks.sand, Blocks.sand, Blocks.sand, Blocks.darksandTaintedWater, Blocks.stone, Blocks.stone},
@@ -55,7 +54,6 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
float water = 2f / arr[0].length; float water = 2f / arr[0].length;
float rawHeight(Vec3 position){ float rawHeight(Vec3 position){
position = Tmp.v33.set(position).scl(scl); position = Tmp.v33.set(position).scl(scl);
return (Mathf.pow((float)noise.octaveNoise3D(7, 0.5f, 1f/3f, position.x, position.y, position.z), 2.3f) + waterOffset) / (1f + waterOffset); return (Mathf.pow((float)noise.octaveNoise3D(7, 0.5f, 1f/3f, position.x, position.y, position.z), 2.3f) + waterOffset) / (1f + waterOffset);
@@ -340,11 +338,12 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
} }
}else if(floor != Blocks.basalt && floor != Blocks.ice && floor.asFloor().hasSurface()){ }else if(floor != Blocks.basalt && floor != Blocks.ice && floor.asFloor().hasSurface()){
float noise = noise(x + 782, y, 5, 0.75f, 260f, 1f); float noise = noise(x + 782, y, 5, 0.75f, 260f, 1f);
if(noise > 0.67f && !enemies.contains(e -> Mathf.within(x, y, e.x, e.y, 8))){
if(noise > 0.72f){ if(noise > 0.72f){
floor = noise > 0.78f ? Blocks.taintedWater : (floor == Blocks.sand ? Blocks.sandWater : Blocks.darksandTaintedWater); floor = noise > 0.78f ? Blocks.taintedWater : (floor == Blocks.sand ? Blocks.sandWater : Blocks.darksandTaintedWater);
ore = Blocks.air; }else{
}else if(noise > 0.67f){
floor = (floor == Blocks.sand ? floor : Blocks.darksand); floor = (floor == Blocks.sand ? floor : Blocks.darksand);
}
ore = Blocks.air; ore = Blocks.air;
} }
} }

View File

@@ -39,6 +39,8 @@ import mindustry.world.meta.*;
import java.lang.reflect.*; import java.lang.reflect.*;
import java.util.*; import java.util.*;
import static mindustry.Vars.*;
@SuppressWarnings("unchecked") @SuppressWarnings("unchecked")
public class ContentParser{ public class ContentParser{
private static final boolean ignoreUnknownFields = true; private static final boolean ignoreUnknownFields = true;
@@ -250,8 +252,8 @@ public class ContentParser{
readFields(block, value, true); readFields(block, value, true);
if(block.size > ConstructBlock.maxSize){ if(block.size > maxBlockSize){
throw new IllegalArgumentException("Blocks cannot be larger than " + ConstructBlock.maxSize); throw new IllegalArgumentException("Blocks cannot be larger than " + maxBlockSize);
} }
//make block visible by default if there are requirements and no visibility set //make block visible by default if there are requirements and no visibility set

View File

@@ -647,6 +647,14 @@ public class Mods implements Loadable{
meta.hidden = true; meta.hidden = true;
} }
//disallow putting a description after the version
if(meta.version != null){
int line = meta.version.indexOf('\n');
if(line != -1){
meta.version = meta.version.substring(0, line);
}
}
if(!headless){ if(!headless){
Log.info("Loaded mod '@' in @ms", meta.name, Time.elapsed()); Log.info("Loaded mod '@' in @ms", meta.name, Time.elapsed());
} }

View File

@@ -68,7 +68,7 @@ public class ArcNetProvider implements NetProvider{
} }
}); });
server = new Server(8192, 8192, new PacketSerializer()); server = new Server(32768, 8192, new PacketSerializer());
server.setMulticast(multicastGroup, multicastPort); server.setMulticast(multicastGroup, multicastPort);
server.setDiscoveryHandler((address, handler) -> { server.setDiscoveryHandler((address, handler) -> {
ByteBuffer buffer = NetworkIO.writeServerData(); ByteBuffer buffer = NetworkIO.writeServerData();

View File

@@ -50,6 +50,8 @@ public class BeControl{
Fi dest = Fi.get(System.getProperty("becopy")); Fi dest = Fi.get(System.getProperty("becopy"));
Fi self = Fi.get(BeControl.class.getProtectionDomain().getCodeSource().getLocation().toURI().getPath()); Fi self = Fi.get(BeControl.class.getProtectionDomain().getCodeSource().getLocation().toURI().getPath());
for(Fi file : self.parent().findAll(f -> !f.equals(self))) file.delete();
self.copyTo(dest); self.copyTo(dest);
}catch(Throwable e){ }catch(Throwable e){
e.printStackTrace(); e.printStackTrace();

View File

@@ -24,6 +24,8 @@ public class Item extends UnlockableContent{
* 1 cost = 1 tick added to build time * 1 cost = 1 tick added to build time
*/ */
public float cost = 1f; public float cost = 1f;
/** if true, this item is of lowest priority to drills. */
public boolean lowPriority;
public Item(String name, Color color){ public Item(String name, Color color){
super(name); super(name);

