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6
.gitignore
vendored
@@ -47,6 +47,12 @@ config/
|
|||||||
/core/assets/basepartnames
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/core/assets/basepartnames
|
||||||
version.properties
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version.properties
|
||||||
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||||||
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#sprites
|
||||||
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||||||
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core/assets/sprites/sprites*
|
||||||
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core/assets/sprites/fallback/
|
||||||
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core/assets/sprites/block_colors.png
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||||||
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||||||
.attach_*
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.attach_*
|
||||||
## Java
|
## Java
|
||||||
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||||||
|
|||||||
@@ -15,9 +15,6 @@ If you are submitting a new block, make sure it has a name and description, and
|
|||||||
If you are interested in adding a large mechanic/feature or changing large amounts of code, first contact me (Anuken) via [Discord](https://discord.gg/mindustry) (preferred method) or via e-mail (*anukendev@gmail.com*).
|
If you are interested in adding a large mechanic/feature or changing large amounts of code, first contact me (Anuken) via [Discord](https://discord.gg/mindustry) (preferred method) or via e-mail (*anukendev@gmail.com*).
|
||||||
For most changes, this should not be necessary. I just want to know if you're doing something big so I can offer advice and/or make sure you're not wasting your time on it.
|
For most changes, this should not be necessary. I just want to know if you're doing something big so I can offer advice and/or make sure you're not wasting your time on it.
|
||||||
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|
||||||
### Do not include packed sprites in your pull request.
|
|
||||||
When making a pull request that changes or adds new sprites, do not add the modified atlas & `spritesX.png` files to your final pull request. These are a frequent source of conflicts.
|
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||||||
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||||||
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|
||||||
## Style Guidelines
|
## Style Guidelines
|
||||||
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|
||||||
|
|||||||
@@ -152,3 +152,9 @@ task run(type: Exec){
|
|||||||
def adb = path + "/platform-tools/adb"
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def adb = path + "/platform-tools/adb"
|
||||||
commandLine "$adb", 'shell', 'am', 'start', '-n', 'io.anuke.mindustry/mindustry.android.AndroidLauncher'
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commandLine "$adb", 'shell', 'am', 'start', '-n', 'io.anuke.mindustry/mindustry.android.AndroidLauncher'
|
||||||
}
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}
|
||||||
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||||||
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if(!project.ext.hasSprites()){
|
||||||
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println "Scheduling sprite pack."
|
||||||
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run.dependsOn ":tools:pack"
|
||||||
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deploy.dependsOn ":tools:pack"
|
||||||
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}
|
||||||
@@ -107,7 +107,7 @@ public class RemoteReadGenerator{
|
|||||||
}
|
}
|
||||||
|
|
||||||
readBlock.nextControlFlow("catch (java.lang.Exception e)");
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readBlock.nextControlFlow("catch (java.lang.Exception e)");
|
||||||
readBlock.addStatement("throw new java.lang.RuntimeException(\"Failed to to read remote method '" + entry.element.getSimpleName() + "'!\", e)");
|
readBlock.addStatement("throw new java.lang.RuntimeException(\"Failed to read remote method '" + entry.element.getSimpleName() + "'!\", e)");
|
||||||
readBlock.endControlFlow();
|
readBlock.endControlFlow();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
1
annotations/src/main/resources/revisions/alpha/1.json
Normal file
@@ -0,0 +1 @@
|
|||||||
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{version:1,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/arkyid/1.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:1,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/beta/1.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:1,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/block/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/corvus/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/flare/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/gamma/1.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:1,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/mace/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,type:float},{name:armor,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/mega/3.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:3,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/mono/4.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:4,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/nova/3.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:3,fields:[{name:ammo,type:float},{name:armor,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/oct/3.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:3,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/poly/3.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:3,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/pulsar/1.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:1,fields:[{name:ammo,type:float},{name:armor,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/quad/4.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:4,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/quasar/1.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:1,fields:[{name:ammo,type:float},{name:armor,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/risso/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/spiroct/4.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:4,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/toxopid/1.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:1,fields:[{name:ammo,type:float},{name:armor,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:x,type:float},{name:y,type:float}]}
|
||||||
@@ -83,6 +83,10 @@ allprojects{
|
|||||||
return "v$buildVersion"
|
return "v$buildVersion"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
hasSprites = {
|
||||||
|
return new File(rootDir, "core/assets/sprites/sprites.atlas").exists()
|
||||||
|
}
|
||||||
|
|
||||||
getModifierString = {
|
getModifierString = {
|
||||||
if(versionModifier != "release"){
|
if(versionModifier != "release"){
|
||||||
return "[${versionModifier.toUpperCase()}]"
|
return "[${versionModifier.toUpperCase()}]"
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 7.8 KiB |
|
Before Width: | Height: | Size: 300 B After Width: | Height: | Size: 300 B |
BIN
core/assets-raw/sprites/blocks/drills/drill-item-3.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
core/assets-raw/sprites/blocks/drills/drill-item-4.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 415 B After Width: | Height: | Size: 369 B |
|
Before Width: | Height: | Size: 365 B After Width: | Height: | Size: 560 B |
|
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 675 B After Width: | Height: | Size: 1.4 KiB |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 3.1 KiB |
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 4.3 KiB |
|
Before Width: | Height: | Size: 819 B After Width: | Height: | Size: 755 B |
|
Before Width: | Height: | Size: 688 B After Width: | Height: | Size: 608 B |
|
Before Width: | Height: | Size: 868 B After Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 845 B After Width: | Height: | Size: 1.1 KiB |
|
Before Width: | Height: | Size: 502 B After Width: | Height: | Size: 623 B |
|
Before Width: | Height: | Size: 371 B After Width: | Height: | Size: 381 B |
|
Before Width: | Height: | Size: 467 B After Width: | Height: | Size: 660 B |
|
Before Width: | Height: | Size: 470 B After Width: | Height: | Size: 661 B |
|
Before Width: | Height: | Size: 266 B After Width: | Height: | Size: 329 B |
|
Before Width: | Height: | Size: 246 B After Width: | Height: | Size: 307 B |
|
Before Width: | Height: | Size: 249 B After Width: | Height: | Size: 311 B |
|
Before Width: | Height: | Size: 198 B After Width: | Height: | Size: 232 B |
|
Before Width: | Height: | Size: 198 B After Width: | Height: | Size: 218 B |
BIN
core/assets-raw/sprites/blocks/walls/thruster-top.png
Normal file
|
After Width: | Height: | Size: 763 B |
|
Before Width: | Height: | Size: 683 B After Width: | Height: | Size: 612 B |
@@ -41,6 +41,11 @@ be.ignore = Ignore
|
|||||||
be.noupdates = No updates found.
|
be.noupdates = No updates found.
|
||||||
be.check = Check for updates
|
be.check = Check for updates
|
||||||
|
|
||||||
|
mod.featured.dialog.title = Mod Browser (WIP)
|
||||||
|
mods.browser.selected = Selected mod
|
||||||
|
mods.browser.add = Install
|
||||||
|
mods.github.open = View
|
||||||
|
|
||||||
schematic = Schematic
|
schematic = Schematic
|
||||||
schematic.add = Save Schematic...
|
schematic.add = Save Schematic...
|
||||||
schematics = Schematics
|
schematics = Schematics
|
||||||
@@ -84,6 +89,7 @@ joingame = Join Game
|
|||||||
customgame = Custom Game
|
customgame = Custom Game
|
||||||
newgame = New Game
|
newgame = New Game
|
||||||
none = <none>
|
none = <none>
|
||||||
|
none.found = [lightgray]<none found>
|
||||||
minimap = Minimap
|
minimap = Minimap
|
||||||
position = Position
|
position = Position
|
||||||
close = Close
|
close = Close
|
||||||
@@ -699,6 +705,7 @@ stat.commandlimit = Command Limit
|
|||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
|
stat.ammouse = Ammo Use
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
@@ -721,7 +728,6 @@ bar.powerlines = Connections: {0}/{1}
|
|||||||
bar.items = Items: {0}
|
bar.items = Items: {0}
|
||||||
bar.capacity = Capacity: {0}
|
bar.capacity = Capacity: {0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unit disabled]
|
|
||||||
bar.liquid = Liquid
|
bar.liquid = Liquid
|
||||||
bar.heat = Heat
|
bar.heat = Heat
|
||||||
bar.power = Power
|
bar.power = Power
|
||||||
@@ -738,6 +744,7 @@ bullet.sapping = [stat]sapping
|
|||||||
bullet.homing = [stat]homing
|
bullet.homing = [stat]homing
|
||||||
bullet.shock = [stat]shock
|
bullet.shock = [stat]shock
|
||||||
bullet.frag = [stat]frag
|
bullet.frag = [stat]frag
|
||||||
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -766,6 +773,7 @@ unit.items = items
|
|||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = mil
|
unit.millions = mil
|
||||||
unit.billions = b
|
unit.billions = b
|
||||||
|
unit.pershot = /shot
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
@@ -835,6 +843,7 @@ 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
|
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.confirm.really = If you want to play with friends, use [green]Invite Friend[] instead of a [scarlet]Public server[]!\nAre you sure you want to make your game [scarlet]public[]?
|
||||||
public.beta = Note that beta versions of the game cannot make public lobbies.
|
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...
|
||||||
uiscale.cancel = Cancel & Exit
|
uiscale.cancel = Cancel & Exit
|
||||||
@@ -909,6 +918,7 @@ keybind.toggle_menus.name = Toggle Menus
|
|||||||
keybind.chat_history_prev.name = Chat History Prev
|
keybind.chat_history_prev.name = Chat History Prev
|
||||||
keybind.chat_history_next.name = Chat History Next
|
keybind.chat_history_next.name = Chat History Next
|
||||||
keybind.chat_scroll.name = Chat Scroll
|
keybind.chat_scroll.name = Chat Scroll
|
||||||
|
keybind.chat_mode.name = Change Chat Mode
|
||||||
keybind.drop_unit.name = Drop Unit
|
keybind.drop_unit.name = Drop Unit
|
||||||
keybind.zoom_minimap.name = Zoom Minimap
|
keybind.zoom_minimap.name = Zoom Minimap
|
||||||
mode.help.title = Description of modes
|
mode.help.title = Description of modes
|
||||||
@@ -957,6 +967,7 @@ rules.explosions = Block/Unit Explosion Damage
|
|||||||
rules.ambientlight = Ambient Light
|
rules.ambientlight = Ambient Light
|
||||||
rules.weather = Weather
|
rules.weather = Weather
|
||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
@@ -1162,7 +1173,7 @@ block.item-void.name = Item Void
|
|||||||
block.liquid-source.name = Liquid Source
|
block.liquid-source.name = Liquid Source
|
||||||
block.liquid-void.name = Liquid Void
|
block.liquid-void.name = Liquid Void
|
||||||
block.power-void.name = Power Void
|
block.power-void.name = Power Void
|
||||||
block.power-source.name = Power Infinite
|
block.power-source.name = Power Source
|
||||||
block.unloader.name = Unloader
|
block.unloader.name = Unloader
|
||||||
block.vault.name = Vault
|
block.vault.name = Vault
|
||||||
block.wave.name = Wave
|
block.wave.name = Wave
|
||||||
|
|||||||
@@ -1098,7 +1098,7 @@ block.item-void.name = Item Void
|
|||||||
block.liquid-source.name = Liquid Source
|
block.liquid-source.name = Liquid Source
|
||||||
block.liquid-void.name = Liquid Void
|
block.liquid-void.name = Liquid Void
|
||||||
block.power-void.name = Power Void
|
block.power-void.name = Power Void
|
||||||
block.power-source.name = Power Infinite
|
block.power-source.name = Power Source
|
||||||
block.unloader.name = Unloader
|
block.unloader.name = Unloader
|
||||||
block.vault.name = Vault
|
block.vault.name = Vault
|
||||||
block.wave.name = Wave
|
block.wave.name = Wave
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ 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 = Offizielles Mindustry-Wiki
|
link.wiki.description = Offizielles Mindustry-Wiki
|
||||||
link.suggestions.description = Neue Ideen einbringen
|
link.suggestions.description = Neue Ideen einbringen
|
||||||
|
link.bug.description = Hast du einen Bug gefunden? Melde ihn hier
|
||||||
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}
|
||||||
screenshot.invalid = Karte zu groß! Eventuell nicht ausreichend Arbeitsspeicher für Screenshot.
|
screenshot.invalid = Karte zu groß! Eventuell nicht ausreichend Arbeitsspeicher für Screenshot.
|
||||||
@@ -23,7 +24,7 @@ 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 zukünftigen Update wird interplanetarisches Reisen möglich werden.
|
indev.campaign = [accent]Glückwunsch! 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
|
||||||
@@ -40,6 +41,12 @@ be.ignore = Ignorieren
|
|||||||
be.noupdates = Keine Aktualisierungen gefunden.
|
be.noupdates = Keine Aktualisierungen gefunden.
|
||||||
be.check = Auf Aktualisierungen prüfen
|
be.check = Auf Aktualisierungen prüfen
|
||||||
|
|
||||||
|
mod.featured.title = Mod Browser
|
||||||
|
mod.featured.dialog.title = Mod Browser
|
||||||
|
mods.browser.selected = Ausgewählter Mod
|
||||||
|
mods.browser.add = Mod installieren
|
||||||
|
mods.github.open = Auf GitHub ansehen
|
||||||
|
|
||||||
schematic = Entwurf
|
schematic = Entwurf
|
||||||
schematic.add = Entwurf speichern...
|
schematic.add = Entwurf speichern...
|
||||||
schematics = Entwürfe
|
schematics = Entwürfe
|
||||||
@@ -69,7 +76,7 @@ stat.delivered = Übertragene Ressourcen:
|
|||||||
stat.playtime = Spielzeit:[accent] {0}
|
stat.playtime = Spielzeit:[accent] {0}
|
||||||
stat.rank = Finaler Rang:[accent] {0}
|
stat.rank = Finaler Rang:[accent] {0}
|
||||||
|
|
||||||
globalitems = [accent]Globale Items
|
globalitems = [accent]Gesamtitems
|
||||||
map.delete = Bist du sicher, dass du die Karte "[accent]{0}[]" löschen möchtest?
|
map.delete = Bist du sicher, dass du die Karte "[accent]{0}[]" löschen möchtest?
|
||||||
level.highscore = Highscore: [accent]{0}
|
level.highscore = Highscore: [accent]{0}
|
||||||
level.select = Level-Auswahl
|
level.select = Level-Auswahl
|
||||||
@@ -99,7 +106,7 @@ preparingconfig = Konfiguration vorbereiten
|
|||||||
preparingcontent = Inhalt vorbereiten
|
preparingcontent = Inhalt vorbereiten
|
||||||
uploadingcontent = Inhalt hochladen
|
uploadingcontent = Inhalt hochladen
|
||||||
uploadingpreviewfile = Vorschaudatei hochladen
|
uploadingpreviewfile = Vorschaudatei hochladen
|
||||||
committingchanges = Veränderungen übernehmen
|
committingchanges = Veränderungen werden übernommen
|
||||||
done = Fertig
|
done = Fertig
|
||||||
feature.unsupported = Dein System unterstützt dieses Feature nicht.
|
feature.unsupported = Dein System unterstützt dieses Feature nicht.
|
||||||
|
|
||||||
@@ -131,7 +138,7 @@ 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. Deaktiviere 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 sind oder aktualisiert wurden. Spielstandfehler könnten passieren. Bist du dir sicher, dass 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}
|
||||||
@@ -413,7 +420,7 @@ editor.exportimage = Export in Terrainbild-Datei
|
|||||||
editor.exportimage.description = Exportiere in ein Kartenbild
|
editor.exportimage.description = Exportiere in ein Kartenbild
|
||||||
editor.loadimage = Bild\nladen
|
editor.loadimage = Bild\nladen
|
||||||
editor.saveimage = Bild\nspeichern
|
editor.saveimage = Bild\nspeichern
|
||||||
editor.unsaved = [crimson] Einige Änderungen wurden noch nicht gespeichert! [] Möchtest du den Editor wirklich verlassen?
|
editor.unsaved = Möchtest du den Editor wirklich verlassen? [crimson] Alle ungespeicherten Änderungen werden dann verworfen!
|
||||||
editor.resizemap = Größe der Karte ändern
|
editor.resizemap = Größe der Karte ändern
|
||||||
editor.mapname = Kartenname
|
editor.mapname = Kartenname
|
||||||
editor.overwrite = [accent] Warnung! Dies überschreibt eine vorhandene Karte.
|
editor.overwrite = [accent] Warnung! Dies überschreibt eine vorhandene Karte.
|
||||||
@@ -603,6 +610,7 @@ sector.windsweptIslands.description = Diese Inseln befinden sich in der Nähe vo
|
|||||||
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 = 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.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
|
||||||
settings.reset = Auf Standard zurücksetzen
|
settings.reset = Auf Standard zurücksetzen
|
||||||
@@ -697,6 +705,7 @@ stat.commandlimit = Kommandier-Limit
|
|||||||
stat.abilities = Fähigkeiten
|
stat.abilities = Fähigkeiten
|
||||||
stat.canboost = Kann boosten
|
stat.canboost = Kann boosten
|
||||||
stat.flying = Flug
|
stat.flying = Flug
|
||||||
|
stat.ammouse = Muntionsverbrauch
|
||||||
|
|
||||||
ability.forcefield = Kraftfeld
|
ability.forcefield = Kraftfeld
|
||||||
ability.repairfield = Heilungsfeld
|
ability.repairfield = Heilungsfeld
|
||||||
@@ -719,7 +728,6 @@ bar.powerlines = Verbindungen: {0}/{1}
|
|||||||
bar.items = Items: {0}
|
bar.items = Items: {0}
|
||||||
bar.capacity = Kapazität: {0}
|
bar.capacity = Kapazität: {0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[Einheit deaktiviert]
|
|
||||||
bar.liquid = Flüssigkeit
|
bar.liquid = Flüssigkeit
|
||||||
bar.heat = Hitze
|
bar.heat = Hitze
|
||||||
bar.power = Strom
|
bar.power = Strom
|
||||||
@@ -736,6 +744,7 @@ bullet.homing = [stat]zielsuchend
|
|||||||
bullet.sapping = [stat]entzieht Lebenspunkte
|
bullet.sapping = [stat]entzieht Lebenspunkte
|
||||||
bullet.shock = [stat]schockend
|
bullet.shock = [stat]schockend
|
||||||
bullet.frag = [stat]explosiv
|
bullet.frag = [stat]explosiv
|
||||||
|
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
||||||
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
||||||
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
||||||
bullet.infinitepierce = [stat]Durchstechkraft
|
bullet.infinitepierce = [stat]Durchstechkraft
|
||||||
@@ -764,6 +773,7 @@ unit.items = Materialeinheiten
|
|||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = Mio
|
unit.millions = Mio
|
||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
|
unit.pershot = /Schuss
|
||||||
category.purpose = Beschreibung
|
category.purpose = Beschreibung
|
||||||
category.general = Allgemeines
|
category.general = Allgemeines
|
||||||
category.power = Strom
|
category.power = Strom
|
||||||
@@ -831,7 +841,9 @@ 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
|
||||||
|
setting.showweather.name = Wetter anzeigen
|
||||||
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.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.confirm.really = Wenn du mit Freunden spielen willst, drücke [green]Freunde einladen[] statt einen [scarlet]öffentlichen Server[] zu erstellen!\nBist du dir sicher, dass du dein Spiel [scarlet]öffentlich[] machen möchtest?
|
||||||
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
|
||||||
@@ -954,6 +966,7 @@ rules.explosions = Explosionsschaden
|
|||||||
rules.ambientlight = Umgebungslicht
|
rules.ambientlight = Umgebungslicht
|
||||||
rules.weather = Wetter
|
rules.weather = Wetter
|
||||||
rules.weather.frequency = Häufigkeit:
|
rules.weather.frequency = Häufigkeit:
|
||||||
|
rules.weather.always = Immer
|
||||||
rules.weather.duration = Dauer:
|
rules.weather.duration = Dauer:
|
||||||
|
|
||||||
content.item.name = Materialien
|
content.item.name = Materialien
|
||||||
@@ -1159,7 +1172,7 @@ block.item-void.name = Materialschlucker
|
|||||||
block.liquid-source.name = Flüssigkeitsquelle
|
block.liquid-source.name = Flüssigkeitsquelle
|
||||||
block.liquid-void.name = Flüssigkeitsschlucker
|
block.liquid-void.name = Flüssigkeitsschlucker
|
||||||
block.power-void.name = Stromsenke
|
block.power-void.name = Stromsenke
|
||||||
block.power-source.name = Unendliche Stromquelle
|
block.power-source.name = Stromquelle
|
||||||
block.unloader.name = Entlader
|
block.unloader.name = Entlader
|
||||||
block.vault.name = Tresor
|
block.vault.name = Tresor
|
||||||
block.wave.name = Welle
|
block.wave.name = Welle
|
||||||
@@ -1263,7 +1276,7 @@ hint.breaking.mobile = Aktiviere den \ue817 [accent]Hammer[] unten rechts und ti
|
|||||||
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]klicke[], 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][Doppelklicke[], 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]Menü[] 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][[Mittelklick][] 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.
|
||||||
@@ -1282,6 +1295,7 @@ hint.guardian = [accent]Boss[]-Einheiten sind gepanzert. Schwache Munition wie [
|
|||||||
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.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.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[].
|
hint.coreIncinerate = Wenn dem Kern Materialien zugeführt werden, für die er keinen Platz mehr hat, werden diese [accent]verbrannt[].
|
||||||
|
hint.coopCampaign = Wenn du die [accent]Mehrspielerkampagne[] spielst, werden produzierte Items [accent]zu deinen lokalen Sektoren[] geschickt.\n\nNeuen Erforschungen vom Host werden auch übertragen.
|
||||||
|
|
||||||
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.
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ link.google-play.description = Ver en Google Play Store
|
|||||||
link.f-droid.description = Página de F-Droid del juego
|
link.f-droid.description = Página de F-Droid del juego
|
||||||
link.wiki.description = Wiki oficial de Mindustry
|
link.wiki.description = Wiki oficial de Mindustry
|
||||||
link.suggestions.description = Sugerir nuevas funciones
|
link.suggestions.description = Sugerir nuevas funciones
|
||||||
|
link.bug.description = ¿Encontraste un error? Puedes reportarlo aquí
|
||||||
linkfail = ¡Error al abrir el enlace!\nLa URL ha sido copiada a su portapapeles.
|
linkfail = ¡Error al abrir el enlace!\nLa URL ha sido copiada a su portapapeles.
|
||||||
screenshot = Captura de pantalla guardada en {0}
|
screenshot = Captura de pantalla guardada en {0}
|
||||||
screenshot.invalid = Mapa demasiado grande, no hay suficiente memoria para la captura de pantalla.
|
screenshot.invalid = Mapa demasiado grande, no hay suficiente memoria para la captura de pantalla.
|
||||||
@@ -33,12 +34,18 @@ load.system = Sistema
|
|||||||
load.mod = Mods
|
load.mod = Mods
|
||||||
load.scripts = Scripts
|
load.scripts = Scripts
|
||||||
|
|
||||||
be.update = Una nueva e innovadora versión disponible:
|
be.update = Hay una nueva versión disponible:
|
||||||
be.update.confirm = ¿Descargar y reiniciar ahora?
|
be.update.confirm = ¿Descargar y reiniciar ahora?
|
||||||
be.updating = Actualizando...
|
be.updating = Actualizando...
|
||||||
be.ignore = Ignorar
|
be.ignore = Ignorar
|
||||||
be.noupdates = No se encontraron actualizaciones.
|
be.noupdates = No se encontraron actualizaciones.
|
||||||
be.check = Revisando actualizaciones
|
be.check = Buscar actualizaciones
|
||||||
|
|
||||||
|
mod.featured.title = Explorador de mods
|
||||||
|
mod.featured.dialog.title = Explorador de Mods
|
||||||
|
mods.browser.selected = Mod seleccionado
|
||||||
|
mods.browser.add = Installar Mod
|
||||||
|
mods.github.open = Abrir en Github
|
||||||
|
|
||||||
schematic = Plantilla
|
schematic = Plantilla
|
||||||
schematic.add = Guardar plantilla...
|
schematic.add = Guardar plantilla...
|
||||||
@@ -54,7 +61,7 @@ schematic.copy.import = Importar desde el portapapeles.
|
|||||||
schematic.shareworkshop = Compartir en el Steam Workshop
|
schematic.shareworkshop = Compartir en el Steam Workshop
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Girar plantilla
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Girar plantilla
|
||||||
schematic.saved = Plantilla guardada.
|
schematic.saved = Plantilla guardada.
|
||||||
schematic.delete.confirm = Esta plantilla será completamente borrada.
|
schematic.delete.confirm = Se borrará ésta plantilla.
|
||||||
schematic.rename = Renombrar plantilla
|
schematic.rename = Renombrar plantilla
|
||||||
schematic.info = {0}x{1}, {2} bloques
|
schematic.info = {0}x{1}, {2} bloques
|
||||||
schematic.disabled = [scarlet]Plantillas desactivadas.[]\nNo puedes usar plantillas en este [accent]mapa[] o [accent]servidor.
|
schematic.disabled = [scarlet]Plantillas desactivadas.[]\nNo puedes usar plantillas en este [accent]mapa[] o [accent]servidor.
|
||||||
@@ -75,12 +82,12 @@ level.highscore = Puntuación más alta: [accent]{0}
|
|||||||
level.select = Selección de nivel
|
level.select = Selección de nivel
|
||||||
level.mode = Modo de juego:
|
level.mode = Modo de juego:
|
||||||
coreattack = < ¡El núcleo está bajo ataque! >
|
coreattack = < ¡El núcleo está bajo ataque! >
|
||||||
nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE APARICIÓN INMEDIATAMENTE[] ]\nAniquilación inminente
|
nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE APARICIÓN INMEDIATAMENTE[] ]\nRiesgo de aniquilación inminente
|
||||||
database = Base de datos
|
database = Base de datos
|
||||||
savegame = Guardar Partida
|
savegame = Guardar Partida
|
||||||
loadgame = Cargar Partida
|
loadgame = Cargar Partida
|
||||||
joingame = Unirse a la Partida
|
joingame = Unirse a Partida
|
||||||
customgame = Partida personalizada
|
customgame = Crear Partida
|
||||||
newgame = Nueva Partida
|
newgame = Nueva Partida
|
||||||
none = <no hay>
|
none = <no hay>
|
||||||
minimap = Minimapa
|
minimap = Minimapa
|
||||||
@@ -103,7 +110,7 @@ committingchanges = Confirmando Cambios
|
|||||||
done = Hecho
|
done = Hecho
|
||||||
feature.unsupported = Tu dispositivo no es compatible con esta función.
|
feature.unsupported = Tu dispositivo no es compatible con esta función.
|
||||||
|
|
||||||
mods.alphainfo = Ten en cuenta que los mods estan en versión Alpha, y[scarlet] pueden tener varios problemas[].\nReporta cualquier error que encuentres en la página de GitHub de Mindustry o Discord.
|
mods.alphainfo = Ten en cuenta que los mods estan en fase Alpha, y[scarlet] pueden tener varios errores[].\nReporta cualquier error que encuentres en la página de GitHub de Mindustry.
|
||||||
mods = Mods
|
mods = Mods
|
||||||
mods.none = [lightgray]¡No se encontraron Mods!
|
mods.none = [lightgray]¡No se encontraron Mods!
|
||||||
mods.guide = Guía de Modding
|
mods.guide = Guía de Modding
|
||||||
@@ -180,9 +187,9 @@ server.kicked.serverRestarting = Se esta reiniciando el servidor.
|
|||||||
server.versions = Tu versión:[accent] {0}[]\nVersión del servidor:[accent] {1}[]
|
server.versions = Tu versión:[accent] {0}[]\nVersión del servidor:[accent] {1}[]
|
||||||
host.info = El botón [accent]host[] crea un servidor en el puerto [scarlet]6567[]. \nCualquier persona en la misma [lightgray]wifi []o [lightgray]red local[] debería poder ver tu servidor en la lista de servidores.\n\nSi quieres que cualquier persona se pueda conectar de cualquier lugar mediante IP, se requiere [accent]asignación de puertos[].\n\n[lightgray]Nota: Si alguien experimenta problemas conectándose a tu partida LAN, asegúrate de permitir a Mindustry acceso a tu red local mediante la configuración de tu firewall.
|
host.info = El botón [accent]host[] crea un servidor en el puerto [scarlet]6567[]. \nCualquier persona en la misma [lightgray]wifi []o [lightgray]red local[] debería poder ver tu servidor en la lista de servidores.\n\nSi quieres que cualquier persona se pueda conectar de cualquier lugar mediante IP, se requiere [accent]asignación de puertos[].\n\n[lightgray]Nota: Si alguien experimenta problemas conectándose a tu partida LAN, asegúrate de permitir a Mindustry acceso a tu red local mediante la configuración de tu firewall.
|
||||||
join.info = Aquí, puedes escribir la [accent]IP de un servidor[] para conectarte, o descubrir servidores en tu [accent]red local[] para conectarte.\nTambién se puede jugar multijugador en redes LAN y WAN.\n\n[lightgray]Nota: No hay una lista automática global de servidores; si quieres conectarte por IP, tendrás que preguntarle al anfitrión por la IP.
|
join.info = Aquí, puedes escribir la [accent]IP de un servidor[] para conectarte, o descubrir servidores en tu [accent]red local[] para conectarte.\nTambién se puede jugar multijugador en redes LAN y WAN.\n\n[lightgray]Nota: No hay una lista automática global de servidores; si quieres conectarte por IP, tendrás que preguntarle al anfitrión por la IP.
|
||||||
hostserver = Crear Servidor
|
hostserver = Abrir Partida
|
||||||
invitefriends = Invitar Amigos
|
invitefriends = Invitar Amigos
|
||||||
hostserver.mobile = Crear\nPartida
|
hostserver.mobile = Abrir\nPartida
|
||||||
host = Servidor
|
host = Servidor
|
||||||
hosting = [accent]Abriendo servidor...
|
hosting = [accent]Abriendo servidor...
|
||||||
hosts.refresh = Actualizar
|
hosts.refresh = Actualizar
|
||||||
@@ -225,7 +232,7 @@ confirmvotekick = ¿Estás de acuerdo en expulsar este jugador?
|
|||||||
confirmunban = ¿Quieres desbanear a este jugador?
|
confirmunban = ¿Quieres desbanear a este jugador?
|
||||||
confirmadmin = ¿Quieres hacer administrador a este jugador?
|
confirmadmin = ¿Quieres hacer administrador a este jugador?
|
||||||
confirmunadmin = ¿Quieres quitar los permisos de administrador a este jugador?
|
confirmunadmin = ¿Quieres quitar los permisos de administrador a este jugador?
|
||||||
joingame.title = Unirse a la partida
|
joingame.title = Unirse a Partida
|
||||||
joingame.ip = IP:
|
joingame.ip = IP:
|
||||||
disconnect = Desconectado.
|
disconnect = Desconectado.
|
||||||
disconnect.error = Error en la conexión.
|
disconnect.error = Error en la conexión.
|
||||||
@@ -317,22 +324,22 @@ saveimage = Guardar Imagen
|
|||||||
unknown = Desconocido
|
unknown = Desconocido
|
||||||
custom = Personalizado
|
custom = Personalizado
|
||||||
builtin = Incorporado
|
builtin = Incorporado
|
||||||
map.delete.confirm = ¿Estás seguro de querer borrar este mapa? ¡Recuerda que está acción no se puede deshacer!
|
map.delete.confirm = ¿Quieres borrar este mapa? ¡Recuerda que esta acción no se puede deshacer!
|
||||||
map.random = [accent]Mapa Aleatorio
|
map.random = [accent]Mapa Aleatorio
|
||||||
map.nospawn = ¡Este mapa no tiene ningún núcleo en que pueda aparecer el jugador! Agrega un núcleo[accent] naranja[] al mapa con el editor.
|
map.nospawn = ¡Este mapa no tiene ningún núcleo en que pueda aparecer el jugador! Agrega un núcleo[accent] naranja[] al mapa con el editor.
|
||||||
map.nospawn.pvp = ¡Este mapa no tiene ningún núcleo enemigo para que aparezca el jugador! Añade un núcleo[scarlet] "de otro color"[] a este mapa en el editor.
|
map.nospawn.pvp = ¡Este mapa no tiene ningún núcleo enemigo para que aparezcan otros jugadores! Añade un núcleo[scarlet] "de otro color"[] a este mapa en el editor.
|
||||||
map.nospawn.attack = ¡Este mapa no tiene núcleos a los que los jugadores deban atacar! Añade núcleos[scarlet] rojos[] a este mapa en el editor.
|
map.nospawn.attack = ¡Este mapa no tiene núcleos a los que los jugadores deban atacar! Añade núcleos[scarlet] rojos[] a este mapa en el editor.
|
||||||
map.invalid = Error cargando el mapa: archivo corrupto o inválido.
|
map.invalid = Error cargando el mapa: archivo corrupto o inválido.
|
||||||
workshop.update = Actualizar artículo
|
workshop.update = Actualizar artículo
|
||||||
workshop.error = Error al obtener detalles del Steam Workshop: {0}
|
workshop.error = Error al obtener detalles del Steam Workshop: {0}
|
||||||
map.publish.confirm = ¿Estás seguro de que deseas publicar este mapa?\n\n[lightgray]¡Asegúrese de aceptar primero el EULA del Steam Workshop, o sus mapas no aparecerán!
|
map.publish.confirm = ¿Deseas publicar este mapa?\n\n[lightgray]¡Asegúrate de aceptar primero el EULA del Steam Workshop, o tus mapas no aparecerán!
|
||||||
workshop.menu = Seleccione lo que le gustaría hacer con este artículo.
|
workshop.menu = Selecciona lo que quieres hacer con este artículo.
|
||||||
workshop.info = Información del artículo
|
workshop.info = Información del artículo
|
||||||
changelog = Lista de cambios (optional):
|
changelog = Lista de cambios (optional):
|
||||||
eula = EULA de Steam
|
eula = EULA de Steam
|
||||||
missing = Este artículo ha sido movido o eliminado.\n[lightgray]La lista del taller ahora se ha desvinculado automáticamente.
|
missing = Este artículo ha sido movido o eliminado.\n[lightgray]La lista del Workshop se ha desvinculado automáticamente.
|
||||||
publishing = [accent]Publicando...
|
publishing = [accent]Publicando...
|
||||||
publish.confirm = ¿Estás seguro de que quieres publicar esto?\n\n[lightgray]¡Asegúrese de aceptar primero el EULA del Steam Workshop, o sus artículos no aparecerán!
|
publish.confirm = ¿Estás seguro de que quieres publicar esto?\n\n[lightgray]¡Asegúrate de aceptar primero el EULA del Steam Workshop, o tus artículos no aparecerán!
|
||||||
publish.error = Error publicando el artículo: {0}
|
publish.error = Error publicando el artículo: {0}
|
||||||
steam.error = Error al inicializar los servicios de Steam.\nError: {0}
|
steam.error = Error al inicializar los servicios de Steam.\nError: {0}
|
||||||
|
|
||||||
@@ -477,7 +484,7 @@ width = Ancho:
|
|||||||
height = Alto:
|
height = Alto:
|
||||||
menu = Menú
|
menu = Menú
|
||||||
play = Jugar
|
play = Jugar
|
||||||
campaign = Campaña
|
campaign = Continuar Campaña
|
||||||
load = Cargar
|
load = Cargar
|
||||||
save = Guardar
|
save = Guardar
|
||||||
fps = FPS: {0}
|
fps = FPS: {0}
|
||||||
@@ -832,11 +839,12 @@ setting.chatopacity.name = Opacidad del Chat
|
|||||||
setting.lasersopacity.name = Opacidad del Laser de Nodos de Energía
|
setting.lasersopacity.name = Opacidad del Laser de Nodos de Energía
|
||||||
setting.bridgeopacity.name = Opacidad de Puentes Transportadores
|
setting.bridgeopacity.name = Opacidad de Puentes Transportadores
|
||||||
setting.playerchat.name = Mostrar el chat de burbuja
|
setting.playerchat.name = Mostrar el chat de burbuja
|
||||||
|
setting.showweather.name = Efectos visuales climáticos
|
||||||
public.confirm = ¿Quieres hacer pública tu partida?\n[lightgray]Esto se puede cambiar más tarde en "Configuración->Juego->Visibilidad pública de la partida".
|
public.confirm = ¿Quieres hacer pública tu partida?\n[lightgray]Esto se puede cambiar más tarde en "Configuración->Juego->Visibilidad pública de la partida".
|
||||||
public.beta = Recuerda que no puedes crear partidas públicas en las versiones beta del juego.
|
public.beta = Recuerda que no puedes crear partidas públicas en las versiones beta del juego.
|
||||||
uiscale.reset = La escala de la interfaz ha sido modificada.\nPulsa "OK" para conservar esta escala.\n[scarlet]Se desharán los cambios automáticamente en [accent] {0}[] segundos...
|
uiscale.reset = La escala de la interfaz ha sido modificada.\nPulsa "OK" para conservar esta escala.\n[scarlet]Se desharán los cambios automáticamente en [accent] {0}[] segundos...
|
||||||
uiscale.cancel = Cancelar y Salir
|
uiscale.cancel = Cancelar y Salir
|
||||||
setting.bloom.name = Desenfoque de movimiento
|
setting.bloom.name = Desenfoque de iluminación
|
||||||
keybind.title = Cambiar accesos de teclado
|
keybind.title = Cambiar accesos de teclado
|
||||||
keybinds.mobile = [scarlet]Los accesos del teclado aquí mostrados no estan disponible en Móviles o Tablets. Solo aceptan movimiento básico.
|
keybinds.mobile = [scarlet]Los accesos del teclado aquí mostrados no estan disponible en Móviles o Tablets. Solo aceptan movimiento básico.
|
||||||
category.general.name = General
|
category.general.name = General
|
||||||
@@ -907,17 +915,18 @@ keybind.toggle_menus.name = Ocultar menús
|
|||||||
keybind.chat_history_prev.name = Historial de chat - Anterior
|
keybind.chat_history_prev.name = Historial de chat - Anterior
|
||||||
keybind.chat_history_next.name = Historial de chat - Siguiente
|
keybind.chat_history_next.name = Historial de chat - Siguiente
|
||||||
keybind.chat_scroll.name = Desplazar el chat
|
keybind.chat_scroll.name = Desplazar el chat
|
||||||
|
keybind.chat_mode.name = Cambiar modo de chat
|
||||||
keybind.drop_unit.name = Soltar unidad
|
keybind.drop_unit.name = Soltar unidad
|
||||||
keybind.zoom_minimap.name = Zoom del minimapa
|
keybind.zoom_minimap.name = Zoom del minimapa
|
||||||
mode.help.title = Descripción de modos
|
mode.help.title = Descripción de modos
|
||||||
mode.survival.name = Supervivencia
|
mode.survival.name = Supervivencia
|
||||||
mode.survival.description = El modo normal. Recursos limitados y oleadas automáticas.
|
mode.survival.description = El modo normal. Recursos limitados y oleadas automáticas.
|
||||||
mode.sandbox.name = Modo Libre
|
mode.sandbox.name = Modo libre
|
||||||
mode.sandbox.description = Recursos ilimitados y sin temporizador para las oleadas.
|
mode.sandbox.description = Recursos ilimitados y sin temporizador para las oleadas.
|
||||||
mode.editor.name = Editor
|
mode.editor.name = Editor
|
||||||
mode.pvp.name = JcJ
|
mode.pvp.name = JcJ
|
||||||
mode.pvp.description = Pelea contra otros jugadores localmente.
|
mode.pvp.description = Pelea contra otros jugadores localmente.
|
||||||
mode.attack.name = Ataque
|
mode.attack.name = Batalla
|
||||||
mode.attack.description = No hay oleadas, el objetivo es destruir la base enemiga.
|
mode.attack.description = No hay oleadas, el objetivo es destruir la base enemiga.
|
||||||
mode.custom = Normas personalizadas
|
mode.custom = Normas personalizadas
|
||||||
|
|
||||||
@@ -1197,7 +1206,7 @@ block.surge-wall.name = Muro de Sobretensión
|
|||||||
block.surge-wall-large.name = Muro de Sobretensión grande
|
block.surge-wall-large.name = Muro de Sobretensión grande
|
||||||
block.cyclone.name = Cyclone
|
block.cyclone.name = Cyclone
|
||||||
block.fuse.name = Fuse
|
block.fuse.name = Fuse
|
||||||
block.shock-mine.name = Mina electrizante
|
block.shock-mine.name = Mina eléctrica
|
||||||
block.overdrive-projector.name = Proyector de Aceleración
|
block.overdrive-projector.name = Proyector de Aceleración
|
||||||
block.force-projector.name = Proyector de Escudo
|
block.force-projector.name = Proyector de Escudo
|
||||||
block.arc.name = Arc
|
block.arc.name = Arc
|
||||||
@@ -1282,8 +1291,10 @@ hint.generator = Los \uf879[accent]Generadores de combustión[] querman carbón
|
|||||||
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.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[].
|
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[].
|
||||||
|
hint.coreIncinerate = Tras completar la capacidad máxima de almacenamiento en el núcleo para un tipo de objeto, cualquier recurso adicional de ese tipo que reciba el núcleo será [accent]incinerado[].
|
||||||
|
hint.coopCampaign = Sí estás jugando el modo [accent]campaña en multijugador[], los objetos producidos en el mapa actual también se enviarán [accent]a los sectores locales de cada jugador[].\n\nCualquier nueva investigación tecnológica realizada por el anfitrión también se desbloqueará para los demás jugadores.
|
||||||
|
|
||||||
item.copper.description = Un útil material de estructura. Usado en todo tipo de bloques.
|
item.copper.description = Un práctico 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.
|
||||||
item.lead.description = Un material básico. Usado en electrónicos y transferencia de líquidos.
|
item.lead.description = Un material básico. Usado en electrónicos y transferencia de líquidos.
|
||||||
item.lead.details = Denso. Inerte. Extensamente usado en baterías.\nNota: Suele ser tóxico para la mayoría de formas de vida biológicas. Aunque ya no quedan muchas de esas por aquí.
|
item.lead.details = Denso. Inerte. Extensamente usado en baterías.\nNota: Suele ser tóxico para la mayoría de formas de vida biológicas. Aunque ya no quedan muchas de esas por aquí.
|
||||||
@@ -1453,7 +1464,7 @@ block.memory-cell.description = Almacena información para los procesadores lóg
|
|||||||
block.memory-bank.description = Almacena información para los procesadores lógicos. Alta capacidad.
|
block.memory-bank.description = Almacena información para los procesadores lógicos. Alta capacidad.
|
||||||
block.logic-display.description = Muestra gráficos arbitrarios desde un procesador lógico.
|
block.logic-display.description = Muestra gráficos arbitrarios desde un procesador lógico.
|
||||||
block.large-logic-display.description = También muestra gráficos arbitrarios desde un procesador lógico.
|
block.large-logic-display.description = También muestra gráficos arbitrarios desde un procesador lógico.
|
||||||
block.interplanetary-accelerator.description = Una torre de proyección electromagnética masiva. Puede acelerar los núcleos hasta la velocidad necesaria para su desplegación interplanetaria.
|
block.interplanetary-accelerator.description = Una torre de proyección electromagnética masiva. Acelera núcleos hasta la velocidad necesaria para escapar del campo gravitatorio del planeta, habilitando el despliegue interplanetario.
|
||||||
|
|
||||||
unit.dagger.description = Dispara proyectiles básicos a enemigos cercanos.
|
unit.dagger.description = Dispara proyectiles básicos a enemigos cercanos.
|
||||||
unit.mace.description = Lanza torrentes de llamas a enemigos cercanos.
|
unit.mace.description = Lanza torrentes de llamas a enemigos cercanos.
|
||||||
|
|||||||
@@ -1098,7 +1098,7 @@ block.item-void.name = Item Void
|
|||||||
block.liquid-source.name = Liquid Source
|
block.liquid-source.name = Liquid Source
|
||||||
block.liquid-void.name = Liquid Void
|
block.liquid-void.name = Liquid Void
|
||||||
block.power-void.name = Power Void
|
block.power-void.name = Power Void
|
||||||
block.power-source.name = Power Infinite
|
block.power-source.name = Power Source
|
||||||
block.unloader.name = Unloader
|
block.unloader.name = Unloader
|
||||||
block.vault.name = Vault
|
block.vault.name = Vault
|
||||||
block.wave.name = Wave
|
block.wave.name = Wave
|
||||||
|
|||||||
@@ -1098,7 +1098,7 @@ block.item-void.name = Item Void
|
|||||||
block.liquid-source.name = Liquid Source
|
block.liquid-source.name = Liquid Source
|
||||||
block.liquid-void.name = Liquid Void
|
block.liquid-void.name = Liquid Void
|
||||||
block.power-void.name = Power Void
|
block.power-void.name = Power Void
|
||||||
block.power-source.name = Power Infinite
|
block.power-source.name = Power Source
|
||||||
block.unloader.name = Unloader
|
block.unloader.name = Unloader
|
||||||
block.vault.name = Vault
|
block.vault.name = Vault
|
||||||
block.wave.name = Wave
|
block.wave.name = Wave
|
||||||
|
|||||||
@@ -38,6 +38,12 @@ be.ignore = Ignorer
|
|||||||
be.noupdates = Aucune mise à jour trouvée.
|
be.noupdates = Aucune mise à jour trouvée.
|
||||||
be.check = Vérifiez les mises à jour
|
be.check = Vérifiez les mises à jour
|
||||||
|
|
||||||
|
mod.featured.title = Explorateur de mods
|
||||||
|
mod.featured.dialog.title = Explorateur de Mods
|
||||||
|
mods.browser.selected = Mod sélectionné
|
||||||
|
mods.browser.add = Installer le mod
|
||||||
|
mods.github.open = Ouvrir au Github
|
||||||
|
|
||||||
schematic = Schéma
|
schematic = Schéma
|
||||||
schematic.add = Sauvegarder le schéma...
|
schematic.add = Sauvegarder le schéma...
|
||||||
schematics = Schémas
|
schematics = Schémas
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ link.google-play.description = Google Play Store
|
|||||||
link.f-droid.description = Daftar katalog F-Droid
|
link.f-droid.description = Daftar katalog F-Droid
|
||||||
link.wiki.description = Wiki Mindustry resmi
|
link.wiki.description = Wiki Mindustry resmi
|
||||||
link.suggestions.description = Saran fitur baru
|
link.suggestions.description = Saran fitur baru
|
||||||
|
link.bug.description = Menemukan bug? Laporkan di sini
|
||||||
linkfail = Gagal membuka tautan!\nURL disalin ke papan ke papan klip.
|
linkfail = Gagal membuka tautan!\nURL disalin ke papan ke papan klip.
|
||||||
screenshot = Tangkapan layar disimpan di {0}
|
screenshot = Tangkapan layar disimpan di {0}
|
||||||
screenshot.invalid = Peta terlalu besar, tidak cukup memori untuk menangkap layar.
|
screenshot.invalid = Peta terlalu besar, tidak cukup memori untuk menangkap layar.
|
||||||
@@ -40,6 +41,12 @@ be.ignore = Abaikan
|
|||||||
be.noupdates = Tidak ada pembaruan yang ditemukan.
|
be.noupdates = Tidak ada pembaruan yang ditemukan.
|
||||||
be.check = Cek versi baru
|
be.check = Cek versi baru
|
||||||
|
|
||||||
|
mod.featured.title = Browser mod
|
||||||
|
mod.featured.dialog.title = Browser Mod
|
||||||
|
mods.browser.selected = Mod yang Dipilih
|
||||||
|
mods.browser.add = Unduh Mod
|
||||||
|
mods.github.open = Buka di GitHub
|
||||||
|
|
||||||
schematic = Skema
|
schematic = Skema
|
||||||
schematic.add = Menyimpan skema...
|
schematic.add = Menyimpan skema...