View File

@@ -152,10 +152,6 @@ public class Sector{
return res % 2 == 0 ? res : res + 1; return res % 2 == 0 ? res : res + 1;
} }
public void addItem(Item item, int amount){
removeItem(item, -amount);
}
public void removeItems(ItemSeq items){ public void removeItems(ItemSeq items){
ItemSeq copy = items.copy(); ItemSeq copy = items.copy();
copy.each((i, a) -> copy.set(i, -a)); copy.each((i, a) -> copy.set(i, -a));
@@ -169,7 +165,6 @@ public class Sector{
} }
public void addItems(ItemSeq items){ public void addItems(ItemSeq items){
if(net.client()) return;
if(isBeingPlayed()){ if(isBeingPlayed()){
if(state.rules.defaultTeam.core() != null){ if(state.rules.defaultTeam.core() != null){

View File

@@ -46,7 +46,7 @@ public class UnitType extends UnlockableContent{
public float health = 200f, range = -1, armor = 0f, maxRange = -1f; public float health = 200f, range = -1, armor = 0f, maxRange = -1f;
public float crashDamageMultiplier = 1f; public float crashDamageMultiplier = 1f;
public boolean targetAir = true, targetGround = true; public boolean targetAir = true, targetGround = true;
public boolean faceTarget = true, rotateShooting = true, isCounted = true, lowAltitude = false; public boolean faceTarget = true, rotateShooting = true, isCounted = true, lowAltitude = false, circleTarget = false;
public boolean canBoost = false; public boolean canBoost = false;
public boolean destructibleWreck = true; public boolean destructibleWreck = true;
public float groundLayer = Layer.groundUnit; public float groundLayer = Layer.groundUnit;
@@ -106,7 +106,7 @@ public class UnitType extends UnlockableContent{
public Seq<Weapon> weapons = new Seq<>(); public Seq<Weapon> weapons = new Seq<>();
public TextureRegion baseRegion, legRegion, region, shadowRegion, cellRegion, public TextureRegion baseRegion, legRegion, region, shadowRegion, cellRegion,
occlusionRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion; softShadowRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion;
public TextureRegion[] wreckRegions; public TextureRegion[] wreckRegions;
protected @Nullable ItemStack[] cachedRequirements; protected @Nullable ItemStack[] cachedRequirements;
@@ -351,7 +351,7 @@ public class UnitType extends UnlockableContent{
legBaseRegion = Core.atlas.find(name + "-leg-base", name + "-leg"); legBaseRegion = Core.atlas.find(name + "-leg-base", name + "-leg");
baseRegion = Core.atlas.find(name + "-base"); baseRegion = Core.atlas.find(name + "-base");
cellRegion = Core.atlas.find(name + "-cell", Core.atlas.find("power-cell")); cellRegion = Core.atlas.find(name + "-cell", Core.atlas.find("power-cell"));
occlusionRegion = Core.atlas.find("circle-shadow"); softShadowRegion = Core.atlas.find("circle-shadow");
outlineRegion = Core.atlas.find(name + "-outline"); outlineRegion = Core.atlas.find(name + "-outline");
shadowRegion = icon(Cicon.full); shadowRegion = icon(Cicon.full);
@@ -439,7 +439,7 @@ public class UnitType extends UnlockableContent{
drawPayload((Unit & Payloadc)unit); drawPayload((Unit & Payloadc)unit);
} }
drawOcclusion(unit); drawSoftShadow(unit);
Draw.z(z - outlineSpace); Draw.z(z - outlineSpace);
@@ -501,11 +501,11 @@ public class UnitType extends UnlockableContent{
Draw.color(); Draw.color();
} }
public void drawOcclusion(Unit unit){ public void drawSoftShadow(Unit unit){
Draw.color(0, 0, 0, 0.4f); Draw.color(0, 0, 0, 0.4f);
float rad = 1.6f; float rad = 1.6f;
float size = Math.max(region.width, region.height) * Draw.scl; float size = Math.max(region.width, region.height) * Draw.scl;
Draw.rect(occlusionRegion, unit, size * rad, size * rad); Draw.rect(softShadowRegion, unit, size * rad, size * rad);
Draw.color(); Draw.color();
} }
@@ -580,8 +580,8 @@ public class UnitType extends UnlockableContent{
float wx = unit.x + Angles.trnsx(rotation, weapon.x, weapon.y) + Angles.trnsx(weaponRotation, 0, recoil), float wx = unit.x + Angles.trnsx(rotation, weapon.x, weapon.y) + Angles.trnsx(weaponRotation, 0, recoil),
wy = unit.y + Angles.trnsy(rotation, weapon.x, weapon.y) + Angles.trnsy(weaponRotation, 0, recoil); wy = unit.y + Angles.trnsy(rotation, weapon.x, weapon.y) + Angles.trnsy(weaponRotation, 0, recoil);
if(weapon.occlusion > 0){ if(weapon.shadow > 0){
Drawf.shadow(wx, wy, weapon.occlusion); Drawf.shadow(wx, wy, weapon.shadow);
} }
if(weapon.outlineRegion.found()){ if(weapon.outlineRegion.found()){