|
||||||
schematics = Kumpulan skema
|
schematics = Kumpulan skema
|
||||||
@@ -196,6 +203,7 @@ servers.local = Server Lokal
|
|||||||
servers.remote = Server Jarak Jauh (Simpanan)
|
servers.remote = Server Jarak Jauh (Simpanan)
|
||||||
servers.global = Server Komunitas
|
servers.global = Server Komunitas
|
||||||
|
|
||||||
|
servers.disclaimer = Server komunitas [accent]tidak[] dimiliki atau diatur oleh pengembang.\n\nServer dapat berisi konten buatan pemain lain yang mungkin tidak sesuai untuk semua umur.
|
||||||
servers.showhidden = Tampilkan Server Tersembunyi
|
servers.showhidden = Tampilkan Server Tersembunyi
|
||||||
server.shown = Ditampilkan
|
server.shown = Ditampilkan
|
||||||
server.hidden = Disembunyikan
|
server.hidden = Disembunyikan
|
||||||
@@ -697,6 +705,7 @@ stat.commandlimit = Batas Perintah
|
|||||||
stat.abilities = Kemampuan
|
stat.abilities = Kemampuan
|
||||||
stat.canboost = Dapat dipercepat
|
stat.canboost = Dapat dipercepat
|
||||||
stat.flying = Terbang
|
stat.flying = Terbang
|
||||||
|
stat.ammouse = Penggunaan Amunisi
|
||||||
|
|
||||||
ability.forcefield = Bidang Kekuatan
|
ability.forcefield = Bidang Kekuatan
|
||||||
ability.repairfield = Bidang Perbaikan
|
ability.repairfield = Bidang Perbaikan
|
||||||
@@ -719,7 +728,6 @@ bar.powerlines = Sambungan: {0}/{1}
|
|||||||
bar.items = Item: {0}
|
bar.items = Item: {0}
|
||||||
bar.capacity = Kapasitas: {0}
|
bar.capacity = Kapasitas: {0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unit disabled]
|
|
||||||
bar.liquid = Zat Cair
|
bar.liquid = Zat Cair
|
||||||
bar.heat = Panas
|
bar.heat = Panas
|
||||||
bar.power = Tenaga
|
bar.power = Tenaga
|
||||||
@@ -736,6 +744,7 @@ bullet.sapping = [stat]sapping
|
|||||||
bullet.homing = [stat]mengejar
|
bullet.homing = [stat]mengejar
|
||||||
bullet.shock = [stat]mengkejut
|
bullet.shock = [stat]mengkejut
|
||||||
bullet.frag = [stat]menyebar
|
bullet.frag = [stat]menyebar
|
||||||
|
bullet.buildingdamage = [stat]{0}%[lightgray] kerusakan bangunan
|
||||||
bullet.knockback = [stat]{0}[lightgray] pantulan kembali
|
bullet.knockback = [stat]{0}[lightgray] pantulan kembali
|
||||||
bullet.pierce = [stat]{0}[lightgray]x tembus
|
bullet.pierce = [stat]{0}[lightgray]x tembus
|
||||||
bullet.infinitepierce = [stat]menembus
|
bullet.infinitepierce = [stat]menembus
|
||||||
@@ -764,6 +773,7 @@ unit.items = item
|
|||||||
unit.thousands = rb
|
unit.thousands = rb
|
||||||
unit.millions = jt
|
unit.millions = jt
|
||||||
unit.billions = m
|
unit.billions = m
|
||||||
|
unit.pershot = /tembakan
|
||||||
category.purpose = Kegunaan
|
category.purpose = Kegunaan
|
||||||
category.general = Umum
|
category.general = Umum
|
||||||
category.power = Tenaga
|
category.power = Tenaga
|
||||||
@@ -831,7 +841,9 @@ setting.chatopacity.name = Jelas-Beningnya Pesan
|
|||||||
setting.lasersopacity.name = Jelas-Beningnya Tenaga Laser
|
setting.lasersopacity.name = Jelas-Beningnya Tenaga Laser
|
||||||
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
||||||
setting.playerchat.name = Tunjukkan Pesan dalam Permainan
|
setting.playerchat.name = Tunjukkan Pesan dalam Permainan
|
||||||
|
setting.showweather.name = Perlihatkan Cuaca
|
||||||
public.confirm = Apakah kamu ingin mempublikasi permainanmu?\n[accent]Siapa saja bisa masuk ke permainanmu.\n[lightgray]Ini bisa diganti di Peraturan->Permainan->Visibilitas Game Publik.
|
public.confirm = Apakah kamu ingin mempublikasi permainanmu?\n[accent]Siapa saja bisa masuk ke permainanmu.\n[lightgray]Ini bisa diganti di Peraturan->Permainan->Visibilitas Game Publik.
|
||||||
|
public.confirm.really = Jika kamu ingin bermain dengan temanmu, gunakan [green]Undang Teman[] daripada [scarlet]server publik[]!\nApakah kamu yakin ingin membuat permainanmu [scarlet]publik[]?
|
||||||
public.beta = Ingat bahwa game versi beta tidak dapat membuat lobi publik.
|
public.beta = Ingat bahwa game versi beta tidak dapat membuat lobi publik.
|
||||||
uiscale.reset = Skala UI telah diubah.\nTekan "OK" untuk mengonfirmasi.\n[scarlet]Kembali dan keluar di[accent] {0}[] pengaturan...
|
uiscale.reset = Skala UI telah diubah.\nTekan "OK" untuk mengonfirmasi.\n[scarlet]Kembali dan keluar di[accent] {0}[] pengaturan...
|
||||||
uiscale.cancel = Batal & Keluar
|
uiscale.cancel = Batal & Keluar
|
||||||
@@ -954,6 +966,7 @@ rules.explosions = Kekuatan Ledakan Blok/Unit
|
|||||||
rules.ambientlight = Sinar Disekeliling
|
rules.ambientlight = Sinar Disekeliling
|
||||||
rules.weather = Cuaca
|
rules.weather = Cuaca
|
||||||
rules.weather.frequency = Frekuensi:
|
rules.weather.frequency = Frekuensi:
|
||||||
|
rules.weather.always = Selalu
|
||||||
rules.weather.duration = Durasi:
|
rules.weather.duration = Durasi:
|
||||||
|
|
||||||
content.item.name = Item
|
content.item.name = Item
|
||||||
@@ -1130,7 +1143,7 @@ block.overflow-gate.name = Gerbang Luap
|
|||||||
block.underflow-gate.name = Gerbang Luap Terbalik
|
block.underflow-gate.name = Gerbang Luap Terbalik
|
||||||
block.silicon-smelter.name = Pelebur Silikon
|
block.silicon-smelter.name = Pelebur Silikon
|
||||||
block.phase-weaver.name = Pengrajut Phase
|
block.phase-weaver.name = Pengrajut Phase
|
||||||
block.pulverizer.name = Pulverisator
|
block.pulverizer.name = Penghancur
|
||||||
block.cryofluidmixer.name = Penyampur Cairan Dingin
|
block.cryofluidmixer.name = Penyampur Cairan Dingin
|
||||||
block.melter.name = Pencair
|
block.melter.name = Pencair
|
||||||
block.incinerator.name = Penghangus
|
block.incinerator.name = Penghangus
|
||||||
@@ -1162,19 +1175,19 @@ block.power-void.name = Penghilang Tenaga
|
|||||||
block.power-source.name = Sumber Tenaga
|
block.power-source.name = Sumber Tenaga
|
||||||
block.unloader.name = Pembongkar Muatan
|
block.unloader.name = Pembongkar Muatan
|
||||||
block.vault.name = Gudang
|
block.vault.name = Gudang
|
||||||
block.wave.name = Wave
|
block.wave.name = Penyemprot
|
||||||
block.tsunami.name = Tsunami
|
block.tsunami.name = Tsunami
|
||||||
block.swarmer.name = Peluncur Misil
|
block.swarmer.name = Peluncur Misil
|
||||||
block.salvo.name = Salvo
|
block.salvo.name = Salvo
|
||||||
block.ripple.name = Ripple
|
block.ripple.name = Mortir
|
||||||
block.phase-conveyor.name = Pengantar Berbahan Phase
|
block.phase-conveyor.name = Pengantar Berbahan Phase
|
||||||
block.bridge-conveyor.name = Jembatan Pengantar
|
block.bridge-conveyor.name = Jembatan Pengantar
|
||||||
block.plastanium-compressor.name = Kompresor Plastanium
|
block.plastanium-compressor.name = Kompresor Plastanium
|
||||||
block.pyratite-mixer.name = Penyampur Pyratit
|
block.pyratite-mixer.name = Penyampur Pyratit
|
||||||
block.blast-mixer.name = Penyampur Peledak
|
block.blast-mixer.name = Penyampur Bahan Peledak
|
||||||
block.solar-panel.name = Panel Surya
|
block.solar-panel.name = Panel Surya
|
||||||
block.solar-panel-large.name = Panel Surya Besar
|
block.solar-panel-large.name = Panel Surya Besar
|
||||||
block.oil-extractor.name = Penggali Minyak
|
block.oil-extractor.name = Pengekstrak Minyak
|
||||||
block.repair-point.name = Tempat Perbaikan
|
block.repair-point.name = Tempat Perbaikan
|
||||||
block.pulse-conduit.name = Selang Denyut
|
block.pulse-conduit.name = Selang Denyut
|
||||||
block.plated-conduit.name = Pipa Terlapis
|
block.plated-conduit.name = Pipa Terlapis
|
||||||
@@ -1188,8 +1201,8 @@ block.thorium-reactor.name = Reaktor Thorium
|
|||||||
block.mass-driver.name = Penggerak Massal
|
block.mass-driver.name = Penggerak Massal
|
||||||
block.blast-drill.name = Bor Ledakan Udara
|
block.blast-drill.name = Bor Ledakan Udara
|
||||||
block.thermal-pump.name = Pompa Suhu Panas
|
block.thermal-pump.name = Pompa Suhu Panas
|
||||||
block.thermal-generator.name = Generator Suhu Panas
|
block.thermal-generator.name = Generator Panas
|
||||||
block.alloy-smelter.name = Pelebur Paduan Listrik
|
block.alloy-smelter.name = Pelebur Paduan Logam
|
||||||
block.mender.name = Mender
|
block.mender.name = Mender
|
||||||
block.mend-projector.name = Mender Projektor
|
block.mend-projector.name = Mender Projektor
|
||||||
block.surge-wall.name = Dinding Listrik
|
block.surge-wall.name = Dinding Listrik
|
||||||
@@ -1197,21 +1210,20 @@ block.surge-wall-large.name = Dinding Listrik Besar
|
|||||||
block.cyclone.name = Cyclone
|
block.cyclone.name = Cyclone
|
||||||
block.fuse.name = Fuse
|
block.fuse.name = Fuse
|
||||||
block.shock-mine.name = Ranjau Listrik
|
block.shock-mine.name = Ranjau Listrik
|
||||||
block.overdrive-projector.name = Proyeksi Pencepat
|
block.overdrive-projector.name = Projektor Pemercepat
|
||||||
block.force-projector.name = Proyeksi Medan Gaya
|
block.force-projector.name = Projektor Pelindung
|
||||||
block.arc.name = Arc
|
block.arc.name = Busur Petir
|
||||||
block.rtg-generator.name = Generator RTG
|
block.rtg-generator.name = Generator Radiasi
|
||||||
block.spectre.name = Spectre
|
block.spectre.name = Meriam Raksasa
|
||||||
block.meltdown.name = Meltdown
|
block.meltdown.name = Meltdown
|
||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Kontainer
|
block.container.name = Kontainer
|
||||||
block.launch-pad.name = Alas Peluncur
|
block.launch-pad.name = Alas Peluncur
|
||||||
block.launch-pad-large.name = Alas Peluncur Besar
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.command-center.name = Pusat Perintah
|
block.command-center.name = Pusat Perintah
|
||||||
block.ground-factory.name = Pabrik Angkatan Darat
|
block.ground-factory.name = Pabrik Unit Darat
|
||||||
block.air-factory.name = Pabrik Angkatan Udara
|
block.air-factory.name = Pabrik Unit Udara
|
||||||
block.naval-factory.name = Pabrik Angkatan Laut
|
block.naval-factory.name = Pabrik Unit Laut
|
||||||
block.additive-reconstructor.name = Rekonstruktor Aditif
|
block.additive-reconstructor.name = Rekonstruktor Aditif
|
||||||
block.multiplicative-reconstructor.name = Rekonstruktor Multiplikatif
|
block.multiplicative-reconstructor.name = Rekonstruktor Multiplikatif
|
||||||
block.exponential-reconstructor.name = Rekonstruktor Eksponensial
|
block.exponential-reconstructor.name = Rekonstruktor Eksponensial
|
||||||
@@ -1219,8 +1231,8 @@ block.tetrative-reconstructor.name = Rekonstruktor Tetratif
|
|||||||
block.payload-conveyor.name = Pengantar Massa
|
block.payload-conveyor.name = Pengantar Massa
|
||||||
block.payload-router.name = Pengarah Massa
|
block.payload-router.name = Pengarah Massa
|
||||||
block.disassembler.name = Pembongkar
|
block.disassembler.name = Pembongkar
|
||||||
block.silicon-crucible.name = Multi-Lebur
|
block.silicon-crucible.name = Pelebur Raksasa
|
||||||
block.overdrive-dome.name = Kubah Proyeksi Percepat
|
block.overdrive-dome.name = Kubah Projektor Pemercepat
|
||||||
#experimental, may be removed
|
#experimental, may be removed
|
||||||
block.block-forge.name = Pemadu Blok
|
block.block-forge.name = Pemadu Blok
|
||||||
block.block-loader.name = Pemuat Blok
|
block.block-loader.name = Pemuat Blok
|
||||||
@@ -1303,10 +1315,10 @@ item.phase-fabric.description = Digunakan di elektronik canggih dan teknologi pe
|
|||||||
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
||||||
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
||||||
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
||||||
item.blast-compound.description = Senyawa yang digunakan di bom dan amunisi peledak.
|
item.blast-compound.description = Senyawa yang digunakan sebagai bom dan amunisi peledak.
|
||||||
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 bor dan turret.
|
||||||
liquid.slag.description = Berbagai campuran tipe logam yang meleleh. Dapat dipisahkan menjadi mineral masing-masing, atau disemprotkan 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.
|
||||||
@@ -1316,8 +1328,8 @@ block.armored-conveyor.description = Memindahkan barang sama cepatnya dengan pen
|
|||||||
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.
|
||||||
block.graphite-press.description = Memadatkan bongkahan batu bara menjadi lempengan grafit murni.
|
block.graphite-press.description = Memadatkan bongkahan batu bara menjadi lempengan grafit murni.
|
||||||
block.multi-press.description = Versi pemadat grafit yang lebih bagus. Membutuhkan air dan tenaga untuk memproses batu bara lebih cepat dan efisien.
|
block.multi-press.description = Versi pemadat grafit yang lebih bagus. Membutuhkan air sebagai pendingin.
|
||||||
block.silicon-smelter.description = Mengubah pasir dengan batu bara untuk memproduksi silikon.
|
block.silicon-smelter.description = Melebur pasir dengan batu bara untuk memproduksi silikon.
|
||||||
block.kiln.description = Membakar pasir dan timah menjadi kaca meta. Membutuhkan tenaga.
|
block.kiln.description = Membakar pasir dan timah menjadi kaca meta. Membutuhkan tenaga.
|
||||||
block.plastanium-compressor.description = Memproduksi plastanium dari minyak dan titanium.
|
block.plastanium-compressor.description = Memproduksi plastanium dari minyak dan titanium.
|
||||||
block.phase-weaver.description = Memproduksi kain phase dari thorium dan banyak pasir.
|
block.phase-weaver.description = Memproduksi kain phase dari thorium dan banyak pasir.
|
||||||
@@ -1390,18 +1402,18 @@ block.battery-large.description = Menyimpan lebih banyak tenaga daripada baterai
|
|||||||
block.combustion-generator.description = Menghasilkan tenaga dengan membakar minyak atau bahan bakar.
|
block.combustion-generator.description = Menghasilkan tenaga dengan membakar minyak atau bahan bakar.
|
||||||
block.thermal-generator.description = Menghasilkan tenaga disaat ditaruh di lokasi yang panas.
|
block.thermal-generator.description = Menghasilkan tenaga disaat ditaruh di lokasi yang panas.
|
||||||
block.steam-generator.description = Lebih efisien daripada generator pembakar, tetapi membutuhkan tambahan air.
|
block.steam-generator.description = Lebih efisien daripada generator pembakar, tetapi membutuhkan tambahan air.
|
||||||
block.differential-generator.description = Menghasilkan banyak sekali tenaga. Memanfaatkan perbedaan suhu dingin cairan pendingin dan suhu panas pyratite.
|
block.differential-generator.description = Menghasilkan tenaga dalam jumlah banyak. Memanfaatkan perbedaan suhu dingin cairan pendingin dan suhu panas pyratite.
|
||||||
block.rtg-generator.description = Generator yang tidak membutuhkan pendiginan tetapi lebih memberi sedikit tenaga daripada reaktor thorium.
|
block.rtg-generator.description = Generator yang tidak membutuhkan pendiginan tetapi lebih memberi sedikit tenaga daripada reaktor thorium.
|
||||||
block.solar-panel.description = Menghasilkan jumlah tenaga kecil dari matahari.
|
block.solar-panel.description = Menghasilkan tenaga dalam jumlah kecil dari sinar matahari.
|
||||||
block.solar-panel-large.description = Menghasilkan lebih banyak tenaga dari panel surya biasa, tapi lebih mahal untuk dibangun.
|
block.solar-panel-large.description = Menghasilkan lebih banyak tenaga dari panel surya biasa, tapi lebih mahal untuk dibangun.
|
||||||
block.thorium-reactor.description = Menghasilkan tenaga yang besar dari konsumsi thorium. Membutuhkan pendinginan konstan. Akan meledak jika tidak cukup pendingin . Pengeluaran tenaga tergantung kepenuhan.
|
block.thorium-reactor.description = Menghasilkan tenaga yang besar dari konsumsi thorium. Membutuhkan pendinginan konstan. Akan meledak jika tidak cukup pendingin . Pengeluaran tenaga tergantung kepenuhan.
|
||||||
block.impact-reactor.description = Sebuah generator yang lebih maju, dapat menghasilkan tenaga dengan jumlah yang sangat banyak. Memerlukan tenaga untuk menyelakan reaktor terlebih dahulu.
|
block.impact-reactor.description = Sebuah generator yang lebih maju, dapat menghasilkan tenaga dengan jumlah yang sangat banyak. Memerlukan tenaga untuk menyalakan reaktor terlebih dahulu.
|
||||||
block.mechanical-drill.description = Bor murah. Saat ditaruh ditempat yang sesuai, mengeluarkan item dengan pelan tanpa batas.
|
block.mechanical-drill.description = Bor murah. Saat ditaruh ditempat yang sesuai, mengeluarkan item dengan pelan tanpa batas.
|
||||||
block.pneumatic-drill.description = Bor lebih cepat dari bor mekanik dan bisa memproses bahan lebih keras dengan menggunakan tekanan udara.
|
block.pneumatic-drill.description = Bor lebih cepat dari bor mekanik dan bisa memproses bahan lebih keras dengan menggunakan tekanan udara.
|
||||||
block.laser-drill.description = Mengebor lebih cepat lewat teknologi laser, tapi membutuhkan tenaga. Bisa menambang thorium dengan bor ini.
|
block.laser-drill.description = Mengebor lebih cepat lewat teknologi laser, tapi membutuhkan tenaga. Bisa menambang thorium dengan bor ini.
|
||||||
block.blast-drill.description = Bor tercanggih. Membutuhkan banyak tenaga.
|
block.blast-drill.description = Bor tercanggih. Membutuhkan banyak tenaga.
|
||||||
block.water-extractor.description = Mengekstrak air dari tanah. Gunakan jika tidak ada sumber air disekitar.
|
block.water-extractor.description = Mengekstrak air dari tanah. Gunakan jika tidak ada sumber air disekitar.
|
||||||
block.cultivator.description = Membudidaya spora kecil menjadi polong siap diolah.
|
block.cultivator.description = Menumbuhkan konsentrasi spora yang kecil di atmosfer menjadi polong spora.
|
||||||
block.cultivator.details = Teknologi yang dipulihkan. Digunakan untuk memproduksi biomassa secara efesien. Kemungkinan merupakan inkubator awal dari spora yang sekarang menutupi Serpulo.
|
block.cultivator.details = Teknologi yang dipulihkan. Digunakan untuk memproduksi biomassa secara efesien. Kemungkinan merupakan inkubator awal dari spora yang sekarang menutupi Serpulo.
|
||||||
block.oil-extractor.description = Menggunakan tenaga cukup besar untuk mengekstrak minyak dari pasir. Gunakan jika tidak ada sumber minyak disekitar.
|
block.oil-extractor.description = Menggunakan tenaga cukup besar untuk mengekstrak minyak dari pasir. Gunakan jika tidak ada sumber minyak disekitar.
|
||||||
block.core-shard.description = Versi pertama dari pengulangan kapsul inti. Jika hancur, Semua kontak dengan daerah akan hilang. Jangan biarkan ini terjadi.
|
block.core-shard.description = Versi pertama dari pengulangan kapsul inti. Jika hancur, Semua kontak dengan daerah akan hilang. Jangan biarkan ini terjadi.
|
||||||
@@ -1414,13 +1426,12 @@ block.vault.description = Menyimpan semua tipe item berkuantitas besar. [lightgr
|
|||||||
block.container.description = Menyimpan semua tipe item. [lightgray] pembongkar muatan[] bisa digunakan untuk mengeluarkan item dari kontainer.
|
block.container.description = Menyimpan semua tipe item. [lightgray] pembongkar muatan[] bisa digunakan untuk mengeluarkan item dari kontainer.
|
||||||
block.unloader.description = Mengeluarkan item dari kontainer, gudang atau inti kedalam pengantar atau langsung ke blok yang dituju. Tipe item yang dimuat bisa diganti dengan mengetuk pembongkar muatan.
|
block.unloader.description = Mengeluarkan item dari kontainer, gudang atau inti kedalam pengantar atau langsung ke blok yang dituju. Tipe item yang dimuat bisa diganti dengan mengetuk pembongkar muatan.
|
||||||
block.launch-pad.description = Meluncurkan beberapa item tanpa meninggalkan tempat.
|
block.launch-pad.description = Meluncurkan beberapa item tanpa meninggalkan tempat.
|
||||||
block.launch-pad-large.description = Sebuah alas luncur yang ditingkatkan. Menyimpan lebih banyak item dan lebih sering meluncur.
|
|
||||||
block.duo.description = Menembakkan peluru bergantian ke musuh.
|
block.duo.description = Menembakkan peluru bergantian ke musuh.
|
||||||
block.scatter.description = Menembakkan gumpalan timah, rongsokan atau metaglass ke musuh udara.
|
block.scatter.description = Menembakkan gumpalan timah, rongsokan atau metaglass ke musuh udara.
|
||||||
block.scorch.description = Membakar musuh darat yang dekat dengannya. Sangat efektif dalam jarak dekat.
|
block.scorch.description = Membakar musuh darat yang dekat dengannya. Sangat efektif dalam jarak dekat.
|
||||||
block.hail.description = Menembakkan peluru kecil ke musuh darat dari jarak jauh.
|
block.hail.description = Menembakkan peluru kecil ke musuh darat dari jarak jauh.
|
||||||
block.wave.description = Menembakkan aliran cairan ke musuh. Secara otomatis memadamkan api saat disuplai dengan air.
|
block.wave.description = Menembakkan aliran cairan ke musuh. Secara otomatis memadamkan api saat disuplai dengan air.
|
||||||
block.lancer.description = Mengisi dan menembakkan sinar energi yang kuat ke target darat.
|
block.lancer.description = Memuat dan menembakkan sinar energi yang kuat ke target darat.
|
||||||
block.arc.description = Menembak petir ke musuh darat.
|
block.arc.description = Menembak petir ke musuh darat.
|
||||||
block.swarmer.description = Menembakkan misil yang mengejar ke arah musuh.
|
block.swarmer.description = Menembakkan misil yang mengejar ke arah musuh.
|
||||||
block.salvo.description = Menembakkan peluru cepat ke arah musuh.
|
block.salvo.description = Menembakkan peluru cepat ke arah musuh.
|
||||||
|
|||||||
@@ -41,6 +41,11 @@ be.ignore = 무시
|
|||||||
be.noupdates = 업데이트가 없습니다.
|
be.noupdates = 업데이트가 없습니다.
|
||||||
be.check = 업데이트 확인
|
be.check = 업데이트 확인
|
||||||
|
|
||||||
|
mod.featured.dialog.title = 모드 탐색 (WIP)
|
||||||
|
mods.browser.selected = 선택된 모드
|
||||||
|
mods.browser.add = 모드 설치
|
||||||
|
mods.github.open = 깃허브 사이트 열기
|
||||||
|
|
||||||
schematic = 설계도
|
schematic = 설계도
|
||||||
schematic.add = 설계도 저장하기
|
schematic.add = 설계도 저장하기
|
||||||
schematics = 설계도들
|
schematics = 설계도들
|
||||||
@@ -84,6 +89,7 @@ joingame = 게임 참여
|
|||||||
customgame = 사용자 지정 게임
|
customgame = 사용자 지정 게임
|
||||||
newgame = 새 게임
|
newgame = 새 게임
|
||||||
none = < 없음 >
|
none = < 없음 >
|
||||||
|
none.found = [lightgray]< 찾을 수 없음 >
|
||||||
minimap = 미니맵
|
minimap = 미니맵
|
||||||
position = 위치
|
position = 위치
|
||||||
close = 닫기
|
close = 닫기
|
||||||
@@ -699,6 +705,7 @@ stat.commandlimit = 지휘 한계
|
|||||||
stat.abilities = 능력
|
stat.abilities = 능력
|
||||||
stat.canboost = 부스터
|
stat.canboost = 부스터
|
||||||
stat.flying = 비행
|
stat.flying = 비행
|
||||||
|
stat.ammouse = 탄약 사용
|
||||||
|
|
||||||
ability.forcefield = 보호막 필드
|
ability.forcefield = 보호막 필드
|
||||||
ability.repairfield = 수리 필드
|
ability.repairfield = 수리 필드
|
||||||
@@ -721,7 +728,6 @@ bar.powerlines = 연결: {0}/{1}
|
|||||||
bar.items = 자원량: {0}
|
bar.items = 자원량: {0}
|
||||||
bar.capacity = 용량: {0}
|
bar.capacity = 용량: {0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[장비를 정지합니다]
|
|
||||||
bar.liquid = 액체
|
bar.liquid = 액체
|
||||||
bar.heat = 발열
|
bar.heat = 발열
|
||||||
bar.power = 전력
|
bar.power = 전력
|
||||||
@@ -731,21 +737,22 @@ bar.output = 출력
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]프로세서 제어 중
|
units.processorcontrol = [lightgray]프로세서 제어 중
|
||||||
|
|
||||||
bullet.damage = 기본 피해량 : [stat]{0}[lightgray]
|
bullet.damage = [stat]{0}[lightgray] 데미지
|
||||||
bullet.splashdamage = 범위 피해량 : [stat]{0}[lightgray] ~ [stat]{1}[lightgray] 타일
|
bullet.splashdamage = [stat]{0}[lightgray] 범위 데미지 ~ [stat] {1}[lightgray] 타일
|
||||||
bullet.incendiary = [stat]방화
|
bullet.incendiary = [stat]방화
|
||||||
bullet.sapping = [stat]흡혈
|
bullet.sapping = [stat]흡혈
|
||||||
bullet.homing = [stat]유도
|
bullet.homing = [stat]유도
|
||||||
bullet.shock = [stat]전격
|
bullet.shock = [stat]전격
|
||||||
bullet.frag = [stat]파편
|
bullet.frag = [stat]파편
|
||||||
bullet.knockback = 넉백 피해량 : [stat]{0}[lightgray]
|
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량
|
||||||
bullet.pierce = 관통 피해량 : [stat]{0}[lightgray]
|
bullet.knockback = [stat]{0}[lightgray] 넉백
|
||||||
|
bullet.pierce = [stat]{0}[lightgray]배 관통
|
||||||
bullet.infinitepierce = [stat]관통
|
bullet.infinitepierce = [stat]관통
|
||||||
bullet.healpercent = 회복량 : [stat]{0}[lightgray]% / 1발
|
bullet.healpercent = [stat]{0}[lightgray]% 회복
|
||||||
bullet.freezing = [stat]빙결
|
bullet.freezing = [stat]빙결
|
||||||
bullet.tarred = [stat]타르
|
bullet.tarred = [stat]타르
|
||||||
bullet.multiplier = 탄약 소모량 : [stat]{0}[lightgray]개 / 1발
|
bullet.multiplier = [stat]{0}[lightgray]배 탄약 배수
|
||||||
bullet.reload = 발사 속도 : [stat]{0}[lightgray] / s
|
bullet.reload = [stat]{0}[lightgray]배 발사 속도
|
||||||
|
|
||||||
unit.blocks = 블록
|
unit.blocks = 블록
|
||||||
unit.blockssquared = 블록²
|
unit.blockssquared = 블록²
|
||||||
@@ -761,11 +768,12 @@ unit.persecond = /초
|
|||||||
unit.perminute = /분
|
unit.perminute = /분
|
||||||
unit.timesspeed = x 배
|
unit.timesspeed = x 배
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = 방어막 체력
|
unit.shieldhealth = 보호막 체력
|
||||||
unit.items = 자원
|
unit.items = 자원
|
||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = m
|
unit.millions = m
|
||||||
unit.billions = b
|
unit.billions = b
|
||||||
|
unit.pershot = /발
|
||||||
category.purpose = 기능 / 목적
|
category.purpose = 기능 / 목적
|
||||||
category.general = 일반
|
category.general = 일반
|
||||||
category.power = 전력
|
category.power = 전력
|
||||||
@@ -835,6 +843,7 @@ setting.bridgeopacity.name = 터널 투명도
|
|||||||
setting.playerchat.name = 채팅 말풍선 표시
|
setting.playerchat.name = 채팅 말풍선 표시
|
||||||
setting.showweather.name = 날씨 그래픽 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.confirm.really = [red]친구하고 플레이 하고 싶으면 [scarlet]공용 서버[] 대신에 [green]친구 초대[] 를 사용하세요. 정말로 [scarlet]공용 서버[] 를 열겠습니까?[]
|
||||||
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
|
||||||
@@ -909,6 +918,7 @@ keybind.toggle_menus.name = 메뉴 보이기/숨기기
|
|||||||
keybind.chat_history_prev.name = 이전 채팅 기록
|
keybind.chat_history_prev.name = 이전 채팅 기록
|
||||||
keybind.chat_history_next.name = 다음 채팅 기록
|
keybind.chat_history_next.name = 다음 채팅 기록
|
||||||
keybind.chat_scroll.name = 채팅 스크롤
|
keybind.chat_scroll.name = 채팅 스크롤
|
||||||
|
keybind.chat_mode = 대화 대상 변경
|
||||||
keybind.drop_unit.name = 유닛 떨구기
|
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
|
||||||
@@ -957,6 +967,7 @@ 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:
|
||||||
|
rules.weather.always = 항상
|
||||||
rules.weather.duration = 지속 시간:
|
rules.weather.duration = 지속 시간:
|
||||||
|
|
||||||
content.item.name = 자원
|
content.item.name = 자원
|
||||||
@@ -1225,9 +1236,9 @@ block.disassembler.name = 광재 분해기
|
|||||||
block.silicon-crucible.name = 실리콘 도가니
|
block.silicon-crucible.name = 실리콘 도가니
|
||||||
block.overdrive-dome.name = 대형 과부하 프로젝터
|
block.overdrive-dome.name = 대형 과부하 프로젝터
|
||||||
#experimental, may be removed / 이 아래의 블록들은 테스트용 임시 블록들입니다.
|
#experimental, may be removed / 이 아래의 블록들은 테스트용 임시 블록들입니다.
|
||||||
block.block-forge.name = [테스트] 공장 블록
|
block.block-forge.name = 블록 제작대
|
||||||
block.block-loader.name = [테스트] 로더 블록
|
block.block-loader.name = 블록 로더
|
||||||
block.block-unloader.name = [테스트] 언로더 블록
|
block.block-unloader.name = 블록 언로더
|
||||||
block.interplanetary-accelerator.name = 성간 코어 가속기
|
block.interplanetary-accelerator.name = 성간 코어 가속기
|
||||||
|
|
||||||
block.switch.name = 스위치
|
block.switch.name = 스위치
|
||||||
|
|||||||
@@ -1098,7 +1098,7 @@ block.item-void.name = Item Void
|
|||||||
block.liquid-source.name = Liquid Source
|
block.liquid-source.name = Liquid Source
|
||||||
block.liquid-void.name = Liquid Void
|
block.liquid-void.name = Liquid Void
|
||||||
block.power-void.name = Power Void
|
block.power-void.name = Power Void
|
||||||
block.power-source.name = Power Infinite
|
block.power-source.name = Power Source
|
||||||
block.unloader.name = Unloader
|
block.unloader.name = Unloader
|
||||||
block.vault.name = Kluis
|
block.vault.name = Kluis
|
||||||
block.wave.name = Golf
|
block.wave.name = Golf
|
||||||
|
|||||||
@@ -1098,7 +1098,7 @@ block.item-void.name = Item Void
|
|||||||
block.liquid-source.name = Liquid Source
|
block.liquid-source.name = Liquid Source
|
||||||
block.liquid-void.name = Liquid Void
|
block.liquid-void.name = Liquid Void
|
||||||
block.power-void.name = Power Void
|
block.power-void.name = Power Void
|
||||||
block.power-source.name = Power Infinite
|
block.power-source.name = Power Source
|
||||||
block.unloader.name = Unloader
|
block.unloader.name = Unloader
|
||||||
block.vault.name = Vault
|
block.vault.name = Vault
|
||||||
block.wave.name = Wave
|
block.wave.name = Wave
|
||||||
|
|||||||
@@ -41,6 +41,12 @@ be.ignore = Zignoruj
|
|||||||
be.noupdates = Nie znaleziono aktualizacji.
|
be.noupdates = Nie znaleziono aktualizacji.
|
||||||
be.check = Sprawdź aktualizacje
|
be.check = Sprawdź aktualizacje
|
||||||
|
|
||||||
|
mod.featured.title = Wyszukiwarka Modów
|
||||||
|
mod.featured.dialog.title = Wyszukiwarka Modów
|
||||||
|
mods.browser.selected = Wybrany Mod
|
||||||
|
mods.browser.add = Zainstaluj Moda
|
||||||
|
mods.github.open = Otwórz w GitHub'ie
|
||||||
|
|
||||||
schematic = Schemat
|
schematic = Schemat
|
||||||
schematic.add = Zapisz schemat...
|
schematic.add = Zapisz schemat...
|
||||||
schematics = Schematy
|
schematics = Schematy
|
||||||
@@ -104,6 +110,7 @@ committingchanges = Zatwierdzanie Zmian
|
|||||||
done = Gotowe
|
done = Gotowe
|
||||||
feature.unsupported = Twoje urządzenie nie wspiera tej funkcji.
|
feature.unsupported = Twoje urządzenie nie wspiera tej funkcji.
|
||||||
|
|
||||||
|
|
||||||
mods.alphainfo = Pamiętaj, że mody są wersji alpha, i[scarlet] mogą być pełne błędów[].\nZgłaszaj wszystkie znalezione problemy na Mindustry GitHub lub Discord.
|
mods.alphainfo = Pamiętaj, że mody są wersji alpha, i[scarlet] mogą być pełne błędów[].\nZgłaszaj wszystkie znalezione problemy na Mindustry GitHub lub Discord.
|
||||||
mods = Mody
|
mods = Mody
|
||||||
mods.none = [lightgray]Nie znaleziono modów!
|
mods.none = [lightgray]Nie znaleziono modów!
|
||||||
|
|||||||
@@ -41,6 +41,12 @@ be.ignore = Ignoră
|
|||||||
be.noupdates = Niciun update disponibil.
|
be.noupdates = Niciun update disponibil.
|
||||||
be.check = Verifică updateurile
|
be.check = Verifică updateurile
|
||||||
|
|
||||||
|
mod.featured.title = Mod browser
|
||||||
|
mod.featured.dialog.title = Mod Browser (Neterminat)
|
||||||
|
mods.browser.selected = Mod selectat
|
||||||
|
mods.browser.add = Instalează
|
||||||
|
mods.github.open = Vezi
|
||||||
|
|
||||||
schematic = Schemă
|
schematic = Schemă
|
||||||
schematic.add = Salvează Schema...
|
schematic.add = Salvează Schema...
|
||||||
schematics = Scheme
|
schematics = Scheme
|
||||||
@@ -53,7 +59,7 @@ schematic.browseworkshop = Intră pe Workshop
|
|||||||
schematic.copy = Copiază în Clipboard
|
schematic.copy = Copiază în Clipboard
|
||||||
schematic.copy.import = Importă din Clipboard
|
schematic.copy.import = Importă din Clipboard
|
||||||
schematic.shareworkshop = Partajează pe Workshop
|
schematic.shareworkshop = Partajează pe Workshop
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Întoarce Schemă
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Întoarce Schema
|
||||||
schematic.saved = Schemă salvată.
|
schematic.saved = Schemă salvată.
|
||||||
schematic.delete.confirm = Schema această va fi ștearsă permanent.
|
schematic.delete.confirm = Schema această va fi ștearsă permanent.
|
||||||
schematic.rename = Redenumește Schema
|
schematic.rename = Redenumește Schema
|
||||||
@@ -83,6 +89,7 @@ loadgame = Încarcă Jocul
|
|||||||
joingame = Intră în Joc
|
joingame = Intră în Joc
|
||||||
customgame = Personalizat
|
customgame = Personalizat
|
||||||
newgame = Joc Nou
|
newgame = Joc Nou
|
||||||
|
none.found = [lightgray]<nu s-a găsit nimic>
|
||||||
none = <nimic>
|
none = <nimic>
|
||||||
minimap = Minihartă
|
minimap = Minihartă
|
||||||
position = Poziție
|
position = Poziție
|
||||||
@@ -699,12 +706,13 @@ stat.commandlimit = Nr Unități Comandate
|
|||||||
stat.abilities = Abilități
|
stat.abilities = Abilități
|
||||||
stat.canboost = Are Propulsor
|
stat.canboost = Are Propulsor
|
||||||
stat.flying = Zboară
|
stat.flying = Zboară
|
||||||
|
stat.ammouse = Consum muniție
|
||||||
|
|
||||||
ability.forcefield = Câmp de Forță
|
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 = Regenerare Câmpuri de Forță
|
ability.shieldregenfield = Scurt Regenerabil
|
||||||
ability.movelightning = Mișcare Fulger
|
ability.movelightning = Mișcare Fulger
|
||||||
|
|
||||||
bar.drilltierreq = Burghiu Mai Bun Necesar
|
bar.drilltierreq = Burghiu Mai Bun Necesar
|
||||||
@@ -721,7 +729,6 @@ bar.powerlines = Conexiuni: {0}/{1}
|
|||||||
bar.items = Materiale: {0}
|
bar.items = Materiale: {0}
|
||||||
bar.capacity = Capacitate: {0}
|
bar.capacity = Capacitate: {0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unitate dezactivată]
|
|
||||||
bar.liquid = Lichid
|
bar.liquid = Lichid
|
||||||
bar.heat = Căldură
|
bar.heat = Căldură
|
||||||
bar.power = Electricitate
|
bar.power = Electricitate
|
||||||
@@ -738,6 +745,7 @@ bullet.sapping = [stat]atragere inamici
|
|||||||
bullet.homing = [stat]cu radar
|
bullet.homing = [stat]cu radar
|
||||||
bullet.shock = [stat]șoc
|
bullet.shock = [stat]șoc
|
||||||
bullet.frag = [stat]fragil
|
bullet.frag = [stat]fragil
|
||||||
|
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
||||||
bullet.knockback = [stat]{0} [lightgray]împingere
|
bullet.knockback = [stat]{0} [lightgray]împingere
|
||||||
bullet.pierce = [stat]{0}[lightgray]x penetrare
|
bullet.pierce = [stat]{0}[lightgray]x penetrare
|
||||||
bullet.infinitepierce = [stat]penetrare
|
bullet.infinitepierce = [stat]penetrare
|
||||||
@@ -766,6 +774,7 @@ unit.items = materiale
|
|||||||
unit.thousands = mii
|
unit.thousands = mii
|
||||||
unit.millions = mil
|
unit.millions = mil
|
||||||
unit.billions = b
|
unit.billions = b
|
||||||
|
unit.pershot = /lovitură
|
||||||
category.purpose = Utilizare
|
category.purpose = Utilizare
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Electricitate
|
category.power = Electricitate
|
||||||
@@ -834,7 +843,8 @@ 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
|
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]Poți schimba asta mai târziu din Setări->Joc->Vizibilitatea Jocurilor Publice.
|
||||||
|
public.confirm.really = Dacă vrei să joci cu prietenii, folosește butonul [green]Invită Prieteni[] în loc de un [scarlet]Server Public[]!\nSigur vrei să-ți faci jocul [scarlet]public[]?
|
||||||
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...
|
||||||
uiscale.cancel = Anulare și ieșire
|
uiscale.cancel = Anulare și ieșire
|
||||||
@@ -906,9 +916,10 @@ keybind.console.name = Consolă
|
|||||||
keybind.rotate.name = Rotește
|
keybind.rotate.name = Rotește
|
||||||
keybind.rotateplaced.name = Rotește Existent (Ține)
|
keybind.rotateplaced.name = Rotește Existent (Ține)
|
||||||
keybind.toggle_menus.name = Pornește/Oprește Meniuri
|
keybind.toggle_menus.name = Pornește/Oprește Meniuri
|
||||||
keybind.chat_history_prev.name = Previzualizare Istoric Chat
|
keybind.chat_history_prev.name = Istoric Chat Înapoi
|
||||||
keybind.chat_history_next.name = Chat History Next
|
keybind.chat_history_next.name = Istoric Chat Mai Departe
|
||||||
keybind.chat_scroll.name = Scroll Chat
|
keybind.chat_scroll.name = Scroll Chat
|
||||||
|
keybind.chat_mode.name = Schimbă Modul Chatului
|
||||||
keybind.drop_unit.name = Lasă Unitatea
|
keybind.drop_unit.name = Lasă Unitatea
|
||||||
keybind.zoom_minimap.name = Zoom Minihartă
|
keybind.zoom_minimap.name = Zoom Minihartă
|
||||||
mode.help.title = Descrierea modurilor
|
mode.help.title = Descrierea modurilor
|
||||||
@@ -957,6 +968,7 @@ rules.explosions = Explozia Deteriorează Blocul/Unitatea
|
|||||||
rules.ambientlight = Ambient
|
rules.ambientlight = Ambient
|
||||||
rules.weather = Vreme
|
rules.weather = Vreme
|
||||||
rules.weather.frequency = Frevență:
|
rules.weather.frequency = Frevență:
|
||||||
|
rules.weather.always = Încontinuu
|
||||||
rules.weather.duration = Durată:
|
rules.weather.duration = Durată:
|
||||||
|
|
||||||
content.item.name = Materiale
|
content.item.name = Materiale
|
||||||
@@ -1166,7 +1178,7 @@ block.item-void.name = Portal de Material
|
|||||||
block.liquid-source.name = Sursă de Lichid
|
block.liquid-source.name = Sursă de Lichid
|
||||||
block.liquid-void.name = Portal de Lichid
|
block.liquid-void.name = Portal de Lichid
|
||||||
block.power-void.name = Consumator de Electricitate
|
block.power-void.name = Consumator de Electricitate
|
||||||
block.power-source.name = Electricitate Infinită
|
block.power-source.name = Sursă de Electricitate
|
||||||
block.unloader.name = Descărcător
|
block.unloader.name = Descărcător
|
||||||
block.vault.name = Seif
|
block.vault.name = Seif
|
||||||
block.wave.name = Wave
|
block.wave.name = Wave
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ link.google-play.description = Скачать для Android с Google Play
|
|||||||
link.f-droid.description = Скачать для Android с F-Droid
|
link.f-droid.description = Скачать для Android с F-Droid
|
||||||
link.wiki.description = Официальная вики
|
link.wiki.description = Официальная вики
|
||||||
link.suggestions.description = Предложить новые возможности
|
link.suggestions.description = Предложить новые возможности
|
||||||
|
link.bug.description = Нашли одну? Доложите о ней здесь
|
||||||
linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена.
|
linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена.
|
||||||
screenshot = Скриншот сохранён в {0}
|
screenshot = Скриншот сохранён в {0}
|
||||||
screenshot.invalid = Карта слишком большая, возможно, не хватает памяти для скриншота.
|
screenshot.invalid = Карта слишком большая, возможно, не хватает памяти для скриншота.
|
||||||
@@ -40,6 +41,12 @@ be.ignore = Игнорировать
|
|||||||
be.noupdates = Обновления не найдены.
|
be.noupdates = Обновления не найдены.
|
||||||
be.check = Проверить обновления
|
be.check = Проверить обновления
|
||||||
|
|
||||||
|
mod.featured.title = Обозреватель модов
|
||||||
|
mod.featured.dialog.title = Обозреватель модов
|
||||||
|
mods.browser.selected = Выбранный мод
|
||||||
|
mods.browser.add = Установить мод
|
||||||
|
mods.github.open = Открыть GitHub страницу
|
||||||
|
|
||||||
schematic = Схема
|
schematic = Схема
|
||||||
schematic.add = Сохранить схему…
|
schematic.add = Сохранить схему…
|
||||||
schematics = Схемы
|
schematics = Схемы
|
||||||
@@ -69,7 +76,7 @@ stat.delivered = Ресурсов запущено:
|
|||||||
stat.playtime = Время игры:[accent] {0}
|
stat.playtime = Время игры:[accent] {0}
|
||||||
stat.rank = Финальный ранг: [accent]{0}
|
stat.rank = Финальный ранг: [accent]{0}
|
||||||
|
|
||||||
globalitems = [accent]Глобальные предметы
|
globalitems = [accent]Общие предметы
|
||||||
map.delete = Вы действительно хотите удалить карту «[accent]{0}[]»?
|
map.delete = Вы действительно хотите удалить карту «[accent]{0}[]»?
|
||||||
level.highscore = Рекорд: [accent]{0}
|
level.highscore = Рекорд: [accent]{0}
|
||||||
level.select = Выбор карты
|
level.select = Выбор карты
|
||||||
@@ -141,7 +148,7 @@ mod.scripts.disable = Ваше устройство не поддерживае
|
|||||||
|
|
||||||
about.button = Об игре
|
about.button = Об игре
|
||||||
name = Имя:
|
name = Имя:
|
||||||
noname = Для начала, придумайте[accent] себе имя[].
|
noname = Для начала придумайте[accent] себе имя[].
|
||||||
planetmap = Карта планеты
|
planetmap = Карта планеты
|
||||||
launchcore = Запуск ядра
|
launchcore = Запуск ядра
|
||||||
filename = Имя файла:
|
filename = Имя файла:
|
||||||
@@ -196,6 +203,7 @@ servers.local = Локальные серверы
|
|||||||
servers.remote = Удалённые серверы
|
servers.remote = Удалённые серверы
|
||||||
servers.global = Серверы сообщества
|
servers.global = Серверы сообщества
|
||||||
|
|
||||||
|
servers.disclaimer = Серверы сообщества [accent]не[] принадлежат разработчику и [accent]не[] контролируются им.\n\nСерверы могут содержать пользовательский контент, который не подходит для всех возрастов.
|
||||||
servers.showhidden = Отображать скрытые серверы
|
servers.showhidden = Отображать скрытые серверы
|
||||||
server.shown = Отображается
|
server.shown = Отображается
|
||||||
server.hidden = Скрыт
|
server.hidden = Скрыт
|
||||||
@@ -599,7 +607,7 @@ sector.nuclearComplex.description = Бывший завод по произво
|
|||||||
sector.fungalPass.description = Переходная область между высокими горами и более низкими, покрытыми спорами землями. Здесь расположена небольшая разведывательная база противника.\nУничтожьте ее.\nИспользуйте единицы «Кинжал» и «Ползун». Достаньте до обоих ядер.