View File

@@ -50,8 +50,8 @@ public class Weapon{
public float x = 5f, y = 0f; public float x = 5f, y = 0f;
/** random spread on the X axis */ /** random spread on the X axis */
public float xRand = 0f; public float xRand = 0f;
/** radius of occlusion drawn under the weapon; <0 to disable */ /** radius of shadow drawn under the weapon; <0 to disable */
public float occlusion = -1f; public float shadow = -1f;
/** fraction of velocity that is random */ /** fraction of velocity that is random */
public float velocityRnd = 0f; public float velocityRnd = 0f;
/** delay in ticks between shots */ /** delay in ticks between shots */

View File

@@ -314,7 +314,7 @@ public class Weather extends UnlockableContent{
@Override @Override
public void draw(){ public void draw(){
if(renderer.weatherAlpha() > 0.0001f){ if(renderer.weatherAlpha() > 0.0001f && Core.settings.getBool("showweather")){
Draw.draw(Layer.weather, () -> { Draw.draw(Layer.weather, () -> {
weather.rand.setSeed(0); weather.rand.setSeed(0);
Draw.alpha(renderer.weatherAlpha() * opacity * weather.opacityMultiplier); Draw.alpha(renderer.weatherAlpha() * opacity * weather.opacityMultiplier);

View File

@@ -82,6 +82,10 @@ public class Bar extends Element{
lastValue = computed; lastValue = computed;
} }
if(Float.isNaN(lastValue)) lastValue = 0;
if(Float.isInfinite(lastValue)) lastValue = 1f;
if(Float.isNaN(value)) value = 0;
if(Float.isInfinite(value)) value = 1f;
if(Float.isNaN(computed)) computed = 0; if(Float.isNaN(computed)) computed = 0;
if(Float.isInfinite(computed)) computed = 1f; if(Float.isInfinite(computed)) computed = 1f;

View File

@@ -67,7 +67,7 @@ public class Fonts{
} }
public static int cursorScale(){ public static int cursorScale(){
return Math.max(1, Mathf.round(Scl.scl(1f))); return 1;
} }
public static void loadFonts(){ public static void loadFonts(){

View File

@@ -4,8 +4,11 @@ import arc.*;
import arc.graphics.*; import arc.graphics.*;
import arc.scene.style.*; import arc.scene.style.*;
import arc.util.*; import arc.util.*;
import mindustry.*;
import mindustry.core.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.graphics.*; import mindustry.graphics.*;
import mindustry.mod.Mods.*;
public class Links{ public class Links{
private static LinkEntry[] links; private static LinkEntry[] links;
@@ -22,7 +25,8 @@ public class Links{
new LinkEntry("google-play", "https://play.google.com/store/apps/details?id=io.anuke.mindustry", Icon.googleplay, Color.valueOf("689f38")), new LinkEntry("google-play", "https://play.google.com/store/apps/details?id=io.anuke.mindustry", Icon.googleplay, Color.valueOf("689f38")),
new LinkEntry("f-droid", "https://f-droid.org/packages/io.anuke.mindustry/", Icon.android, Color.valueOf("026aa7")), new LinkEntry("f-droid", "https://f-droid.org/packages/io.anuke.mindustry/", Icon.android, Color.valueOf("026aa7")),
new LinkEntry("github", "https://github.com/Anuken/Mindustry/", Icon.github, Color.valueOf("24292e")), new LinkEntry("github", "https://github.com/Anuken/Mindustry/", Icon.github, Color.valueOf("24292e")),
new LinkEntry("dev-builds", "https://github.com/Anuken/MindustryBuilds", Icon.githubSquare, Color.valueOf("fafbfc")) new LinkEntry("dev-builds", "https://github.com/Anuken/MindustryBuilds", Icon.githubSquare, Color.valueOf("fafbfc")),
new LinkEntry("bug", report(), Icon.wrench, Color.valueOf("cbd97f"))
}; };
} }
@@ -48,4 +52,23 @@ public class Links{
this.title = Core.bundle.get("link." + name + ".title", Strings.capitalize(name.replace("-", " "))); this.title = Core.bundle.get("link." + name + ".title", Strings.capitalize(name.replace("-", " ")));
} }
} }
private static String report(){
return "https://github.com/Anuken/Mindustry/issues/new?assignees=&labels=bug&body=" +
Strings.encode(Strings.format(
"**Platform**: `@`\n" +
"\n**Build**: `@`\n" +
"\n**Issue**: *Explain your issue in detail.*\n" +
"\n**Steps to reproduce**: *How you happened across the issue, and what exactly you did to make the bug happen.*\n" +
"\n**Link(s) to mod(s) used**: `@`\n" +
"\n**Save file**: *The (zipped) save file you were playing on when the bug happened. THIS IS REQUIRED FOR ANY ISSUE HAPPENING IN-GAME, REGARDLESS OF WHETHER YOU THINK IT HAPPENS EVERYWHERE. DO NOT DELETE OR OMIT THIS LINE UNLESS YOU ARE SURE THAT THE ISSUE DOES NOT HAPPEN IN-GAME.*\n" +
"\n**Crash report**: *The contents of relevant crash report files. REQUIRED if you are reporting a crash.*\n" +
"\n---\n" +
"\n*Place an X (no spaces) between the brackets to confirm that you have read the line below.*" +
"\n- [ ] **I have updated to the latest release (https://github.com/Anuken/Mindustry/releases) to make sure my issue has not been fixed.**" +
"\n- [ ] **I have searched the closed and open issues to make sure that this problem has not already been reported.**",
OS.isAndroid ? "Android " + Core.app.getVersion() : (System.getProperty("os.name") + (OS.is64Bit ? " x64" : " x32")),
Version.combined(),
Vars.mods.list().any() ? Vars.mods.list().select(LoadedMod::enabled).map(l -> l.meta.author + "/" + l.name + ":" + l.meta.version) : "none"));
}
} }