|
sector.fungalPass.description = Переходная область между высокими горами и более низкими, покрытыми спорами землями. Здесь расположена небольшая разведывательная база противника.\nУничтожьте ее.\nИспользуйте единицы «Кинжал» и «Ползун». Достаньте до обоих ядер.
|
||||||
sector.biomassFacility.description = Первоисточник спор. Объект, на котором они были исследованы и изначально получены.\nИсследуйте технологию, находящуюся внутри. Культивируйте споры для производства топлива и пластмасс.\n\n[lightgray]После развала этого объекта споры оказались выброшены наружу. Ничто в местной экосистеме не могло соперничать с таким агрессивным организмом.
|
sector.biomassFacility.description = Первоисточник спор. Объект, на котором они были исследованы и изначально получены.\nИсследуйте технологию, находящуюся внутри. Культивируйте споры для производства топлива и пластмасс.\n\n[lightgray]После развала этого объекта споры оказались выброшены наружу. Ничто в местной экосистеме не могло соперничать с таким агрессивным организмом.
|
||||||
sector.windsweptIslands.description = Дальше за береговой линией простирается эта отдаленная череда островов. Согласно записям, когда-то они располагали [accent]пластано[]производящими сооружениями.\n\nОтбейтесь от морских сил противника. Обоснуйте базу на островах. Изучите эти заводы.
|
sector.windsweptIslands.description = Дальше за береговой линией простирается эта отдаленная череда островов. Согласно записям, когда-то они располагали [accent]пластано[]производящими сооружениями.\n\nОтбейтесь от морских сил противника. Обоснуйте базу на островах. Изучите эти заводы.
|
||||||
sector.extractionOutpost.description = Отдаленный аванпост, построенный противником с целью переброски ресурсов в другие сектора.\n\nМежсекторная транспортная технология необходима для дальнейшего завоевания. Уничтожьте базу. Изучите их пусковые площадки.
|
sector.extractionOutpost.description = Отдаленный аванпост, построенный противником с целью переброски ресурсов в другие секторы.\n\nМежсекторная транспортная технология необходима для дальнейшего завоевания. Уничтожьте базу. Изучите их пусковые площадки.
|
||||||
sector.impact0078.description = Здесь лежат остатки межзвездного транспортного судна, первым вошедшего в эту систему.\n\nИзвлеките как можно больше из обломков. Изучите любую уцелевшую технологию.
|
sector.impact0078.description = Здесь лежат остатки межзвездного транспортного судна, первым вошедшего в эту систему.\n\nИзвлеките как можно больше из обломков. Изучите любую уцелевшую технологию.
|
||||||
sector.planetaryTerminal.description = Конечная цель.\n\nЭта береговая база содержит сооружение, способное запускать ядра к окрестным планетам. Оно крайне хорошо охраняется.\n\nПроизведите морские единицы. Уничтожьте врага как можно скорее. Изучите пусковую конструкцию.
|
sector.planetaryTerminal.description = Конечная цель.\n\nЭта береговая база содержит сооружение, способное запускать ядра к окрестным планетам. Оно крайне хорошо охраняется.\n\nПроизведите морские единицы. Уничтожьте врага как можно скорее. Изучите пусковую конструкцию.
|
||||||
|
|
||||||
@@ -640,7 +648,7 @@ stat.booster = Ускоритель
|
|||||||
stat.tiles = Необходимые плитки
|
stat.tiles = Необходимые плитки
|
||||||
stat.affinities = Увеличение эффективности
|
stat.affinities = Увеличение эффективности
|
||||||
stat.powercapacity = Вместимость энергии
|
stat.powercapacity = Вместимость энергии
|
||||||
stat.powershot = Энергия/Выстрел
|
stat.powershot = Энергия/выстрел
|
||||||
stat.damage = Урон
|
stat.damage = Урон
|
||||||
stat.targetsair = Воздушные цели
|
stat.targetsair = Воздушные цели
|
||||||
stat.targetsground = Наземные цели
|
stat.targetsground = Наземные цели
|
||||||
@@ -697,6 +705,7 @@ stat.commandlimit = Лимит командования
|
|||||||
stat.abilities = Способности
|
stat.abilities = Способности
|
||||||
stat.canboost = Может взлететь
|
stat.canboost = Может взлететь
|
||||||
stat.flying = Летающий
|
stat.flying = Летающий
|
||||||
|
stat.ammouse = Использование боеприпасов
|
||||||
|
|
||||||
ability.forcefield = Силовое поле
|
ability.forcefield = Силовое поле
|
||||||
ability.repairfield = Ремонтирующее поле
|
ability.repairfield = Ремонтирующее поле
|
||||||
@@ -719,7 +728,6 @@ bar.powerlines = Подключений: {0}/{1}
|
|||||||
bar.items = Предметы: {0}
|
bar.items = Предметы: {0}
|
||||||
bar.capacity = Вместимость: {0}
|
bar.capacity = Вместимость: {0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[единица отключена]
|
|
||||||
bar.liquid = Жидкости
|
bar.liquid = Жидкости
|
||||||
bar.heat = Нагрев
|
bar.heat = Нагрев
|
||||||
bar.power = Энергия
|
bar.power = Энергия
|
||||||
@@ -736,10 +744,11 @@ bullet.sapping = [stat]истощающий
|
|||||||
bullet.homing = [stat]самонаводящийся
|
bullet.homing = [stat]самонаводящийся
|
||||||
bullet.shock = [stat]шоковый
|
bullet.shock = [stat]шоковый
|
||||||
bullet.frag = [stat]осколочный
|
bullet.frag = [stat]осколочный
|
||||||
bullet.knockback = [stat]{0}[lightgray] отдачи
|
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
||||||
|
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробитие
|
bullet.pierce = [stat]{0}[lightgray]x пробитие
|
||||||
bullet.infinitepierce = [stat]бесконечное пробитие
|
bullet.infinitepierce = [stat]бесконечное пробитие
|
||||||
bullet.healpercent = [stat]{0}[lightgray]% лечение
|
bullet.healpercent = [stat]{0}[lightgray]% лечения
|
||||||
bullet.freezing = [stat]замораживающий
|
bullet.freezing = [stat]замораживающий
|
||||||
bullet.tarred = [stat]замедляющий, горючий
|
bullet.tarred = [stat]замедляющий, горючий
|
||||||
bullet.multiplier = [stat]{0}[lightgray]x множитель боеприпасов
|
bullet.multiplier = [stat]{0}[lightgray]x множитель боеприпасов
|
||||||
@@ -764,12 +773,13 @@ unit.items = предметов
|
|||||||
unit.thousands = к
|
unit.thousands = к
|
||||||
unit.millions = М
|
unit.millions = М
|
||||||
unit.billions = кM
|
unit.billions = кM
|
||||||
|
unit.pershot = /выстрел
|
||||||
category.purpose = Назначение
|
category.purpose = Назначение
|
||||||
category.general = Основные
|
category.general = Основные
|
||||||
category.power = Энергия
|
category.power = Энергия
|
||||||
category.liquids = Жидкости
|
category.liquids = Жидкости
|
||||||
category.items = Предметы
|
category.items = Предметы
|
||||||
category.crafting = Ввод/Вывод
|
category.crafting = Ввод/вывод
|
||||||
category.function = Действие
|
category.function = Действие
|
||||||
category.optional = Дополнительные улучшения
|
category.optional = Дополнительные улучшения
|
||||||
setting.landscape.name = Только альбомный (горизонтальный) режим
|
setting.landscape.name = Только альбомный (горизонтальный) режим
|
||||||
@@ -831,13 +841,15 @@ setting.chatopacity.name = Непрозрачность чата
|
|||||||
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
||||||
setting.bridgeopacity.name = Непрозрачность мостов
|
setting.bridgeopacity.name = Непрозрачность мостов
|
||||||
setting.playerchat.name = Отображать облака чата над игроками
|
setting.playerchat.name = Отображать облака чата над игроками
|
||||||
|
setting.showweather.name = Отображать погоду
|
||||||
public.confirm = Вы хотите, чтобы ваша игра стала публичной?\n[accent] Любой игрок сможет присоединиться к вашим играм.\n[lightgray]Позже, это можно будет изменить в Настройки->Игра->Общедоступность игры.
|
public.confirm = Вы хотите, чтобы ваша игра стала публичной?\n[accent] Любой игрок сможет присоединиться к вашим играм.\n[lightgray]Позже, это можно будет изменить в Настройки->Игра->Общедоступность игры.
|
||||||
|
public.confirm.really = Если вы хотите поиграть с друзьями, то используйте кнопку «[green]Пригласить друзей[]» вместо создания [scarlet]публичного сервера[]!\nВы уверены, что хотите сделать свою игру [scarlet]публичной[]?
|
||||||
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
||||||
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд…
|
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд…
|
||||||
uiscale.cancel = Отменить & Выйти
|
uiscale.cancel = Отменить & Выйти
|
||||||
setting.bloom.name = Свечение
|
setting.bloom.name = Свечение
|
||||||
keybind.title = Настройка управления
|
keybind.title = Настройка управления
|
||||||
keybinds.mobile = [scarlet]Большинство комбинаций клавиш здесь не работают на мобильных устройствах. Поддерживается только базовое движение.
|
keybinds.mobile = [scarlet]Большинство комбинаций клавиш здесь не работает на мобильных устройствах. Поддерживается только базовое движение.
|
||||||
category.general.name = Основное
|
category.general.name = Основное
|
||||||
category.view.name = Просмотр
|
category.view.name = Просмотр
|
||||||
category.multiplayer.name = Сетевая игра
|
category.multiplayer.name = Сетевая игра
|
||||||
@@ -859,7 +871,7 @@ keybind.move_x.name = Движение по оси X
|
|||||||
keybind.move_y.name = Движение по оси Y
|
keybind.move_y.name = Движение по оси Y
|
||||||
keybind.mouse_move.name = Следовать за курсором
|
keybind.mouse_move.name = Следовать за курсором
|
||||||
keybind.pan.name = Панорамирование камеры
|
keybind.pan.name = Панорамирование камеры
|
||||||
keybind.boost.name = Полёт/Ускорение
|
keybind.boost.name = Полёт/ускорение
|
||||||
keybind.schematic_select.name = Выбрать область
|
keybind.schematic_select.name = Выбрать область
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
keybind.schematic_flip_x.name = Отразить схему по оси X
|
keybind.schematic_flip_x.name = Отразить схему по оси X
|
||||||
@@ -870,18 +882,18 @@ keybind.block_select_left.name = Выбор левого блока
|
|||||||
keybind.block_select_right.name = Выбор правого блока
|
keybind.block_select_right.name = Выбор правого блока
|
||||||
keybind.block_select_up.name = Выбор верхнего блока
|
keybind.block_select_up.name = Выбор верхнего блока
|
||||||
keybind.block_select_down.name = Выбор нижнего блока
|
keybind.block_select_down.name = Выбор нижнего блока
|
||||||
keybind.block_select_01.name = Категория/Выбор блока 1
|
keybind.block_select_01.name = Категория/выбор блока 1
|
||||||
keybind.block_select_02.name = Категория/Выбор блока 2
|
keybind.block_select_02.name = Категория/выбор блока 2
|
||||||
keybind.block_select_03.name = Категория/Выбор блока 3
|
keybind.block_select_03.name = Категория/выбор блока 3
|
||||||
keybind.block_select_04.name = Категория/Выбор блока 4
|
keybind.block_select_04.name = Категория/выбор блока 4
|
||||||
keybind.block_select_05.name = Категория/Выбор блока 5
|
keybind.block_select_05.name = Категория/выбор блока 5
|
||||||
keybind.block_select_06.name = Категория/Выбор блока 6
|
keybind.block_select_06.name = Категория/выбор блока 6
|
||||||
keybind.block_select_07.name = Категория/Выбор блока 7
|
keybind.block_select_07.name = Категория/выбор блока 7
|
||||||
keybind.block_select_08.name = Категория/Выбор блока 8
|
keybind.block_select_08.name = Категория/выбор блока 8
|
||||||
keybind.block_select_09.name = Категория/Выбор блока 9
|
keybind.block_select_09.name = Категория/выбор блока 9
|
||||||
keybind.block_select_10.name = Категория/Выбор блока 10
|
keybind.block_select_10.name = Категория/выбор блока 10
|
||||||
keybind.fullscreen.name = Переключение полноэкранного режима
|
keybind.fullscreen.name = Переключение полноэкранного режима
|
||||||
keybind.select.name = Выбор/Выстрел
|
keybind.select.name = Выбор/выстрел
|
||||||
keybind.diagonal_placement.name = Диагональное размещение
|
keybind.diagonal_placement.name = Диагональное размещение
|
||||||
keybind.pick.name = Выбрать блок
|
keybind.pick.name = Выбрать блок
|
||||||
keybind.break_block.name = Разрушить блок
|
keybind.break_block.name = Разрушить блок
|
||||||
@@ -906,6 +918,7 @@ keybind.toggle_menus.name = Переключение меню
|
|||||||
keybind.chat_history_prev.name = Пред. история чата
|
keybind.chat_history_prev.name = Пред. история чата
|
||||||
keybind.chat_history_next.name = След. история чата
|
keybind.chat_history_next.name = След. история чата
|
||||||
keybind.chat_scroll.name = Прокрутка чата
|
keybind.chat_scroll.name = Прокрутка чата
|
||||||
|
keybind.chat_mode.name = Изменить режим чата
|
||||||
keybind.drop_unit.name = Сбросить боев. ед.
|
keybind.drop_unit.name = Сбросить боев. ед.
|
||||||
keybind.zoom_minimap.name = Масштабировать мини-карту
|
keybind.zoom_minimap.name = Масштабировать мини-карту
|
||||||
mode.help.title = Описание режимов
|
mode.help.title = Описание режимов
|
||||||
@@ -954,6 +967,7 @@ rules.explosions = Урон от взрывов блоков/единиц
|
|||||||
rules.ambientlight = Окружающий свет
|
rules.ambientlight = Окружающий свет
|
||||||
rules.weather = Погода
|
rules.weather = Погода
|
||||||
rules.weather.frequency = Периодичность:
|
rules.weather.frequency = Периодичность:
|
||||||
|
rules.weather.always = Всегда
|
||||||
rules.weather.duration = Длительность:
|
rules.weather.duration = Длительность:
|
||||||
|
|
||||||
content.item.name = Предметы
|
content.item.name = Предметы
|
||||||
@@ -1257,15 +1271,15 @@ hint.placeDrill = Выберите в меню справа внизу вкла
|
|||||||
hint.placeDrill.mobile = Выберите в меню справа внизу вкладку \ue85e [accent]Добычи[], затем выберите \uf870 [accent]Бур[] и коснитесь медных вкраплений, чтобы разместить его.\n\nНажмите \ue800 [accent]галочку[] справа внизу для подтверждения.
|
hint.placeDrill.mobile = Выберите в меню справа внизу вкладку \ue85e [accent]Добычи[], затем выберите \uf870 [accent]Бур[] и коснитесь медных вкраплений, чтобы разместить его.\n\nНажмите \ue800 [accent]галочку[] справа внизу для подтверждения.
|
||||||
hint.placeConveyor = Конвейеры перемещают предметы из буров в другие блоки. Выберите \uf896 [accent]Конвейер[] во вкладке \ue814 [accent]Транспортировки[].\n\nНажмите и переместите курсор для размещения нескольких конвейеров.\n[accent]Покрутите колесо мыши[] для смены направления.
|
hint.placeConveyor = Конвейеры перемещают предметы из буров в другие блоки. Выберите \uf896 [accent]Конвейер[] во вкладке \ue814 [accent]Транспортировки[].\n\nНажмите и переместите курсор для размещения нескольких конвейеров.\n[accent]Покрутите колесо мыши[] для смены направления.
|
||||||
hint.placeConveyor.mobile = Конвейеры перемещают предметы из буров в другие блоки. Выберите \uf896 [accent]Конвейер[] во вкладке \ue814 [accent]Транспортировки[].\n\nУдерживайте палец секунду, а затем переместите для размещения нескольких конвейеров.
|
hint.placeConveyor.mobile = Конвейеры перемещают предметы из буров в другие блоки. Выберите \uf896 [accent]Конвейер[] во вкладке \ue814 [accent]Транспортировки[].\n\nУдерживайте палец секунду, а затем переместите для размещения нескольких конвейеров.
|
||||||
hint.placeTurret = Установите \uf861 [accent]Турели[] для защиты своей базы от врагов.\n\nТурели требуют боеприпасов — в данном случае \uf838медных.\nИспользуйте конвейеры и буры для их подачи.
|
hint.placeTurret = Установите \uf861 [accent]Турели[] для защиты своей базы от врагов.\n\nТурелям требуются боеприпасы — в данном случае \uf838медные.\nИспользуйте конвейеры и буры для их подачи.
|
||||||
hint.breaking = Выделите блоки в рамку [accent]правой кнопкой мыши[], чтобы разобрать их.
|
hint.breaking = Выделите блоки в рамку [accent]правой кнопкой мыши[], чтобы разобрать их.
|
||||||
hint.breaking.mobile = Активируйте \ue817 [accent]молоток[] в правом нижнем углу и нажимайте на блоки, чтобы разобрать их. Удерживайте палец в течение секунды и переместите, чтобы разобрать выделением.
|
hint.breaking.mobile = Активируйте \ue817 [accent]молоток[] в правом нижнем углу и нажимайте на блоки, чтобы разобрать их. Удерживайте палец в течение секунды и переместите, чтобы разобрать выделением.
|
||||||
hint.research = Используйте кнопку \ue875 [accent]Исследований[], чтобы исследовать новые технологии.
|
hint.research = Используйте кнопку \ue875 [accent]Исследований[], чтобы исследовать новые технологии.
|
||||||
hint.research.mobile = Используйте кнопку \ue875 [accent]Исследований[] в \ue88c [accent]Меню[], чтобы исследовать новые технологии.
|
hint.research.mobile = Используйте кнопку \ue875 [accent]Исследований[] в \ue88c [accent]Меню[], чтобы исследовать новые технологии.
|
||||||
hint.unitControl = Зажмите [accent][[Л-Ctrl][] и [accent]нажмите левую кнопку мыши[], чтобы контролировать дружественные единицы и турели.
|
hint.unitControl = Зажмите [accent][[Л-Ctrl][] и [accent]нажмите левую кнопку мыши[], чтобы контролировать дружественные единицы и турели.
|
||||||
hint.unitControl.mobile = [accent]Дважды коснитесь[], чтобы контролировать дружественные единицы и турели.
|
hint.unitControl.mobile = [accent]Дважды коснитесь[], чтобы контролировать дружественные единицы и турели.
|
||||||
hint.launch = Как только будет собрано достаточно ресурсов, вы сможете [accent]Стартовать[], выбрав близлежащие сектора на \ue827 [accent]Карте[] из правого нижнего угла.
|
hint.launch = Как только будет собрано достаточно ресурсов, вы сможете осуществить [accent]Запуск[], выбрав близлежащие секторы на \ue827 [accent]Карте[] из правого нижнего угла.
|
||||||
hint.launch.mobile = Как только будет собрано достаточно ресурсов, вы сможете [accent]Стартовать[], выбрав близлежащие сектора на \ue827 [accent]Карте[] в \ue88c [accent]Меню[].
|
hint.launch.mobile = Как только будет собрано достаточно ресурсов, вы сможете осуществить [accent]Запуск[], выбрав близлежащие секторы на \ue827 [accent]Карте[] в \ue88c [accent]Меню[].
|
||||||
hint.schematicSelect = Зажмите [accent][[F][] и переместите, чтобы выбрать блоки для копирования и вставки.\n\nЩелкните [accent][[колёсиком][] по блоку для копирования.
|
hint.schematicSelect = Зажмите [accent][[F][] и переместите, чтобы выбрать блоки для копирования и вставки.\n\nЩелкните [accent][[колёсиком][] по блоку для копирования.
|
||||||
hint.conveyorPathfind = Удерживайте [accent][[Л-Ctrl][] при размещении конвейеров для автоматической прокладки пути.
|
hint.conveyorPathfind = Удерживайте [accent][[Л-Ctrl][] при размещении конвейеров для автоматической прокладки пути.
|
||||||
hint.conveyorPathfind.mobile = Включите \ue844 [accent]диагональный режим[] и перетащите конвейеры для автоматической прокладки пути.
|
hint.conveyorPathfind.mobile = Включите \ue844 [accent]диагональный режим[] и перетащите конвейеры для автоматической прокладки пути.
|
||||||
@@ -1279,6 +1293,10 @@ hint.payloadDrop.mobile = [accent]Нажмите и удерживайте[] п
|
|||||||
hint.waveFire = Турели [accent]Волна[] при подаче воды будут автоматически тушить пожары вокруг.
|
hint.waveFire = Турели [accent]Волна[] при подаче воды будут автоматически тушить пожары вокруг.
|
||||||
hint.generator = \uf879 [accent]Генераторы внутреннего сгорания[] сжигают уголь и передают энергию рядомстоящим блокам.\n\nДальность передачи энергии может быть увеличена при помощи \uf87f [accent]силовых узлов[].
|
hint.generator = \uf879 [accent]Генераторы внутреннего сгорания[] сжигают уголь и передают энергию рядомстоящим блокам.\n\nДальность передачи энергии может быть увеличена при помощи \uf87f [accent]силовых узлов[].
|
||||||
hint.guardian = [accent]Стражи[] бронированы. Слабые боеприпасы, такие как [accent]медь[] и [accent]свинец[], [scarlet]не эффективны[].\n\Используйте турели высокого уровня или \uf835 [accent]графитные[] боеприпасы в \uf861двойных турелях/\uf859залпах, чтобы уничтожить Стража.
|
hint.guardian = [accent]Стражи[] бронированы. Слабые боеприпасы, такие как [accent]медь[] и [accent]свинец[], [scarlet]не эффективны[].\n\Используйте турели высокого уровня или \uf835 [accent]графитные[] боеприпасы в \uf861двойных турелях/\uf859залпах, чтобы уничтожить Стража.
|
||||||
|
hint.coreUpgrade = Ядра могут быть улучшены путем [accent]размещения над ними ядер более высокого уровня[].\n\nПоместите ядро [accent]Штаб[] поверх ядра [accent]Осколок[]. Убедитесь, что никакие препятствия не мешают ему.
|
||||||
|
hint.presetLaunch = В серые [accent]секторы с посадочными зонами[], такие как [accent]Ледяной лес[], можно запускаться из любого места. Они не требуют захвата близлежащей территории.\n\n[accent]Нумерованные секторы[], такие как этот, [accent]не обязательны[] для прохождения.
|
||||||
|
hint.coreIncinerate = После того, как ядро будет заполнено предметом до отказа, любые лишние входящие предметы этого типа будут [accent]сожжены[].
|
||||||
|
hint.coopCampaign = Во время игры в [accent]кампанию по сети[], произведённые на текущей карте предметы будут также отправлены [accent]на ваши локальные секторы[].\n\nЛюбое исследование со стороны хоста также будет перенесено.
|
||||||
|
|
||||||
item.copper.description = Используется во всех типах построек и боеприпасов.
|
item.copper.description = Используется во всех типах построек и боеприпасов.
|
||||||
item.copper.details = Медь. Аномально широко распространённый металл на Серпуло. Структурно слабый, если не укреплён.
|
item.copper.details = Медь. Аномально широко распространённый металл на Серпуло. Структурно слабый, если не укреплён.
|
||||||
@@ -1298,7 +1316,7 @@ item.plastanium.description = Используется в продвинутой
|
|||||||
item.phase-fabric.description = Используется в продвинутой электронике и самовосстанавливающихся постройках.
|
item.phase-fabric.description = Используется в продвинутой электронике и самовосстанавливающихся постройках.
|
||||||
item.surge-alloy.description = Используется в продвинутом вооружении и реактивных оборонительных постройках.
|
item.surge-alloy.description = Используется в продвинутом вооружении и реактивных оборонительных постройках.
|
||||||
item.spore-pod.description = Используется для переработки в нефть, взрывчатку и топливо.
|
item.spore-pod.description = Используется для переработки в нефть, взрывчатку и топливо.
|
||||||
item.spore-pod.details = Споры. Похоже на синтетическую форму жизни. Выделяет газы, токсичные для других биологических форм жизни. Чрезвычайно инвазивны. Легко воспламеняется при определенных условиях.
|
item.spore-pod.details = Споры. Похоже, являются синтетической формой жизни. Выделяют газы, токсичные для других биологических форм жизни. Чрезвычайно инвазивны. Легко воспламеняются при определенных условиях.
|
||||||
item.blast-compound.description = Используется в бомбах и взрывчатых веществах.
|
item.blast-compound.description = Используется в бомбах и взрывчатых веществах.
|
||||||
item.pyratite.description = Используется в зажигательном оружии и твердотопливных генераторах.
|
item.pyratite.description = Используется в зажигательном оружии и твердотопливных генераторах.
|
||||||
|
|
||||||
@@ -1450,7 +1468,7 @@ block.memory-cell.description = Хранит информацию для лог
|
|||||||
block.memory-bank.description = Хранит информацию для логического процессора. Большая ёмкость.
|
block.memory-bank.description = Хранит информацию для логического процессора. Большая ёмкость.
|
||||||
block.logic-display.description = Отображает произвольную графику из логического процессора.
|
block.logic-display.description = Отображает произвольную графику из логического процессора.
|
||||||
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
||||||
block.interplanetary-accelerator.description = Массивный рельсотронный ускоритель. Ускоряет ядро позволяя преодолеть гравитацию для межпланетного развёртывания
|
block.interplanetary-accelerator.description = Массивный рельсотронный ускоритель. Ускоряет ядро, позволяя преодолеть гравитацию для межпланетного развёртывания
|
||||||
|
|
||||||
unit.dagger.description = Стреляет стандартными пулями по всем врагам поблизости.
|
unit.dagger.description = Стреляет стандартными пулями по всем врагам поблизости.
|
||||||
unit.mace.description = Стреляет потоками огня по всем врагам поблизости.
|
unit.mace.description = Стреляет потоками огня по всем врагам поблизости.
|
||||||
|
|||||||
@@ -38,6 +38,12 @@ be.ignore = Hayır
|
|||||||
be.noupdates = Yeni güncelleme bulunamadı.
|
be.noupdates = Yeni güncelleme bulunamadı.
|
||||||
be.check = Güncellemeleri kontrol et
|
be.check = Güncellemeleri kontrol et
|
||||||
|
|
||||||
|
mod.featured.title = Mod Tarayıcısı
|
||||||
|
mod.featured.dialog.title = Mod Tarayıcısı
|
||||||
|
mods.browser.selected = Seçilen Mod
|
||||||
|
mods.browser.add = Modu İndir
|
||||||
|
mods.github.open = Modun GitHub Sayfasını Aç
|
||||||
|
|
||||||
schematic = Şema
|
schematic = Şema
|
||||||
schematic.add = Şemayı Kaydet...
|
schematic.add = Şemayı Kaydet...
|
||||||
schematics = Şemalar
|
schematics = Şemalar
|
||||||
|
|||||||
@@ -55,6 +55,13 @@ schematic.delete.confirm = Ви справді хочете видалити ц
|
|||||||
schematic.rename = Перейменувати схему
|
schematic.rename = Перейменувати схему
|
||||||
schematic.info = {0}x{1}, блоків: {2}
|
schematic.info = {0}x{1}, блоків: {2}
|
||||||
schematic.disabled = [scarlet]Схеми вимкнені[]\nВам не дозволяється використовувати схеми на цій [accent]мапі[] чи [accent]сервері.
|
schematic.disabled = [scarlet]Схеми вимкнені[]\nВам не дозволяється використовувати схеми на цій [accent]мапі[] чи [accent]сервері.
|
||||||
|
|
||||||
|
mod.featured.title = Переглядач модифікацій
|
||||||
|
mod.featured.dialog.title = Переглядач модифікацій
|
||||||
|
mods.browser.selected = Обрана модифікація
|
||||||
|
mods.browser.add = Установити модифікацію
|
||||||
|
mods.github.open = Відкрити в Github
|
||||||
|
|
||||||
stats = Статистика
|
stats = Статистика
|
||||||
stat.wave = Хвиль відбито:[accent] {0}
|
stat.wave = Хвиль відбито:[accent] {0}
|
||||||
stat.enemiesDestroyed = Противників знищено:[accent] {0}
|
stat.enemiesDestroyed = Противників знищено:[accent] {0}
|
||||||
|
|||||||
@@ -13,15 +13,18 @@ link.google-play.description = Google Play 商店頁面
|
|||||||
link.f-droid.description = F-Droid 目錄頁面
|
link.f-droid.description = F-Droid 目錄頁面
|
||||||
link.wiki.description = 官方 Mindustry 維基
|
link.wiki.description = 官方 Mindustry 維基
|
||||||
link.suggestions.description = 建議新功能
|
link.suggestions.description = 建議新功能
|
||||||
|
link.bug.description = 找到臭蟲?在這裡回報
|
||||||
linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
|
linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
|
||||||
screenshot = 截圖儲存到{0}
|
screenshot = 截圖儲存到{0}
|
||||||
screenshot.invalid = 地圖太大了,可能沒有足夠的記憶體用於截圖。
|
screenshot.invalid = 地圖太大了,可能沒有足夠的記憶體用於截圖。
|
||||||
gameover = 遊戲結束
|
gameover = 遊戲結束
|
||||||
|
gameover.disconnect = 斷線
|
||||||
gameover.pvp = [accent]{0}[]隊獲勝!
|
gameover.pvp = [accent]{0}[]隊獲勝!
|
||||||
|
gameover.waiting = [accent]等待下一張地圖中……
|
||||||
highscore = [accent]新的高分紀錄!
|
highscore = [accent]新的高分紀錄!
|
||||||
copied = 已複製。
|
copied = 已複製。
|
||||||
indev.popup = [accent]v6[] 目前仍在 in [accent]alpha[]。\n[lightgray]這代表了:[]\n[scarlet]- 戰役尚未完成[]\n- 部份內容遺失\n - 大多數的 [scarlet]單位 AI[] 無法正常運作\n- 許多單位仍未完成\n- 您看到的所有內容均可能變更或移除。\n\n請在 [accent]Github[] 上回報臭蟲或當機。
|
|
||||||
indev.notready = 這部份的遊戲尚未完成
|
indev.notready = 這部份的遊戲尚未完成
|
||||||
|
indev.campaign = [accent]恭喜你完成戰役了![]\n\n這是截至目前的遊戲內容。星際旅行會在未來的更新加入遊戲~
|
||||||
|
|
||||||
load.sound = 音效載入中
|
load.sound = 音效載入中
|
||||||
load.map = 地圖載入中
|
load.map = 地圖載入中
|
||||||
@@ -38,6 +41,11 @@ be.ignore = 忽略
|
|||||||
be.noupdates = 沒有新的更新。
|
be.noupdates = 沒有新的更新。
|
||||||
be.check = 檢查是否有新的更新
|
be.check = 檢查是否有新的更新
|
||||||
|
|
||||||
|
mod.featured.dialog.title = 模組瀏覽器 (尚未完成)
|
||||||
|
mods.browser.selected = 已選模組
|
||||||
|
mods.browser.add = 安裝
|
||||||
|
mods.github.open = 查看
|
||||||
|
|
||||||
schematic = 藍圖
|
schematic = 藍圖
|
||||||
schematic.add = 儲存藍圖……
|
schematic.add = 儲存藍圖……
|
||||||
schematics = 藍圖
|
schematics = 藍圖
|
||||||
@@ -57,6 +65,7 @@ schematic.rename = 重新命名藍圖
|
|||||||
schematic.info = {0}x{1}, {2}方塊
|
schematic.info = {0}x{1}, {2}方塊
|
||||||
schematic.disabled = [scarlet]藍圖被進用[]\n你不能在這個[accent]地圖[] 或 [accent]伺服器中使用藍圖.
|
schematic.disabled = [scarlet]藍圖被進用[]\n你不能在這個[accent]地圖[] 或 [accent]伺服器中使用藍圖.
|
||||||
|
|
||||||
|
stats = 統計
|
||||||
stat.wave = 打敗的波次:[accent]{0}
|
stat.wave = 打敗的波次:[accent]{0}
|
||||||
stat.enemiesDestroyed = 摧毀的敵人:[accent]{0}
|
stat.enemiesDestroyed = 摧毀的敵人:[accent]{0}
|
||||||
stat.built = 建設的建築:[accent]{0}
|
stat.built = 建設的建築:[accent]{0}
|
||||||
@@ -115,7 +124,7 @@ mod.disable = 禁用
|
|||||||
mod.content = 內容:
|
mod.content = 內容:
|
||||||
mod.delete.error = 無法刪除模組,檔案可能在使用中。
|
mod.delete.error = 無法刪除模組,檔案可能在使用中。
|
||||||
mod.requiresversion = [scarlet]最低遊戲版本要求:[accent]{0}
|
mod.requiresversion = [scarlet]最低遊戲版本要求:[accent]{0}
|
||||||
mod.outdated = [scarlet]與 V6 不相容(無 最低遊戲版本: 105)
|
mod.outdated = [scarlet]與 V6 不相容(無 最低遊戲版本:105)
|
||||||
mod.missingdependencies = [scarlet]缺少依賴關係:{0}
|
mod.missingdependencies = [scarlet]缺少依賴關係:{0}
|
||||||
mod.erroredcontent = [scarlet]內容錯誤
|
mod.erroredcontent = [scarlet]內容錯誤
|
||||||
mod.errors = 載入內容時發生錯誤
|
mod.errors = 載入內容時發生錯誤
|
||||||
@@ -143,8 +152,12 @@ planetmap = 星球地圖
|
|||||||
launchcore = 發射核心
|
launchcore = 發射核心
|
||||||
filename = 檔案名稱︰
|
filename = 檔案名稱︰
|
||||||
unlocked = 已解鎖新內容!
|
unlocked = 已解鎖新內容!
|
||||||
|
available = 可研究新科技!
|
||||||
completed = [accent]完成
|
completed = [accent]完成
|
||||||
techtree = 科技樹
|
techtree = 科技樹
|
||||||
|
research.legacy = [accent]5.0[] 偵測到舊有科技資料。\n請問要[accent]載入[]資料,還是[accent]放棄[]並重置新戰役的科技樹(建議)?
|
||||||
|
research.load = 載入
|
||||||
|
research.discard = 放棄
|
||||||
research.list = [lightgray]研究︰
|
research.list = [lightgray]研究︰
|
||||||
research = 研究
|
research = 研究
|
||||||
researched = [lightgray]{0}研究完成。
|
researched = [lightgray]{0}研究完成。
|
||||||
@@ -189,6 +202,11 @@ servers.local = 區域伺服器
|
|||||||
servers.remote = 遠端伺服器
|
servers.remote = 遠端伺服器
|
||||||
servers.global = 社群伺服器
|
servers.global = 社群伺服器
|
||||||
|
|
||||||
|
servers.disclaimer = 社群伺服器[accent]不是[]由開發者擁有或管理。\n\n伺服器可能會出現由其他玩家製作的不適當內容。
|
||||||
|
servers.showhidden = 顯示被隱藏的伺服器
|
||||||
|
server.shown = 已顯示
|
||||||
|
server.hidden = 已隱藏
|
||||||
|
|
||||||
trace = 追蹤玩家
|
trace = 追蹤玩家
|
||||||
trace.playername = 玩家名稱:[accent]{0}
|
trace.playername = 玩家名稱:[accent]{0}
|
||||||
trace.ip = IP:[accent]{0}
|
trace.ip = IP:[accent]{0}
|
||||||
@@ -222,6 +240,7 @@ disconnect.timeout = 連線逾時。
|
|||||||
disconnect.data = 無法載入地圖資料!
|
disconnect.data = 無法載入地圖資料!
|
||||||
cantconnect = 無法加入遊戲 ([accent]{0}[]).
|
cantconnect = 無法加入遊戲 ([accent]{0}[]).
|
||||||
connecting = [accent]連線中……
|
connecting = [accent]連線中……
|
||||||
|
reconnecting = [accent]重新連接中……
|
||||||
connecting.data = [accent]地圖資料載入中……
|
connecting.data = [accent]地圖資料載入中……
|
||||||
server.port = 連接埠:
|
server.port = 連接埠:
|
||||||
server.addressinuse = 該位置已被使用!
|
server.addressinuse = 該位置已被使用!
|
||||||
@@ -245,16 +264,16 @@ save.rename.text = 新名稱:
|
|||||||
selectslot = 選取一個存檔。
|
selectslot = 選取一個存檔。
|
||||||
slot = [accent]存檔{0}
|
slot = [accent]存檔{0}
|
||||||
editmessage = 編輯訊息
|
editmessage = 編輯訊息
|
||||||
save.corrupted = [accent]此存檔無效或已損毀!\n如果你剛剛升級了遊戲,那麼這可能是因為存檔格式改變了而[scarlet]不是[]錯誤。
|
save.corrupted = 此存檔無效或已損毀!
|
||||||
empty = 〈空白〉
|
empty = 〈空白〉
|
||||||
on = 開啟
|
on = 開啟
|
||||||
off = 關閉
|
off = 關閉
|
||||||
save.autosave = 自動存檔:{0}
|
save.autosave = 自動存檔:{0}
|
||||||
save.map = 地圖:{0}
|
save.map = 地圖:{0}
|
||||||
save.wave = 波次:{0}
|
save.wave = 波次:{0}
|
||||||
save.mode = 遊戲模式: {0}
|
save.mode = 遊戲模式:{0}
|
||||||
save.date = 最後存檔時間:{0}
|
save.date = 最後存檔時間:{0}
|
||||||
save.playtime = 遊玩時間:{0}
|
save.playtime = 遊玩時間:{0}
|
||||||
warning = 警告。
|
warning = 警告。
|
||||||
confirm = 確認
|
confirm = 確認
|
||||||
delete = 刪除
|
delete = 刪除
|
||||||
@@ -267,6 +286,9 @@ cancel = 取消
|
|||||||
openlink = 開啟連結
|
openlink = 開啟連結
|
||||||
copylink = 複製連結
|
copylink = 複製連結
|
||||||
back = 返回
|
back = 返回
|
||||||
|
crash.export = 匯出當機報告。
|
||||||
|
crash.none = 無當機報告。
|
||||||
|
crash.exported = 已匯出當機報告。
|
||||||
data.export = 匯出數據
|
data.export = 匯出數據
|
||||||
data.import = 匯入數據
|
data.import = 匯入數據
|
||||||
data.openfolder = 開啟檔案資料夾
|
data.openfolder = 開啟檔案資料夾
|
||||||
@@ -283,6 +305,7 @@ cancelbuilding = [accent][[{0}][]清除計畫
|
|||||||
selectschematic = [accent][[{0}][]選擇並複製
|
selectschematic = [accent][[{0}][]選擇並複製
|
||||||
pausebuilding = [accent][[{0}][]暫停建造
|
pausebuilding = [accent][[{0}][]暫停建造
|
||||||
resumebuilding = [scarlet][[{0}][]繼續建造
|
resumebuilding = [scarlet][[{0}][]繼續建造
|
||||||
|
showui = 已隱藏介面。\n按[accent][[{0}][]顯示介面。
|
||||||
wave = [accent]第{0}波
|
wave = [accent]第{0}波
|
||||||
wave.cap = [accent]Wave {0}/{1}
|
wave.cap = [accent]Wave {0}/{1}
|
||||||
wave.waiting = [lightgray]將於{0}秒後抵達
|
wave.waiting = [lightgray]將於{0}秒後抵達
|
||||||
@@ -290,9 +313,11 @@ wave.waveInProgress = [lightgray]波次進行中
|
|||||||
waiting = [lightgray]等待中……
|
waiting = [lightgray]等待中……
|
||||||
waiting.players = 等待玩家中……
|
waiting.players = 等待玩家中……
|
||||||
wave.enemies = [lightgray]剩下{0}個敵人
|
wave.enemies = [lightgray]剩下{0}個敵人
|
||||||
|
wave.enemycores = [accent]{0}[lightgray]個敵方核心
|
||||||
|
wave.enemycore = [accent]{0}[lightgray]個敵方核心
|
||||||
wave.enemy = [lightgray]剩下{0}個敵人
|
wave.enemy = [lightgray]剩下{0}個敵人
|
||||||
wave.guardianwarn = Guardian approaching in [accent]{0}[] waves.
|
wave.guardianwarn = 頭目將在[accent]{0}[]波後抵達。
|
||||||
wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave.
|
wave.guardianwarn.one = 頭目將在[accent]{0}[]波後抵達。
|
||||||
loadimage = 載入圖片
|
loadimage = 載入圖片
|
||||||
saveimage = 儲存圖片
|
saveimage = 儲存圖片
|
||||||
unknown = 未知
|
unknown = 未知
|
||||||
@@ -305,7 +330,7 @@ map.nospawn.pvp = 這個地圖沒有敵對核心讓玩家重生!請在編輯
|
|||||||
map.nospawn.attack = 這個地圖沒有敵人核心可以攻擊!請在編輯器中添加一個[scarlet]紅色[]的核心。
|
map.nospawn.attack = 這個地圖沒有敵人核心可以攻擊!請在編輯器中添加一個[scarlet]紅色[]的核心。
|
||||||
map.invalid = 地圖載入錯誤:地圖可能已經損毀。
|
map.invalid = 地圖載入錯誤:地圖可能已經損毀。
|
||||||
workshop.update = 更新項目
|
workshop.update = 更新項目
|
||||||
workshop.error = 擷取工作坊詳細資訊時出錯: {0}
|
workshop.error = 擷取工作坊詳細資訊時出錯:{0}
|
||||||
map.publish.confirm = 您確定要發布此地圖嗎?\n\n[lightgray]首先請先確定您同意 Steam 工作坊的 EULA,否則您的地圖將不會顯示!
|
map.publish.confirm = 您確定要發布此地圖嗎?\n\n[lightgray]首先請先確定您同意 Steam 工作坊的 EULA,否則您的地圖將不會顯示!
|
||||||
workshop.menu = 選擇您要對此項目執行的動作。
|
workshop.menu = 選擇您要對此項目執行的動作。
|
||||||
workshop.info = 項目資訊
|
workshop.info = 項目資訊
|
||||||
@@ -317,17 +342,17 @@ publish.confirm = 您確定要發布嗎?\n\n[lightgray]首先確定您同意 W
|
|||||||
publish.error = 發佈項目時發生問題:{0}
|
publish.error = 發佈項目時發生問題:{0}
|
||||||
steam.error = Steam 服務初始化失敗。\n錯誤:{0}
|
steam.error = Steam 服務初始化失敗。\n錯誤:{0}
|
||||||
|
|
||||||
editor.brush = 粉刷
|
editor.brush = 筆刷
|
||||||
editor.openin = 在編輯器中開啟
|
editor.openin = 在編輯器中開啟
|
||||||
editor.oregen = 礦石生成
|
editor.oregen = 礦石生成
|
||||||
editor.oregen.info = 礦石生成:
|
editor.oregen.info = 礦石生成:
|
||||||
editor.mapinfo = 地圖資訊
|
editor.mapinfo = 地圖資訊
|
||||||
editor.author = 作者:
|
editor.author = 作者:
|
||||||
editor.description = 描述:
|
editor.description = 描述:
|
||||||
editor.nodescription = 在地圖發佈前必須有至少四個字以上的敘述。
|
editor.nodescription = 在地圖發佈前必須有至少四個字以上的描述。
|
||||||
editor.waves = 波次:
|
editor.waves = 波次:
|
||||||
editor.rules = 規則:
|
editor.rules = 規則:
|
||||||
editor.generation = 篩選器:
|
editor.generation = 自動生成:
|
||||||
editor.ingame = 在遊戲中編輯
|
editor.ingame = 在遊戲中編輯
|
||||||
editor.publish.workshop = 在工作坊上發佈
|
editor.publish.workshop = 在工作坊上發佈
|
||||||
editor.newmap = 新地圖
|
editor.newmap = 新地圖
|
||||||
@@ -335,21 +360,22 @@ editor.center = 中心
|
|||||||
workshop = 工作坊
|
workshop = 工作坊
|
||||||
waves.title = 波次
|
waves.title = 波次
|
||||||
waves.remove = 移除
|
waves.remove = 移除
|
||||||
waves.never = 〈永遠〉
|
waves.never = 〈永不〉
|
||||||
waves.every = 每
|
waves.every = 每
|
||||||
waves.waves = 波次
|
waves.waves = 波次
|
||||||
waves.perspawn = 每次生成
|
waves.perspawn = 每次生成
|
||||||
waves.shields = 護盾/波次
|
waves.shields = 護盾/波次
|
||||||
waves.to = 至
|
waves.to = 至
|
||||||
waves.guardian = 守衛者
|
waves.guardian = 頭目
|
||||||
waves.preview = 預覽
|
waves.preview = 預覽
|
||||||
waves.edit = 編輯……
|
waves.edit = 編輯……
|
||||||
waves.copy = 複製到剪貼簿
|
waves.copy = 複製到剪貼簿
|
||||||
waves.load = 從剪貼簿載入
|
waves.load = 從剪貼簿載入
|
||||||
waves.invalid = 剪貼簿中的波次無效。
|
waves.invalid = 剪貼簿中的波次無效。
|
||||||
waves.copied = 波次已被複製。
|
waves.copied = 波次已複製。
|
||||||
waves.none = 無自訂敵人。\n請注意,空佈局將自動替換為預設佈局。
|
waves.none = 無自訂敵人。\n請注意,若沒有波次佈局將自動替換為預設佈局。
|
||||||
|
|
||||||
|
#校正用空行
|
||||||
wavemode.counts = 數量
|
wavemode.counts = 數量
|
||||||
wavemode.totals = 總數
|
wavemode.totals = 總數
|
||||||
wavemode.health = 生命值
|
wavemode.health = 生命值
|
||||||
@@ -361,8 +387,8 @@ editor.name = 名稱:
|
|||||||
editor.spawn = 重生單位
|
editor.spawn = 重生單位
|
||||||
editor.removeunit = 移除單位
|
editor.removeunit = 移除單位
|
||||||
editor.teams = 隊伍
|
editor.teams = 隊伍
|
||||||
editor.errorload = 載入檔案時發生問題:\n[accent]{0}
|
editor.errorload = 載入檔案時發生問題。
|
||||||
editor.errorsave = 儲存檔案時發生問題:\n[accent]{0}
|
editor.errorsave = 儲存檔案時發生問題。
|
||||||
editor.errorimage = 這是圖片檔,而非地圖。不要試圖修改副檔名讓它可以使用。\n\n如果要匯入地形圖片檔,請使用編輯器中的「匯入地形圖片檔」按鈕。
|
editor.errorimage = 這是圖片檔,而非地圖。不要試圖修改副檔名讓它可以使用。\n\n如果要匯入地形圖片檔,請使用編輯器中的「匯入地形圖片檔」按鈕。
|
||||||
editor.errorlegacy = 此地圖太舊,並使用不支援的舊地圖格式。
|
editor.errorlegacy = 此地圖太舊,並使用不支援的舊地圖格式。
|
||||||
editor.errornot = 這不是地圖檔。
|
editor.errornot = 這不是地圖檔。
|
||||||
@@ -462,6 +488,8 @@ load = 載入
|
|||||||
save = 儲存
|
save = 儲存
|
||||||
fps = FPS:{0}
|
fps = FPS:{0}
|
||||||
ping = 延遲:{0}毫秒
|
ping = 延遲:{0}毫秒
|
||||||
|
memory = Mem: {0}mb
|
||||||
|
memory2 = Mem:\n {0}mb +\n {1}mb
|
||||||
language.restart = 請重新啟動遊戲以使選取的語言生效。
|
language.restart = 請重新啟動遊戲以使選取的語言生效。
|
||||||
settings = 設定
|
settings = 設定
|
||||||
tutorial = 教學
|
tutorial = 教學
|
||||||
@@ -476,31 +504,28 @@ complete = [lightgray]完成:
|
|||||||
requirement.wave = 在{1}到達第{0}波
|
requirement.wave = 在{1}到達第{0}波
|
||||||
requirement.core = 在{0}摧毀敵人核心
|
requirement.core = 在{0}摧毀敵人核心
|
||||||
requirement.research = 研究 {0}
|
requirement.research = 研究 {0}
|
||||||
|
requirement.produce = 生產 {0}
|
||||||
requirement.capture = 捕獲 {0}
|
requirement.capture = 捕獲 {0}
|
||||||
bestwave = [lightgray]最高波次:{0}
|
bestwave = [lightgray]最高波次:{0}
|
||||||
launch.text = 發射
|
launch.text = 發射
|
||||||
research.multiplayer = 只有管理者可以使用這個物品
|
research.multiplayer = 只有管理者可以使用這個物品
|
||||||
uncover = 探索
|
uncover = 探索
|
||||||
configure = 設定
|
configure = 設定
|
||||||
|
|
||||||
loadout = 裝載
|
loadout = 裝載
|
||||||
resources = 資源
|
resources = 資源
|
||||||
bannedblocks = 停用方塊
|
bannedblocks = 停用方塊
|
||||||
addall = 全部加入
|
addall = 全部加入
|
||||||
|
launch.from = 發射來源:[accent]{0}
|
||||||
launch.destination = 目的地:{0}
|
launch.destination = 目的地:{0}
|
||||||
configure.invalid = 數值必須介於 0 到 {0}。
|
configure.invalid = 數值必須介於 0 到 {0}。
|
||||||
zone.unlocked = [lightgray]{0}已解鎖。
|
|
||||||
zone.requirement.complete = 到達波次{0}:\n滿足{1}區域要求。
|
|
||||||
zone.resources = [lightgray]檢測到的資源:
|
|
||||||
zone.objective = [lightgray]目標: [accent]{0}
|
|
||||||
zone.objective.survival = 生存
|
|
||||||
zone.objective.attack = 摧毀敵人核心
|
|
||||||
add = 新增……
|
add = 新增……
|
||||||
boss.health = 頭目血量
|
boss.health = 頭目血量
|
||||||
|
|
||||||
connectfail = [crimson]伺服器連線錯誤:[accent]{0}
|
connectfail = [scarlet]伺服器連線錯誤:\n\n[accent]{0}
|
||||||
error.unreachable = 無法連線到伺服器。請確認位置是否正確?