View File

@@ -356,8 +356,9 @@ public class JoinDialog extends BaseDialog{
continue; continue;
} }
Table[] groupTable = {null};
//table containing all groups //table containing all groups
global.table(g -> {
for(String address : group.addresses){ for(String address : group.addresses){
String resaddress = address.contains(":") ? address.split(":")[0] : address; String resaddress = address.contains(":") ? address.split(":")[0] : address;
int resport = address.contains(":") ? Strings.parseInt(address.split(":")[1]) : port; int resport = address.contains(":") ? Strings.parseInt(address.split(":")[1]) : port;
@@ -366,8 +367,10 @@ public class JoinDialog extends BaseDialog{
res.port = resport; res.port = resport;
//add header //add header
if(g.getChildren().isEmpty()){ if(groupTable[0] == null){
g.table(head -> { global.table(t -> groupTable[0] = t).row();
groupTable[0].table(head -> {
if(!group.name.isEmpty()){ if(!group.name.isEmpty()){
head.add(group.name).color(Color.lightGray).padRight(4); head.add(group.name).color(Color.lightGray).padRight(4);
} }
@@ -379,20 +382,19 @@ public class JoinDialog extends BaseDialog{
group.setHidden(!group.hidden()); group.setHidden(!group.hidden());
image[0].getStyle().imageUp = group.hidden() ? Icon.eyeOffSmall : Icon.eyeSmall; image[0].getStyle().imageUp = group.hidden() ? Icon.eyeOffSmall : Icon.eyeSmall;
if(group.hidden() && !showHidden){ if(group.hidden() && !showHidden){
g.remove(); groupTable[0].remove();
} }
}).size(40f).get(); }).size(40f).get();
image[0].addListener(new Tooltip(t -> t.background(Styles.black6).margin(4).label(() -> !group.hidden() ? "@server.shown" : "@server.hidden"))); image[0].addListener(new Tooltip(t -> t.background(Styles.black6).margin(4).label(() -> !group.hidden() ? "@server.shown" : "@server.hidden")));
}).width(targetWidth()).padBottom(-2).row(); }).width(targetWidth()).padBottom(-2).row();
} }
addGlobalHost(res, g); addGlobalHost(res, groupTable[0]);
g.margin(5f); groupTable[0].margin(5f);
g.pack(); groupTable[0].pack();
}, e -> {}); }, e -> {});
} }
}).row();
} }
} }
@@ -402,7 +404,16 @@ public class JoinDialog extends BaseDialog{
container.button(b -> buildServer(host, b), Styles.cleart, () -> { container.button(b -> buildServer(host, b), Styles.cleart, () -> {
Events.fire(new ClientPreConnectEvent(host)); Events.fire(new ClientPreConnectEvent(host));
if(!Core.settings.getBool("server-disclaimer", false)){
ui.showCustomConfirm("@warning", "@servers.disclaimer", "@ok", "@back", () -> {
Core.settings.put("server-disclaimer", true);
safeConnect(host.address, host.port, host.version); safeConnect(host.address, host.port, host.version);
}, () -> {
Core.settings.put("server-disclaimer", false);
});
}else{
safeConnect(host.address, host.port, host.version);
}
}).width(w).row(); }).width(w).row();
} }
@@ -530,12 +541,14 @@ public class JoinDialog extends BaseDialog{
Log.info("Fetched @ community servers.", defaultServers.size); Log.info("Fetched @ community servers.", defaultServers.size);
}catch(Throwable e){ }catch(Throwable e){
Log.err("Failed to parse community servers."); Log.err("Failed to parse community servers.");
Log.err(e);
} }
}); });
}catch(Throwable e){ }catch(Throwable e){
Log.err("Failed to fetch community servers."); Log.err("Failed to fetch community servers.");
Log.err(e);
} }
}, t -> {}); }, Log::err);
} }
private void saveServers(){ private void saveServers(){