|
error.unreachable = 無法連線到伺服器。請確認拼字是否正確?
|
||||||
error.invalidaddress = 無效的位置。
|
error.invalidaddress = 無效的網址。
|
||||||
error.timedout = 連線逾時!\n確保伺服器設置了連接埠轉發且位置正確!
|
error.timedout = 連線逾時!\n確保伺服器設置了連接埠轉發且網址正確!
|
||||||
error.mismatch = 封包錯誤:\n客戶端/伺服器版本可能不相符。\n確保客戶端和伺服器都有最新版本的 Mindustry!
|
error.mismatch = 封包錯誤:\n客戶端/伺服器版本可能不相符。\n確保客戶端和伺服器都有最新版本的 Mindustry!
|
||||||
error.alreadyconnected = 已連線。
|
error.alreadyconnected = 已連線。
|
||||||
error.mapnotfound = 找不到地圖!
|
error.mapnotfound = 找不到地圖!
|
||||||
@@ -517,28 +542,56 @@ weather.fog.name = 霧
|
|||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生產:
|
sectors.production = 生產:
|
||||||
|
sectors.export = 出口:
|
||||||
|
sectors.time = 佔領時間:
|
||||||
|
sectors.threat = 危險性:
|
||||||
|
sectors.wave = 波次:
|
||||||
sectors.stored = 儲存:
|
sectors.stored = 儲存:
|
||||||
sectors.resume = 繼續
|
sectors.resume = 繼續
|
||||||
sectors.launch = 發射
|
sectors.launch = 發射
|
||||||
sectors.select = 選取
|
sectors.select = 選取
|
||||||
sectors.nonelaunch = [lightgray]無(太陽)
|
sectors.nonelaunch = [lightgray]無(太陽)
|
||||||
sectors.rename = 重新命名區域
|
sectors.rename = 重新命名區域
|
||||||
|
sectors.enemybase = [scarlet]敵方基地
|
||||||
|
sectors.vulnerable = [scarlet]易受攻擊
|
||||||
|
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
||||||
|
sectors.survives = [accent]存活 {0} 波次
|
||||||
|
sectors.go = 進入
|
||||||
|
sector.curcapture = 已佔領地區
|
||||||
|
sector.curlost = 已失去該地區
|
||||||
sector.missingresources = [scarlet]核心資源不足
|
sector.missingresources = [scarlet]核心資源不足
|
||||||
|
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||||||
|
sector.lost = 地區 [accent]{0}[white] 戰敗!
|
||||||
|
#note: 校正用空行
|
||||||
|
sector.captured = 成功佔領地區[accent]{0}[white]!
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
threat.low = 低
|
||||||
|
threat.medium = 中
|
||||||
|
threat.high = 高
|
||||||
|
threat.extreme = 極高
|
||||||
|
threat.eradication = 毀滅性
|
||||||
|
|
||||||
|
planets = 行星
|
||||||
|
|
||||||
|
planet.serpulo.name = 蕈孢星
|
||||||
planet.sun.name = 太陽
|
planet.sun.name = 太陽
|
||||||
|
|
||||||
|
sector.impact0078.name = 衝擊0078
|
||||||
sector.groundZero.name = 原點
|
sector.groundZero.name = 原點
|
||||||
sector.craters.name = 火山島
|
sector.craters.name = 隕石坑
|
||||||
sector.frozenForest.name = 冰封森林
|
sector.frozenForest.name = 冰封森林
|
||||||
sector.ruinousShores.name = 廢墟海岸
|
sector.ruinousShores.name = 廢墟海岸
|
||||||
sector.stainedMountains.name = 彩繪山
|
sector.stainedMountains.name = 多色山脈
|
||||||
sector.desolateRift.name = 荒谷
|
sector.desolateRift.name = 荒谷
|
||||||
sector.nuclearComplex.name = 核能生產複合體
|
sector.nuclearComplex.name = 核能電網
|
||||||
sector.overgrowth.name = 雜草叢生
|
sector.overgrowth.name = 雜草叢生
|
||||||
sector.tarFields.name = 油田
|
sector.tarFields.name = 油田
|
||||||
sector.saltFlats.name = 鹽灘
|
sector.saltFlats.name = 鹽灘
|
||||||
sector.fungalPass.name = 真菌橫行
|
sector.fungalPass.name = 真菌走廊
|
||||||
|
sector.biomassFacility.name = 生物質合成工廠
|
||||||
|
sector.windsweptIslands.name = 風之島
|
||||||
|
sector.extractionOutpost.name = 萃取哨站
|
||||||
|
sector.planetaryTerminal.name = 星際發射站
|
||||||
|
|
||||||
sector.groundZero.description = 再次開始的最佳位置。敵人威脅程度低。資源少。\n盡可能地採集鉛與銅。\n繼續前進。
|
sector.groundZero.description = 再次開始的最佳位置。敵人威脅程度低。資源少。\n盡可能地採集鉛與銅。\n繼續前進。
|
||||||
sector.frozenForest.description = 即使是在如此靠近山脈的地方,孢子也已經擴散了。如此低溫也無法永遠遏止它們。\n\n開始冒險發電。建造火力發電機。並學習使用修理單位。
|
sector.frozenForest.description = 即使是在如此靠近山脈的地方,孢子也已經擴散了。如此低溫也無法永遠遏止它們。\n\n開始冒險發電。建造火力發電機。並學習使用修理單位。
|
||||||
@@ -551,6 +604,11 @@ sector.tarFields.description = 產油區的外圍,在山脈與沙漠之間。
|
|||||||
sector.desolateRift.description = 非常危險的區域。資源豐富,但空間狹小。有高破壞風險。盡快離開。不要被敵人的攻擊間距太長而被愚弄。
|
sector.desolateRift.description = 非常危險的區域。資源豐富,但空間狹小。有高破壞風險。盡快離開。不要被敵人的攻擊間距太長而被愚弄。
|
||||||
sector.nuclearComplex.description = 曾是釷的生產與加工設施,但現在已成廢墟。\n[lightgray]研究釷及其許多用途。\n\n敵人非常多,不斷搜尋可攻擊的對象。
|
sector.nuclearComplex.description = 曾是釷的生產與加工設施,但現在已成廢墟。\n[lightgray]研究釷及其許多用途。\n\n敵人非常多,不斷搜尋可攻擊的對象。
|
||||||
sector.fungalPass.description = 高山與滿是孢子的低谷間的過渡區域。這裡有敵人的小型偵察基地。\n摧毀它。\n使用匕首機甲與爬行機甲。拿下兩個核心。
|
sector.fungalPass.description = 高山與滿是孢子的低谷間的過渡區域。這裡有敵人的小型偵察基地。\n摧毀它。\n使用匕首機甲與爬行機甲。拿下兩個核心。
|
||||||
|
sector.biomassFacility.description = 「孢子」的發源地。這項設施是過去研究和生產該生物質的地方。\n研究遺留於此的技術。培養孢子以加工成燃料和聚合物。\n\n[lightgray]在設施損毀後,孢子散播了出去。面對如此強勢的外來種,當地生態系中沒有任何物種能與之匹敵……
|
||||||
|
sector.windsweptIslands.description = 坐落於海岸線外的一串群島。紀錄顯示此地過去有生產[accent]塑鋼[]的建築物。抵禦敵方的海軍進攻。在島嶼上建造基地。研究這些工廠。
|
||||||
|
sector.extractionOutpost.description = 由敵方建造的遠端哨站,用來發射資源到其他地區。\n\n跨地區運輸是征服星球不可或缺的技術。摧毀該基地。研究他們的發射台。
|
||||||
|
sector.impact0078.description = 沉睡在此的是第一個進入本星系的星際運輸船。\n\n回收任何能利用的東西。研究任何含有的科技。
|
||||||
|
sector.planetaryTerminal.description = 最終目標。\n\n這麼濱海基地具有能夠發射核心到其他行星的建築。 其防禦非常嚴密。\n\n生產海上單位。盡速摧毀敵人。研究該發射建築。
|
||||||
|
|
||||||
settings.language = 語言
|
settings.language = 語言
|
||||||
settings.data = 遊戲資料
|
settings.data = 遊戲資料
|
||||||
@@ -573,16 +631,16 @@ settings.clearcampaignsaves.confirm = 你確定要清除所有戰役紀錄?
|
|||||||
paused = [accent](已暫停)
|
paused = [accent](已暫停)
|
||||||
clear = 清除
|
clear = 清除
|
||||||
banned = [scarlet]已被封鎖
|
banned = [scarlet]已被封鎖
|
||||||
unplaceable.sectorcaptured = [scarlet]需要已占領的地區
|
|
||||||
yes = 是
|
yes = 是
|
||||||
no = 否
|
no = 否
|
||||||
info.title = 資訊
|
info.title = 資訊
|
||||||
error.title = [crimson]發生錯誤
|
error.title = [crimson]發生錯誤
|
||||||
error.crashtitle = 發生錯誤
|
error.crashtitle = 發生錯誤
|
||||||
unit.nobuild = [scarlet]單位不能建造
|
unit.nobuild = [scarlet]單位不能建造
|
||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]最後使用:{0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
|
stat.description = 用途
|
||||||
stat.input = 輸入
|
stat.input = 輸入
|
||||||
stat.output = 輸出
|
stat.output = 輸出
|
||||||
stat.booster = 強化
|
stat.booster = 強化
|
||||||
@@ -601,7 +659,7 @@ stat.displaysize = 顯示大小
|
|||||||
stat.liquidcapacity = 液體容量
|
stat.liquidcapacity = 液體容量
|
||||||
stat.powerrange = 輸出範圍
|
stat.powerrange = 輸出範圍
|
||||||
stat.linkrange = 連結範圍
|
stat.linkrange = 連結範圍
|
||||||
stat.instructions = 介紹
|
stat.instructions = 指令
|
||||||
stat.powerconnections = 最大連結數
|
stat.powerconnections = 最大連結數
|
||||||
stat.poweruse = 能量使用
|
stat.poweruse = 能量使用
|
||||||
stat.powerdamage = 能量/傷害
|
stat.powerdamage = 能量/傷害
|
||||||
@@ -610,6 +668,8 @@ stat.memorycapacity = 記憶體容量
|
|||||||
stat.basepowergeneration = 基礎能量生產
|
stat.basepowergeneration = 基礎能量生產
|
||||||
stat.productiontime = 生產時間
|
stat.productiontime = 生產時間
|
||||||
stat.repairtime = 方塊完全修復時間
|
stat.repairtime = 方塊完全修復時間
|
||||||
|
stat.weapons = 武器
|
||||||
|
stat.bullet = 子彈
|
||||||
stat.speedincrease = 速度提升
|
stat.speedincrease = 速度提升
|
||||||
stat.range = 範圍
|
stat.range = 範圍
|
||||||
stat.drilltier = 可鑽取礦物
|
stat.drilltier = 可鑽取礦物
|
||||||
@@ -642,28 +702,31 @@ stat.minetier = 挖掘等級
|
|||||||
stat.payloadcapacity = 負荷量
|
stat.payloadcapacity = 負荷量
|
||||||
stat.commandlimit = 指令限制
|
stat.commandlimit = 指令限制
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
|
stat.canboost = 可加速
|
||||||
|
stat.flying = 飛行中
|
||||||
|
stat.ammouse = 彈藥使用
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = 防護罩
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = 維修力場
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = 狀態力場
|
||||||
ability.unitspawn = {0} Factory
|
ability.unitspawn = {0}工廠
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = 護盾充能力場
|
||||||
|
ability.movelightning = 移動閃電
|
||||||
|
|
||||||
bar.drilltierreq = 需要更好的鑽頭
|
bar.drilltierreq = 需要更好的鑽頭
|
||||||
bar.noresources = 缺少資源
|
bar.noresources = 缺少資源
|
||||||
bar.corereq = 核心基礎需求
|
bar.corereq = 需由核心升級
|
||||||
bar.drillspeed = 鑽頭速度:{0}/秒
|
bar.drillspeed = 鑽頭速度:{0}/秒
|
||||||
bar.pumpspeed = 液體泵送速度:{0}/秒
|
bar.pumpspeed = 液體泵送速度:{0}/秒
|
||||||
bar.efficiency = 效率:{0}%
|
bar.efficiency = 效率:{0}%
|
||||||
bar.powerbalance = 能量變化:{0}
|
bar.powerbalance = 能量變化:{0}
|
||||||
bar.powerstored = 能量存量: {0}/{1}
|
bar.powerstored = 能量存量:{0}/{1}
|
||||||
bar.poweramount = 能量:{0}
|
bar.poweramount = 能量:{0}
|
||||||
bar.poweroutput = 能量輸出:{0}
|
bar.poweroutput = 能量輸出:{0}
|
||||||
bar.powerlines = 連線: {0}/{1}
|
bar.powerlines = 連線:{0}/{1}
|
||||||
bar.items = 物品:{0}
|
bar.items = 物品:{0}
|
||||||
bar.capacity = 容量: {0}
|
bar.capacity = 容量:{0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unit disabled]
|
|
||||||
bar.liquid = 液體
|
bar.liquid = 液體
|
||||||
bar.heat = 熱
|
bar.heat = 熱
|
||||||
bar.power = 能量
|
bar.power = 能量
|
||||||
@@ -676,12 +739,15 @@ units.processorcontrol = [lightgray]由微處理器控制
|
|||||||
bullet.damage = [stat]{0}[lightgray]傷害
|
bullet.damage = [stat]{0}[lightgray]傷害
|
||||||
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
||||||
bullet.incendiary = [stat]燃燒
|
bullet.incendiary = [stat]燃燒
|
||||||
|
bullet.sapping = [stat]吸血
|
||||||
bullet.homing = [stat]追蹤
|
bullet.homing = [stat]追蹤
|
||||||
bullet.shock = [stat]電擊
|
bullet.shock = [stat]震懾
|
||||||
bullet.frag = [stat]破片彈
|
bullet.frag = [stat]破片彈
|
||||||
|
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
||||||
bullet.knockback = [stat]{0}[lightgray]擊退
|
bullet.knockback = [stat]{0}[lightgray]擊退
|
||||||
bullet.pierce = [stat]{0}[lightgray]×穿刺
|
bullet.pierce = [stat]{0}[lightgray]×穿刺
|
||||||
bullet.infinitepierce = [stat]穿刺
|
bullet.infinitepierce = [stat]穿刺
|
||||||
|
bullet.healpercent = [stat]{0}[lightgray]% 回復
|
||||||
bullet.freezing = [stat]冷凍
|
bullet.freezing = [stat]冷凍
|
||||||
bullet.tarred = [stat]焦油
|
bullet.tarred = [stat]焦油
|
||||||
bullet.multiplier = [stat]{0}[lightgray]×彈藥倍數
|
bullet.multiplier = [stat]{0}[lightgray]×彈藥倍數
|
||||||
@@ -706,6 +772,8 @@ unit.items = 物品
|
|||||||
unit.thousands = 千
|
unit.thousands = 千
|
||||||
unit.millions = 百萬
|
unit.millions = 百萬
|
||||||
unit.billions = 十億
|
unit.billions = 十億
|
||||||
|
unit.pershot = /發
|
||||||
|
category.purpose = 用途
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 能量
|
category.power = 能量
|
||||||
category.liquids = 液體
|
category.liquids = 液體
|
||||||
@@ -718,7 +786,8 @@ setting.shadows.name = 陰影
|
|||||||
setting.blockreplace.name = 方塊建造建議
|
setting.blockreplace.name = 方塊建造建議
|
||||||
setting.linear.name = 線性過濾
|
setting.linear.name = 線性過濾
|
||||||
setting.hints.name = 提示
|
setting.hints.name = 提示
|
||||||
setting.flow.name = 顯示資源輸送速度[scarlet]
|
setting.flow.name = 顯示資源輸送速度
|
||||||
|
setting.backgroundpause.name = 背景執行時暫停
|
||||||
setting.buildautopause.name = 自動暫停建築
|
setting.buildautopause.name = 自動暫停建築
|
||||||
setting.animatedwater.name = 液體動畫
|
setting.animatedwater.name = 液體動畫
|
||||||
setting.animatedshields.name = 護盾動畫
|
setting.animatedshields.name = 護盾動畫
|
||||||
@@ -747,16 +816,15 @@ setting.conveyorpathfinding.name = 自動輸送帶放置規劃
|
|||||||
setting.sensitivity.name = 控制器靈敏度
|
setting.sensitivity.name = 控制器靈敏度
|
||||||
setting.saveinterval.name = 自動存檔間隔
|
setting.saveinterval.name = 自動存檔間隔
|
||||||
setting.seconds = {0}秒
|
setting.seconds = {0}秒
|
||||||
setting.blockselecttimeout.name = 跳過方塊建造時距
|
|
||||||
setting.milliseconds = {0}毫秒
|
setting.milliseconds = {0}毫秒
|
||||||
setting.fullscreen.name = 全螢幕
|
setting.fullscreen.name = 全螢幕
|
||||||
setting.borderlesswindow.name = 無邊框視窗[lightgray](可能需要重新啟動遊戲)
|
setting.borderlesswindow.name = 無邊框視窗[lightgray](可能需要重新啟動遊戲)
|
||||||
setting.fps.name = 顯示FPS與Ping
|
setting.fps.name = 顯示FPS與延遲
|
||||||
setting.smoothcamera.name = 平滑攝影機
|
setting.smoothcamera.name = 平滑攝影機
|
||||||
setting.vsync.name = 垂直同步
|
setting.vsync.name = 垂直同步
|
||||||
setting.pixelate.name = 像素化
|
setting.pixelate.name = 像素化
|
||||||
setting.minimap.name = 顯示小地圖
|
setting.minimap.name = 顯示小地圖
|
||||||
setting.coreitems.name = 顯示核心時間(開發中)
|
setting.coreitems.name = 顯示核心物品
|
||||||
setting.position.name = 顯示玩家位置
|
setting.position.name = 顯示玩家位置
|
||||||
setting.musicvol.name = 音樂音量
|
setting.musicvol.name = 音樂音量
|
||||||
setting.atmosphere.name = 顯示星球大氣層
|
setting.atmosphere.name = 顯示星球大氣層
|
||||||
@@ -772,7 +840,9 @@ setting.chatopacity.name = 聊天框不透明度
|
|||||||
setting.lasersopacity.name = 雷射不透明度
|
setting.lasersopacity.name = 雷射不透明度
|
||||||
setting.bridgeopacity.name = 橋透明度
|
setting.bridgeopacity.name = 橋透明度
|
||||||
setting.playerchat.name = 在遊戲中顯示聊天視窗
|
setting.playerchat.name = 在遊戲中顯示聊天視窗
|
||||||
|
setting.showweather.name = 顯示天氣動畫
|
||||||
public.confirm = 您想公開遊戲嗎?\n[accent]任何人都可以加入您的遊戲。\n[lightgray]之後可以在「設定」→「遊戲」→「公開遊戲可見度」中進行更改。
|
public.confirm = 您想公開遊戲嗎?\n[accent]任何人都可以加入您的遊戲。\n[lightgray]之後可以在「設定」→「遊戲」→「公開遊戲可見度」中進行更改。
|
||||||
|
public.confirm.really = 如果你想和朋友一起遊玩,可利用[green]邀請好友[]而不是[scarlet]公開伺服器[]!\n你確定要將伺服設為[scarlet]公開[]?