View File

@@ -6,9 +6,12 @@ import arc.files.*;
import arc.func.*; import arc.func.*;
import arc.graphics.*; import arc.graphics.*;
import arc.graphics.g2d.*; import arc.graphics.g2d.*;
import arc.scene.style.*;
import arc.scene.ui.TextButton.*; import arc.scene.ui.TextButton.*;
import arc.struct.*;
import arc.util.*; import arc.util.*;
import arc.util.io.*; import arc.util.io.*;
import mindustry.ctype.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.graphics.*; import mindustry.graphics.*;
import mindustry.mod.Mods.*; import mindustry.mod.Mods.*;
@@ -102,13 +105,9 @@ public class ModsDialog extends BaseDialog{
t.button("@mod.import.github", Icon.github, bstyle, () -> { t.button("@mod.import.github", Icon.github, bstyle, () -> {
dialog.hide(); dialog.hide();
var modString = Core.settings.getString("lastmod", "");
var suggested = Structs.random(suggestedMods);
ui.showTextInput("@mod.import.github", "", 64, modString.isEmpty() ? suggested : modString, text -> { ui.showTextInput("@mod.import.github", "", 64, Core.settings.getString("lastmod", ""), text -> {
if(!modString.isEmpty() || !Structs.eq(suggested, text)){
Core.settings.put("lastmod", text); Core.settings.put("lastmod", text);
}
ui.loadfrag.show(); ui.loadfrag.show();
//Try to download the 6.0 branch first, but if it doesn't exist, try master. //Try to download the 6.0 branch first, but if it doesn't exist, try master.
@@ -266,36 +265,38 @@ public class ModsDialog extends BaseDialog{
desc.add("@editor.description").padRight(10).color(Color.gray).top(); desc.add("@editor.description").padRight(10).color(Color.gray).top();
desc.row(); desc.row();
desc.add(mod.meta.description).growX().wrap().padTop(2); desc.add(mod.meta.description).growX().wrap().padTop(2);
desc.row();
} }
//TODO add this when mods work properly }).width(400f);
/*
Array<UnlockableContent> all = Array.with(content.getContentMap()).<Content>flatten().select(c -> c.minfo.mod == mod && c instanceof UnlockableContent).as(UnlockableContent.class); //TODO maybe enable later
if(false){
Seq<UnlockableContent> all = Seq.with(content.getContentMap()).<Content>flatten().select(c -> c.minfo.mod == mod && c instanceof UnlockableContent).as();
if(all.any()){ if(all.any()){
desc.add("@mod.content").padRight(10).color(Color.gray).top(); dialog.cont.row();
desc.row(); dialog.cont.pane(cs -> {
desc.pane(cs -> {
int i = 0; int i = 0;
for(UnlockableContent c : all){ for(UnlockableContent c : all){
cs.addImageButton(new TextureRegionDrawable(c.icon(Cicon.medium)), () -> { cs.button(new TextureRegionDrawable(c.icon(Cicon.medium)), Styles.cleari, Cicon.medium.size, () -> {
ui.content.show(c); ui.content.show(c);
}).size(50f).with(im -> {
var click = im.getClickListener();
im.update(() -> im.getImage().color.lerp(!click.isOver() ? Color.lightGray : Color.white, 0.4f * Time.delta));
}); });
if(++i % 8 == 0) cs.row(); if(++i % 8 == 0) cs.row();
} }
}).growX().minHeight(60f); }).growX().minHeight(60f);
}*/ }
}).width(400f); }
dialog.show(); dialog.show();
} }
private void githubImport(String branch, String repo, Cons<HttpStatus> err){ private void handleMod(String repo, HttpResponse result){
Core.net.httpGet("http://api.github.com/repos/" + repo + "/zipball/" + branch, loc -> {
Core.net.httpGet(loc.getHeader("Location"), result -> {
if(result.getStatus() != HttpStatus.OK){
err.get(result.getStatus());
}else{
try{ try{
Fi file = tmpDirectory.child(repo.replace("/", "") + ".zip"); Fi file = tmpDirectory.child(repo.replace("/", "") + ".zip");
Streams.copy(result.getResultAsStream(), file.write(false)); Streams.copy(result.getResultAsStream(), file.write(false));
@@ -313,7 +314,24 @@ public class ModsDialog extends BaseDialog{
modError(e); modError(e);
} }
} }
private void githubImport(String branch, String repo, Cons<HttpStatus> err){
Core.net.httpGet("https://api.github.com/repos/" + repo + "/zipball/" + branch, loc -> {
if(loc.getStatus() == HttpStatus.OK){
if(loc.getHeader("Location") != null){
Core.net.httpGet(loc.getHeader("Location"), result -> {
if(result.getStatus() != HttpStatus.OK){
err.get(result.getStatus());
}else{
handleMod(repo, result);
}
}, t2 -> Core.app.post(() -> modError(t2))); }, t2 -> Core.app.post(() -> modError(t2)));
}else{
handleMod(repo, loc);
}
}else{
err.get(loc.getStatus());
}
}, t2 -> Core.app.post(() -> modError(t2))); }, t2 -> Core.app.post(() -> modError(t2)));
} }
} }

View File

@@ -15,8 +15,10 @@ import arc.scene.ui.layout.*;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.content.*; import mindustry.content.*;
import mindustry.content.TechTree.*;
import mindustry.core.*; import mindustry.core.*;
import mindustry.ctype.*; import mindustry.ctype.*;
import mindustry.game.Objectives.*;
import mindustry.game.SectorInfo.*; import mindustry.game.SectorInfo.*;
import mindustry.game.*; import mindustry.game.*;
import mindustry.gen.*; import mindustry.gen.*;
@@ -144,7 +146,10 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
//load legacy research //load legacy research
if(Core.settings.has("unlocks") && !Core.settings.has("junction-unlocked")){ if(Core.settings.has("unlocks") && !Core.settings.has("junction-unlocked")){
Core.app.post(() -> { Core.app.post(() -> {
ui.showCustomConfirm("@research", "@research.legacy", "@research.load", "@research.discard", LegacyIO::readResearch, () -> Core.settings.remove("unlocks")); ui.showCustomConfirm("@research", "@research.legacy", "@research.load", "@research.discard", () -> {
LegacyIO.readResearch();
Core.settings.remove("unlocks");
}, () -> Core.settings.remove("unlocks"));
}); });
} }
@@ -249,8 +254,12 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
boolean canSelect(Sector sector){ boolean canSelect(Sector sector){
if(mode == select) return sector.hasBase(); if(mode == select) return sector.hasBase();
if(sector.hasBase()) return true;
//preset sectors can only be selected once unlocked //preset sectors can only be selected once unlocked
if(sector.preset != null) return sector.preset.unlocked() || sector.hasBase(); if(sector.preset != null){
TechNode node = sector.preset.node();
return node == null || node.parent == null || node.parent.content.unlocked();
}
return sector.hasBase() || sector.near().contains(Sector::hasBase); //near an occupied sector return sector.hasBase() || sector.near().contains(Sector::hasBase); //near an occupied sector
} }
@@ -288,7 +297,9 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
Color color = Color color =
sec.hasBase() ? Tmp.c2.set(Team.sharded.color).lerp(Team.crux.color, sec.hasEnemyBase() ? 0.5f : 0f) : sec.hasBase() ? Tmp.c2.set(Team.sharded.color).lerp(Team.crux.color, sec.hasEnemyBase() ? 0.5f : 0f) :
sec.preset != null ? Tmp.c2.set(Team.derelict.color).lerp(Color.white, Mathf.absin(Time.time, 10f, 1f)) : sec.preset != null ?
sec.preset.unlocked() ? Tmp.c2.set(Team.derelict.color).lerp(Color.white, Mathf.absin(Time.time, 10f, 1f)) :
Color.gray :
sec.hasEnemyBase() ? Team.crux.color : sec.hasEnemyBase() ? Team.crux.color :
null; null;
@@ -349,7 +360,12 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
for(Sector sec : planet.sectors){ for(Sector sec : planet.sectors){
if(sec != hovered){ if(sec != hovered){
var preficon = sec.icon(); var preficon = sec.icon();
var icon = (sec.isAttacked() ? Fonts.getLargeIcon("warning") : !sec.hasBase() && sec.preset != null && sec.preset.unlocked() && preficon == null ? Fonts.getLargeIcon("terrain") : preficon); var icon =
sec.isAttacked() ? Fonts.getLargeIcon("warning") :
!sec.hasBase() && sec.preset != null && sec.preset.unlocked() && preficon == null ?
Fonts.getLargeIcon("terrain") :
sec.preset != null && sec.preset.locked() && sec.preset.node() != null && !sec.preset.node().parent.content.locked() ? Fonts.getLargeIcon("lock") :
preficon;
var color = sec.preset != null && !sec.hasBase() ? Team.derelict.color : Team.sharded.color; var color = sec.preset != null && !sec.hasBase() ? Team.derelict.color : Team.sharded.color;
if(icon != null){ if(icon != null){
@@ -397,6 +413,10 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
public void tap(InputEvent event, float x, float y, int count, KeyCode button){ public void tap(InputEvent event, float x, float y, int count, KeyCode button){
if(showing()) return; if(showing()) return;
if(hovered != null && selected == hovered && count == 2){
playSelected();
}
if(hovered != null && (canSelect(hovered) || debugSelect)){ if(hovered != null && (canSelect(hovered) || debugSelect)){
selected = hovered; selected = hovered;
} }
@@ -490,7 +510,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
hoverLabel.touchable = Touchable.disabled; hoverLabel.touchable = Touchable.disabled;
Vec3 pos = planets.cam.project(Tmp.v31.set(hovered.tile.v).setLength(PlanetRenderer.outlineRad).rotate(Vec3.Y, -planets.planet.getRotation()).add(planets.planet.position)); Vec3 pos = planets.cam.project(Tmp.v31.set(hovered.tile.v).setLength(PlanetRenderer.outlineRad).rotate(Vec3.Y, -planets.planet.getRotation()).add(planets.planet.position));
hoverLabel.setPosition(pos.x, pos.y, Align.center); hoverLabel.setPosition(pos.x, pos.y - Core.scene.marginBottom, Align.center);
hoverLabel.getText().setLength(0); hoverLabel.getText().setLength(0);
if(hovered != null){ if(hovered != null){
@@ -687,7 +707,21 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
stable.image().color(Pal.accent).fillX().height(3f).pad(3f).row(); stable.image().color(Pal.accent).fillX().height(3f).pad(3f).row();
if(!sector.hasBase()){ boolean locked = sector.preset != null && sector.preset.locked() && !sector.hasBase() && sector.preset.node() != null;
if(locked){
stable.table(r -> {
r.add("@complete").colspan(2).left();
r.row();
for(Objective o : sector.preset.node().objectives){
if(o.complete()) continue;
r.add("> " + o.display()).color(Color.lightGray).left();
r.image(o.complete() ? Icon.ok : Icon.cancel, o.complete() ? Color.lightGray : Color.scarlet).padLeft(3);
r.row();
}
}).row();
}else if(!sector.hasBase()){
stable.add(Core.bundle.get("sectors.threat") + " [accent]" + sector.displayThreat()).row(); stable.add(Core.bundle.get("sectors.threat") + " [accent]" + sector.displayThreat()).row();
} }
@@ -727,13 +761,52 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
} }
if((sector.hasBase() && mode == look) || canSelect(sector) || (sector.preset != null && sector.preset.alwaysUnlocked) || debugSelect){ if((sector.hasBase() && mode == look) || canSelect(sector) || (sector.preset != null && sector.preset.alwaysUnlocked) || debugSelect){
stable.button(mode == select ? "@sectors.select" : sector.isBeingPlayed() ? "@sectors.resume" : sector.hasBase() ? "@sectors.go" : "@sectors.launch", Icon.play, () -> { stable.button(
mode == select ? "@sectors.select" :
sector.isBeingPlayed() ? "@sectors.resume" :
sector.hasBase() ? "@sectors.go" :
locked ? "@locked" : "@sectors.launch",
locked ? Icon.lock : Icon.play, this::playSelected).growX().height(54f).minWidth(170f).padTop(4).disabled(locked);
}
stable.pack();
stable.setPosition(x, y, Align.center);
stable.update(() -> {
if(selected != null){
if(launching){
stable.color.sub(0, 0, 0, 0.05f * Time.delta);
}else{
//fade out UI when not facing selected sector
Tmp.v31.set(selected.tile.v).rotate(Vec3.Y, -planets.planet.getRotation()).scl(-1f).nor();
float dot = planets.cam.direction.dot(Tmp.v31);
stable.color.a = Math.max(dot, 0f)*2f;
if(dot*2f <= -0.1f){
selected = null;
updateSelected();
}
}
}
});
stable.act(0f);
}
void playSelected(){
if(selected == null) return;
Sector sector = selected;
if(sector.isBeingPlayed()){ if(sector.isBeingPlayed()){
//already at this sector //already at this sector
hide(); hide();
return; return;
} }
if(sector.preset != null && sector.preset.locked() && !sector.hasBase()){
return;
}
boolean shouldHide = true; boolean shouldHide = true;
//save before launch. //save before launch.
@@ -775,30 +848,6 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
} }
if(shouldHide) hide(); if(shouldHide) hide();
}).growX().height(54f).minWidth(170f).padTop(4);
}
stable.pack();
stable.setPosition(x, y, Align.center);
stable.update(() -> {
if(selected != null){
if(launching){
stable.color.sub(0, 0, 0, 0.05f * Time.delta);
}else{
//fade out UI when not facing selected sector
Tmp.v31.set(selected.tile.v).rotate(Vec3.Y, -planets.planet.getRotation()).scl(-1f).nor();
float dot = planets.cam.direction.dot(Tmp.v31);
stable.color.a = Math.max(dot, 0f)*2f;
if(dot*2f <= -0.1f){
selected = null;
updateSelected();
}
}
}
});
stable.act(0f);
} }
public enum Mode{ public enum Mode{

View File

@@ -172,16 +172,6 @@ public class ResearchDialog extends BaseDialog{
}); });
} }
@Override
public Dialog show(){
if(net.client()){
ui.showInfo("@research.multiplayer");
return this;
}
return super.show();
}
void treeLayout(){ void treeLayout(){
float spacing = 20f; float spacing = 20f;
LayoutNode node = new LayoutNode(root, null); LayoutNode node = new LayoutNode(root, null);
@@ -439,6 +429,14 @@ public class ResearchDialog extends BaseDialog{
void unlock(TechNode node){ void unlock(TechNode node){
node.content.unlock(); node.content.unlock();
//unlock parent nodes in multiplayer.
TechNode parent = node.parent;
while(parent != null){
parent.content.unlock();
parent = parent.parent;
}
checkNodes(root); checkNodes(root);
hoverNode = null; hoverNode = null;
treeLayout(); treeLayout();

View File

@@ -404,6 +404,7 @@ public class SettingsMenuDialog extends SettingsDialog{
graphics.checkPref("fps", false); graphics.checkPref("fps", false);
graphics.checkPref("playerindicators", true); graphics.checkPref("playerindicators", true);
graphics.checkPref("indicators", true); graphics.checkPref("indicators", true);
graphics.checkPref("showweather", true);
graphics.checkPref("animatedwater", true); graphics.checkPref("animatedwater", true);
if(Shaders.shield != null){ if(Shaders.shield != null){
graphics.checkPref("animatedshields", !mobile); graphics.checkPref("animatedshields", !mobile);

View File

@@ -124,7 +124,7 @@ public class ChatFragment extends Table{
Draw.color(shadowColor); Draw.color(shadowColor);
if(shown){ if(shown){
Fill.crect(offsetx, chatfield.y, chatfield.getWidth() + 15f, chatfield.getHeight() - 1); Fill.crect(offsetx, chatfield.y + scene.marginBottom, chatfield.getWidth() + 15f, chatfield.getHeight() - 1);
} }
super.draw(); super.draw();
@@ -137,7 +137,7 @@ public class ChatFragment extends Table{
Draw.color(shadowColor); Draw.color(shadowColor);
Draw.alpha(shadowColor.a * opacity); Draw.alpha(shadowColor.a * opacity);
float theight = offsety + spacing + getMarginBottom(); float theight = offsety + spacing + getMarginBottom() + scene.marginBottom;
for(int i = scrollPos; i < messages.size && i < messagesShown + scrollPos && (i < fadetime || shown); i++){ for(int i = scrollPos; i < messages.size && i < messagesShown + scrollPos && (i < fadetime || shown); i++){
layout.setText(font, messages.get(i).formattedMessage, Color.white, textWidth, Align.bottomLeft, true); layout.setText(font, messages.get(i).formattedMessage, Color.white, textWidth, Align.bottomLeft, true);

View File

@@ -26,7 +26,7 @@ public class HintsFragment extends Fragment{
private static final float foutTime = 0.6f; private static final float foutTime = 0.6f;
/** All hints to be displayed in the game. */ /** All hints to be displayed in the game. */
public Seq<Hint> hints = Seq.with(DefaultHint.values()); public Seq<Hint> hints = new Seq<>().and(DefaultHint.values()).as();
@Nullable Hint current; @Nullable Hint current;
Group group = new WidgetGroup(); Group group = new WidgetGroup();
@@ -162,6 +162,18 @@ public class HintsFragment extends Fragment{
waveFire(() -> Groups.fire.size() > 0 && Blocks.wave.unlockedNow(), () -> indexer.getAllied(state.rules.defaultTeam, BlockFlag.extinguisher).size() > 0), waveFire(() -> Groups.fire.size() > 0 && Blocks.wave.unlockedNow(), () -> indexer.getAllied(state.rules.defaultTeam, BlockFlag.extinguisher).size() > 0),
generator(() -> control.input.block == Blocks.combustionGenerator, () -> ui.hints.placedBlocks.contains(Blocks.combustionGenerator)), generator(() -> control.input.block == Blocks.combustionGenerator, () -> ui.hints.placedBlocks.contains(Blocks.combustionGenerator)),
guardian(() -> state.boss() != null && state.boss().armor >= 4, () -> state.boss() == null), guardian(() -> state.boss() != null && state.boss().armor >= 4, () -> state.boss() == null),
coreUpgrade(() -> state.isCampaign() && Blocks.coreFoundation.unlocked()
&& state.rules.defaultTeam.core() != null
&& state.rules.defaultTeam.core().block == Blocks.coreShard
&& state.rules.defaultTeam.core().items.has(Blocks.coreFoundation.requirements),
() -> ui.hints.placedBlocks.contains(Blocks.coreFoundation)),
presetLaunch(() -> state.isCampaign()
&& state.getSector().preset == null
&& SectorPresets.frozenForest.unlocked()
&& SectorPresets.frozenForest.sector.save == null,
() -> state.isCampaign() && state.getSector().preset == SectorPresets.frozenForest),
coreIncinerate(() -> state.isCampaign() && state.rules.defaultTeam.core() != null && state.rules.defaultTeam.core().items.get(Items.copper) >= state.rules.defaultTeam.core().storageCapacity - 10, () -> false),
coopCampaign(() -> net.client() && state.isCampaign() && SectorPresets.groundZero.sector.hasBase(), () -> false),
; ;
@Nullable @Nullable

View File

@@ -1,7 +1,9 @@
package mindustry.ui.fragments; package mindustry.ui.fragments;
import arc.*;
import arc.func.*; import arc.func.*;
import arc.graphics.*; import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.scene.*; import arc.scene.*;
import arc.scene.actions.*; import arc.scene.actions.*;
import arc.scene.event.*; import arc.scene.event.*;
@@ -18,7 +20,12 @@ public class LoadingFragment extends Fragment{
@Override @Override
public void build(Group parent){ public void build(Group parent){
parent.fill(Styles.black8, t -> { parent.fill(t -> {
//rect must fill screen completely.
t.rect((x, y, w, h) -> {
Draw.alpha(t.color.a);
Styles.black8.draw(0, 0, Core.graphics.getWidth(), Core.graphics.getHeight());
});
t.visible = false; t.visible = false;
t.touchable = Touchable.enabled; t.touchable = Touchable.enabled;
t.add().height(133f).row(); t.add().height(133f).row();

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