|
||||||
public.beta = 請注意,該遊戲的Beta版本無法公開遊戲大廳。
|
public.beta = 請注意,該遊戲的Beta版本無法公開遊戲大廳。
|
||||||
uiscale.reset = 使用者介面縮放已變更\n按下「確定」確認這個比例\n[scarlet][accent] {0}[] 秒後退出並還原設定
|
uiscale.reset = 使用者介面縮放已變更\n按下「確定」確認這個比例\n[scarlet][accent] {0}[] 秒後退出並還原設定
|
||||||
uiscale.cancel = 取消並退出
|
uiscale.cancel = 取消並退出
|
||||||
@@ -799,8 +869,8 @@ keybind.toggle_block_status.name = 開啟方塊狀態顯示
|
|||||||
keybind.move_x.name = 水平移動
|
keybind.move_x.name = 水平移動
|
||||||
keybind.move_y.name = 垂直移動
|
keybind.move_y.name = 垂直移動
|
||||||
keybind.mouse_move.name = 跟隨滑鼠
|
keybind.mouse_move.name = 跟隨滑鼠
|
||||||
keybind.pan.name = Pan View
|
keybind.pan.name = 平移鏡頭
|
||||||
keybind.boost.name = 噴射
|
keybind.boost.name = 加速
|
||||||
keybind.schematic_select.name = 選擇區域
|
keybind.schematic_select.name = 選擇區域
|
||||||
keybind.schematic_menu.name = 藍圖目錄
|
keybind.schematic_menu.name = 藍圖目錄
|
||||||
keybind.schematic_flip_x.name = X軸翻轉
|
keybind.schematic_flip_x.name = X軸翻轉
|
||||||
@@ -836,6 +906,8 @@ keybind.menu.name = 主選單
|
|||||||
keybind.pause.name = 暫停遊戲
|
keybind.pause.name = 暫停遊戲
|
||||||
keybind.pause_building.name = 暫停/繼續建造
|
keybind.pause_building.name = 暫停/繼續建造
|
||||||
keybind.minimap.name = 小地圖
|
keybind.minimap.name = 小地圖
|
||||||
|
keybind.planet_map.name = 行星地圖
|
||||||
|
keybind.research.name = 研究
|
||||||
keybind.chat.name = 聊天
|
keybind.chat.name = 聊天
|
||||||
keybind.player_list.name = 玩家列表
|
keybind.player_list.name = 玩家列表
|
||||||
keybind.console.name = 終端機
|
keybind.console.name = 終端機
|
||||||
@@ -845,6 +917,7 @@ keybind.toggle_menus.name = 切換畫面
|
|||||||
keybind.chat_history_prev.name = 之前的聊天記錄
|
keybind.chat_history_prev.name = 之前的聊天記錄
|
||||||
keybind.chat_history_next.name = 之後的聊天記錄
|
keybind.chat_history_next.name = 之後的聊天記錄
|
||||||
keybind.chat_scroll.name = 聊天記錄捲動
|
keybind.chat_scroll.name = 聊天記錄捲動
|
||||||
|
keybind.chat_mode.name = 變更聊天模式
|
||||||
keybind.drop_unit.name = 放下單位
|
keybind.drop_unit.name = 放下單位
|
||||||
keybind.zoom_minimap.name = 縮放小地圖
|
keybind.zoom_minimap.name = 縮放小地圖
|
||||||
mode.help.title = 模式說明
|
mode.help.title = 模式說明
|
||||||
@@ -865,7 +938,7 @@ rules.schematic = 允許使用藍圖
|
|||||||
rules.wavetimer = 波次時間
|
rules.wavetimer = 波次時間
|
||||||
rules.waves = 波次
|
rules.waves = 波次
|
||||||
rules.attack = 攻擊模式
|
rules.attack = 攻擊模式
|
||||||
rules.buildai = 電腦建築
|
rules.buildai = 電腦自動建築
|
||||||
rules.enemyCheat = 電腦無限資源
|
rules.enemyCheat = 電腦無限資源
|
||||||
rules.blockhealthmultiplier = 建築物耐久度倍數
|
rules.blockhealthmultiplier = 建築物耐久度倍數
|
||||||
rules.blockdamagemultiplier = 建築物傷害倍數
|
rules.blockdamagemultiplier = 建築物傷害倍數
|
||||||
@@ -887,18 +960,20 @@ rules.title.unit = 單位
|
|||||||
rules.title.experimental = 實驗中
|
rules.title.experimental = 實驗中
|
||||||
rules.title.environment = 環境
|
rules.title.environment = 環境
|
||||||
rules.lighting = 光照
|
rules.lighting = 光照
|
||||||
rules.enemyLights = Enemy Lights
|
rules.enemyLights = 敵方發光
|
||||||
rules.fire = 火
|
rules.fire = 火
|
||||||
rules.explosions = 方塊/單位爆炸傷害
|
rules.explosions = 方塊/單位爆炸傷害
|
||||||
rules.ambientlight = 環境光照
|
rules.ambientlight = 環境光照
|
||||||
rules.weather = 天氣
|
rules.weather = 天氣
|
||||||
rules.weather.frequency = 頻率:
|
rules.weather.frequency = 頻率:
|
||||||
|
rules.weather.always = 永遠
|
||||||
rules.weather.duration = 持續時間:
|
rules.weather.duration = 持續時間:
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液體
|
content.liquid.name = 液體
|
||||||
content.unit.name = 單位
|
content.unit.name = 單位
|
||||||
content.block.name = 方塊
|
content.block.name = 方塊
|
||||||
|
content.sector.name = 地區
|
||||||
|
|
||||||
item.copper.name = 銅
|
item.copper.name = 銅
|
||||||
item.lead.name = 鉛
|
item.lead.name = 鉛
|
||||||
@@ -922,46 +997,47 @@ liquid.oil.name = 原油
|
|||||||
liquid.cryofluid.name = 冷凍液
|
liquid.cryofluid.name = 冷凍液
|
||||||
|
|
||||||
unit.dagger.name = 匕首機甲
|
unit.dagger.name = 匕首機甲
|
||||||
unit.mace.name = 權杖
|
unit.mace.name = 甩棍
|
||||||
unit.fortress.name = 要塞
|
unit.fortress.name = 要塞
|
||||||
unit.nova.name = 超新星
|
unit.nova.name = 超新星
|
||||||
unit.pulsar.name = 脈衝星
|
unit.pulsar.name = 脈衝星
|
||||||
unit.quasar.name = 類星體
|
unit.quasar.name = 類星體
|
||||||
unit.crawler.name = 爬行機甲
|
unit.crawler.name = 爬行機甲
|
||||||
unit.atrax.name = Atrax
|
unit.atrax.name = 火毒機甲
|
||||||
unit.spiroct.name = 尖刺
|
unit.spiroct.name = 血魔機甲
|
||||||
unit.arkyid.name = Arkyid
|
unit.arkyid.name = 魔毒蛛
|
||||||
unit.toxopid.name = Toxopid
|
unit.toxopid.name = 鬼毒蛛
|
||||||
unit.flare.name = Flare
|
unit.flare.name = 曳光戰機
|
||||||
unit.horizon.name = Horizon
|
unit.horizon.name = 天際轟炸機
|
||||||
unit.zenith.name = Zenith
|
unit.zenith.name = 穹頂飛彈艇
|
||||||
unit.antumbra.name = Antumbra
|
unit.antumbra.name = 環蝕戰艦
|
||||||
unit.eclipse.name = Eclipse
|
unit.eclipse.name = 全蝕戰艦
|
||||||
unit.mono.name = Mono
|
unit.mono.name = 採礦無人機
|
||||||
unit.poly.name = Poly
|
unit.poly.name = 建築衛機
|
||||||
unit.mega.name = Mega
|
unit.mega.name = 修補運輸機
|
||||||
unit.quad.name = Quad
|
unit.quad.name = 重型運輸艦
|
||||||
unit.oct.name = Oct
|
unit.oct.name = 護盾航母
|
||||||
unit.risso.name = Risso
|
unit.risso.name = 海豚號
|
||||||
unit.minke.name = Minke
|
unit.minke.name = 鬚鯨號
|
||||||
unit.bryde.name = Bryde
|
unit.bryde.name = 鯷鯨號
|
||||||
unit.sei.name = Sei
|
unit.sei.name = 塞鯨號
|
||||||
unit.omura.name = Omura
|
unit.omura.name = 角島鯨號
|
||||||
unit.alpha.name = Alpha
|
unit.alpha.name = 阿爾法
|
||||||
unit.beta.name = Beta
|
unit.beta.name = 貝塔
|
||||||
unit.gamma.name = Gamma
|
unit.gamma.name = 伽瑪
|
||||||
unit.scepter.name = Scepter
|
unit.scepter.name = 權杖
|
||||||
unit.reign.name = Reign
|
unit.reign.name = 帝王
|
||||||
unit.vela.name = Vela
|
unit.vela.name = 船帆座
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = 烏鴉座
|
||||||
|
|
||||||
block.resupply-point.name = 補給點
|
block.resupply-point.name = 補給點
|
||||||
block.parallax.name = 視差
|
block.parallax.name = 視差
|
||||||
block.cliff.name = 峭壁
|
block.cliff.name = 峭壁
|
||||||
block.sand-boulder.name = 沙礫
|
block.sand-boulder.name = 沙礫巨岩
|
||||||
|
block.basalt-boulder.name = 玄武岩巨石
|
||||||
block.grass.name = 草
|
block.grass.name = 草
|
||||||
block.slag.name = 熔渣
|
block.slag.name = 熔渣
|
||||||
block.space.name = Space
|
block.space.name = 太空
|
||||||
block.salt.name = 鹽
|
block.salt.name = 鹽
|
||||||
block.salt-wall.name = 鹽牆
|
block.salt-wall.name = 鹽牆
|
||||||
block.pebbles.name = 卵石
|
block.pebbles.name = 卵石
|
||||||
@@ -1001,7 +1077,7 @@ block.sand.name = 沙
|
|||||||
block.darksand.name = 黑沙
|
block.darksand.name = 黑沙
|
||||||
block.ice.name = 冰
|
block.ice.name = 冰
|
||||||
block.snow.name = 雪
|
block.snow.name = 雪
|
||||||
block.craters.name = 隕石坑
|
block.craters.name = 彈坑
|
||||||
block.sand-water.name = 沙水
|
block.sand-water.name = 沙水
|
||||||
block.darksand-water.name = 黑沙水
|
block.darksand-water.name = 黑沙水
|
||||||
block.char.name = 燒焦
|
block.char.name = 燒焦
|
||||||
@@ -1032,7 +1108,7 @@ block.dark-panel-4.name = 黑面板 4
|
|||||||
block.dark-panel-5.name = 黑面板 5
|
block.dark-panel-5.name = 黑面板 5
|
||||||
block.dark-panel-6.name = 黑面板 6
|
block.dark-panel-6.name = 黑面板 6
|
||||||
block.dark-metal.name = 黑金屬
|
block.dark-metal.name = 黑金屬
|
||||||
block.basalt.name = Basalt
|
block.basalt.name = 玄武岩
|
||||||
block.hotrock.name = 熱岩
|
block.hotrock.name = 熱岩
|
||||||
block.magmarock.name = 岩漿岩
|
block.magmarock.name = 岩漿岩
|
||||||
block.copper-wall.name = 銅牆
|
block.copper-wall.name = 銅牆
|
||||||
@@ -1056,7 +1132,6 @@ block.conveyor.name = 輸送帶
|
|||||||
block.titanium-conveyor.name = 鈦輸送帶
|
block.titanium-conveyor.name = 鈦輸送帶
|
||||||
block.plastanium-conveyor.name = 塑鋼輸送帶
|
block.plastanium-conveyor.name = 塑鋼輸送帶
|
||||||
block.armored-conveyor.name = 裝甲輸送帶
|
block.armored-conveyor.name = 裝甲輸送帶
|
||||||
block.armored-conveyor.description = 以與鈦輸送帶相同的速度移動物品,但擁有更高的防禦。除其他傳送帶外,不接受任何從側面輸入的資源。
|
|
||||||
block.junction.name = 樞紐
|
block.junction.name = 樞紐
|
||||||
block.router.name = 分配器
|
block.router.name = 分配器
|
||||||
block.distributor.name = 大型分配器
|
block.distributor.name = 大型分配器
|
||||||
@@ -1064,7 +1139,6 @@ block.sorter.name = 分類器
|
|||||||
block.inverted-sorter.name = 反向分類器
|
block.inverted-sorter.name = 反向分類器
|
||||||
block.message.name = 訊息板
|
block.message.name = 訊息板
|
||||||
block.illuminator.name = 照明燈
|
block.illuminator.name = 照明燈
|
||||||
block.illuminator.description = 小、緊湊而且可調整的光源。需要能源來運作。
|
|
||||||
block.overflow-gate.name = 溢流器
|
block.overflow-gate.name = 溢流器
|
||||||
block.underflow-gate.name = 反向溢流器
|
block.underflow-gate.name = 反向溢流器
|
||||||
block.silicon-smelter.name = 煉矽廠
|
block.silicon-smelter.name = 煉矽廠
|
||||||
@@ -1098,12 +1172,12 @@ block.item-void.name = 物品虛空
|
|||||||
block.liquid-source.name = 液體源
|
block.liquid-source.name = 液體源
|
||||||
block.liquid-void.name = 液體虛空
|
block.liquid-void.name = 液體虛空
|
||||||
block.power-void.name = 能量虛空
|
block.power-void.name = 能量虛空
|
||||||
block.power-source.name = 無限能量源
|
block.power-source.name = 能量源
|
||||||
block.unloader.name = 裝卸器
|
block.unloader.name = 裝卸器
|
||||||
block.vault.name = 儲存庫
|
block.vault.name = 儲存庫
|
||||||
block.wave.name = 波浪砲
|
block.wave.name = 波浪砲
|
||||||
block.tsunami.name = Tsunami
|
block.tsunami.name = 海嘯
|
||||||
block.swarmer.name = 群集砲
|
block.swarmer.name = 蜂擁砲
|
||||||
block.salvo.name = 齊射砲
|
block.salvo.name = 齊射砲
|
||||||
block.ripple.name = 波紋砲
|
block.ripple.name = 波紋砲
|
||||||
block.phase-conveyor.name = 相織傳送帶
|
block.phase-conveyor.name = 相織傳送帶
|
||||||
@@ -1142,7 +1216,7 @@ block.arc.name = 電弧砲
|
|||||||
block.rtg-generator.name = 放射性同位素熱發電機
|
block.rtg-generator.name = 放射性同位素熱發電機
|
||||||
block.spectre.name = 鬼影砲
|
block.spectre.name = 鬼影砲
|
||||||
block.meltdown.name = 熔毀砲
|
block.meltdown.name = 熔毀砲
|
||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = 狙擊砲
|
||||||
block.container.name = 容器
|
block.container.name = 容器
|
||||||
block.launch-pad.name = 小型發射台
|
block.launch-pad.name = 小型發射台
|
||||||
block.launch-pad-large.name = 大型發射台
|
block.launch-pad-large.name = 大型發射台
|
||||||
@@ -1151,15 +1225,20 @@ block.command-center.name = 指揮中心
|
|||||||
block.ground-factory.name = 地面工廠
|
block.ground-factory.name = 地面工廠
|
||||||
block.air-factory.name = 航空工廠
|
block.air-factory.name = 航空工廠
|
||||||
block.naval-factory.name = 海軍工廠
|
block.naval-factory.name = 海軍工廠
|
||||||
block.additive-reconstructor.name = 一級升級者
|
block.additive-reconstructor.name = 二級重塑者
|
||||||
block.multiplicative-reconstructor.name = 二級升級者
|
block.multiplicative-reconstructor.name = 三級重塑者
|
||||||
block.exponential-reconstructor.name = 三級升級者
|
block.exponential-reconstructor.name = 四級重塑者
|
||||||
block.tetrative-reconstructor.name = 四級升級者
|
block.tetrative-reconstructor.name = 五級重塑者
|
||||||
block.payload-conveyor.name = 原料輸送帶
|
block.payload-conveyor.name = 原料輸送帶
|
||||||
block.payload-router.name = 原料分配器
|
block.payload-router.name = 原料分配器
|
||||||
block.disassembler.name = 拆裝機
|
block.disassembler.name = 還原機
|
||||||
block.silicon-crucible.name = 矽爐
|
block.silicon-crucible.name = 矽爐
|
||||||
block.overdrive-dome.name = 高速拱頂
|
block.overdrive-dome.name = 高速拱頂
|
||||||
|
#以下為實驗性建築,未來可能移除 experimental, may be removed
|
||||||
|
block.block-forge.name = 方塊鑄造坊
|
||||||
|
block.block-loader.name = 方塊裝載器
|
||||||
|
block.block-unloader.name = 方塊卸載器
|
||||||
|
block.interplanetary-accelerator.name = 星際加速站
|
||||||
|
|
||||||
block.switch.name = 按鈕
|
block.switch.name = 按鈕
|
||||||
block.micro-processor.name = 微處理器
|
block.micro-processor.name = 微處理器
|
||||||
@@ -1178,56 +1257,83 @@ team.derelict.name = 灰
|
|||||||
team.green.name = 綠
|
team.green.name = 綠
|
||||||
team.purple.name = 紫
|
team.purple.name = 紫
|
||||||
|
|
||||||
tutorial.next = [lightgray]<按下以繼續>
|
hint.skip = 跳過
|
||||||
tutorial.intro = 您已進入[scarlet] Mindustry 教學。[]\n使用[[WASD鍵]來移動.\n滾動滾輪來放大縮小畫面.\n從[accent]開採銅礦[]開始吧靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
|
hint.desktopMove = 使用[accent][[WASD][]來移動。
|
||||||
tutorial.intro.mobile = 您已進入[scarlet] Mindustry 教學。[]\n滑動螢幕即可移動。\n[accent]用兩指捏[]來縮放畫面。\n從[accent]開採銅礦[]開始吧。靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
|
hint.zoom = 滾動 [accent]滾輪[] 來放大縮小畫面。
|
||||||
tutorial.drill = 手動挖掘礦石的效率很低。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅礦脈上放置一個鑽頭。\n不論在哪個選單,您也可以用快速按下按鍵[accent][[2][]然後[accent][[1][]來選擇鑽頭。\n[accent]滑鼠右擊[]停止建造。
|
hint.mine = 靠近並 [accent]點擊[] \uf8c4 銅礦以自行採礦。
|
||||||
tutorial.drill.mobile = 手動挖掘礦石的效率很低。\n[accent]鑽頭[]能夠自動挖掘礦石。\n點選右下角的鑽頭選項\n選擇[accent]機械鑽頭[].\n通過點擊將其放置在銅礦上,然後按下下方的[accent]確認標誌[]確認您的選擇\n按下[accent] X 按鈕[] 取消放置.
|
hint.desktopShoot = [accent][[點擊左鍵][]射擊。
|
||||||
tutorial.blockinfo = 每個方塊都有不同的屬性。每個鑽頭只能開採特定的礦石。\n查看方塊的資訊和屬性,[accent]在建造目錄時按下"?"鈕。[]\n\n[accent]立即訪問機械鑽頭的屬性資料。[]
|
hint.depositItems = 從船身拖曳到核心以存放採完的礦物。
|
||||||
tutorial.conveyor = [accent]輸送帶[]能夠將物品運輸到核心。\n製作一條從鑽頭開始到核心的輸送帶。
|
hint.respawn = 按[accent][[V][]以重生。
|
||||||
tutorial.conveyor.mobile = [accent]輸送帶[]能夠將物品運輸到核心。製作一條從鑽頭開始到核心的輸送帶。\n[accent]長按數秒[]並向一個方向拖動來放置直線。\n\n[accent]{0}/{1} 條輸送帶\n[accent]0/1 交付的物品
|
hint.respawn.mobile = 你目前在控制單位/建築。[accent]點擊左上角的頭像[]重生。
|
||||||
tutorial.turret = 防禦建築是必須的以擊退[lightgray]敵人[]。\n於核心附近建造一個雙炮。
|
hint.desktopPause = 按[accent][[空白鍵][]暫停、繼續遊戲。
|
||||||
tutorial.drillturret = 雙炮需要[accent]銅彈[]以射擊。\n在雙炮旁邊放置一個鑽頭以供應銅。
|
hint.placeDrill = 點選右下介面的 \ue85e [accent]鑽頭[]頁。選擇 \uf870 [accent]鑽頭[]並點擊畫面將鑽頭放到銅礦上。
|
||||||
tutorial.pause = 在戰鬥中,你可以[accent]暫停遊戲。[]\n您可以在暫停時規劃建築物並加入建造序列。\n\n[accent]按空白鍵暫停遊戲。
|
hint.placeDrill.mobile = 點選右下介面的 \ue85e [accent]鑽頭[]頁。選擇 \uf870 [accent]鑽頭[]並點擊畫面將鑽頭放到銅礦上。\n\n按下 \ue800 [accent]勾勾[]來確認建造。
|
||||||
tutorial.pause.mobile = 在戰鬥中,你可以[accent]暫停遊戲。[]\n您可以在暫停時規劃建築物並加入建造序列。\n\n[accent]按左上角的此按鈕暫停。
|
hint.placeConveyor = [accent]輸送帶[]能夠將物品運到其他地方。從 \ue814 [accent]運輸[]頁中點選 \uf896 [accent]輸送帶[]。\n\n按住並拖曳以建造多個輸送帶。\n[accent]滑動滾輪[]以旋轉。
|
||||||
tutorial.unpause = 現在再次按空格鍵即可取消暫停。
|
hint.placeConveyor.mobile = [accent]輸送帶[]能夠將物品運到其他地方。從 \ue814 [accent]運輸[]頁中點選 \uf896 [accent]輸送帶[]。\n\n按住畫面超過一秒後拖曳以建造多個輸送帶。
|
||||||
tutorial.unpause.mobile = 現在再次按空格鍵即可取消暫停。
|
hint.placeTurret = 建造 \uf861 [accent]砲塔[]抵禦進犯的敵軍。\n\n砲塔需要彈藥,現在則是需要 \uf838銅。\n用輸送帶和鑽頭供應砲塔。
|
||||||
tutorial.breaking = 方塊經常需要被拆除。\n[accent]按住右鍵[]破壞選擇區域中的所有方塊。[]\n\n[accent]使用區域選擇拆除核心左側的所有廢料方塊。
|
hint.breaking = [accent]按住右鍵[]並拖曳以破壞方塊。
|
||||||
tutorial.breaking.mobile = 方塊經常需要被拆除。\n[accent]選擇拆除模式[],然後點擊一個方塊以破壞它。\n按住螢幕幾秒鐘並向一個方向拖動以破壞一個範圍內的方塊[]。\n按下確認標記按鈕以確認拆除。\n\n[accent]使用區域選擇拆除核心左側的所有廢料方塊。
|
hint.breaking.mobile = 點亮右下角的 \ue817 [accent]鐵鎚[]圖案並點擊畫面可直接拆除方塊。\n\n按住畫面超過一秒後拖曳以連續摧毀多個方塊。
|
||||||
tutorial.withdraw = 在某些情況下,直接從方塊中取出物品是必要的。\n[accent]點擊有物品的方塊[],然後[accent]點擊在方框中的物品[]以將其取出。\n可以通過[accent]點擊或長按[]來取出物品。\n\n[accent]從核心中取出一些銅。[]
|
hint.research = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
||||||
tutorial.deposit = 通過將物品從船上拖到目標方塊,將物品放入方塊中。\n\n[accent]將您的銅放到核心中。[]
|
hint.research.mobile = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
||||||
tutorial.waves = [lightgray]敵人[]來臨。\n\n保護核心抵抗兩波攻擊。\n建造更多的砲塔和鑽頭。開採更多的銅。
|
hint.unitControl = 按住[accent][[L-ctrl][]並[accent]點擊[]以控制我方的機甲和砲台。
|
||||||
tutorial.waves.mobile = [lightgray]敵人[]來臨。\n\n保護核心抵抗兩波攻擊。您的飛船會自動向敵人開火。\n建造更多的砲塔和鑽頭。開採更多的銅。
|
hint.unitControl.mobile = [accent][[點擊兩下][]以控制我方的機甲和砲台。
|
||||||
tutorial.launch = 一旦您達到特定的波數, 您就可以[accent] 發射核心[],放棄防禦並[accent]獲取核心中的所有資源。[]\n這些資源可以用於研究新科技。\n\n[accent]按下發射按鈕。
|
hint.launch = 一旦蒐集到足夠的資源,你可以透過右下角的 \ue827 [accent]地圖[]來選取你要[accent]發射[]的區域。
|
||||||
|
hint.launch.mobile = 一旦蒐集到足夠的資源,你可以透過選單中的 \ue827 [accent]地圖[]來選取你要[accent]發射[]的區域。
|
||||||
|
hint.schematicSelect = 按住[accent][[F][]並拖曳可以選取方塊並貼上。\n\n按下[accent][[滑鼠中鍵][]可以複製單一方塊。
|
||||||
|
hint.conveyorPathfind = 在建造輸送帶時按下[accent][[L-Ctrl][]可以自動產生路徑。
|
||||||
|
hint.conveyorPathfind.mobile = 啟用 \ue844 [accent]對角線模式[]可以在建造輸送帶時自動產生路徑。
|
||||||
|
hint.boost = 按住[accent][[L-Shift][]可以帶著你的機甲一起飛越障礙物\n\n只有少數陸行機甲有推進器。
|
||||||
|
hint.command = 按下[accent][[G][]集結附近[accent]相似類別[]的機甲進入編隊。\n\n你要先控制一台陸行機甲才能集結其他陸行機甲。
|
||||||
|
hint.command.mobile = [accent][[點擊兩下][]你的機甲使其他機甲進入編隊。
|
||||||
|
hint.payloadPickup = 按下 [accent][[[] 拾起小方塊或機甲。
|
||||||
|
hint.payloadPickup.mobile = [accent]長按[]一個方塊或單位可將其拾起。
|
||||||
|
hint.payloadDrop = 按下 [accent]][] 可以放下持有的方塊或單位。
|
||||||
|
hint.payloadDrop.mobile = [accent]長按[]任何空白處可以放下持有的方塊或單位。
|
||||||
|
hint.waveFire = 以[accent]水[]裝填的[accent]波浪[]會自動撲滅附近火勢。
|
||||||
|
hint.generator = \uf879 [accent]燃燒發電機[]消耗煤炭產生能源給相鄰的方塊。\n\n使用 \uf87f [accent]能量節點[]增加電力涵蓋範圍。
|
||||||
|
hint.guardian = [accent]頭目[]擁有厚實的裝甲。較弱的彈藥如[accent]銅[]和[accent]鉛[]並[scarlet]沒有效果[].\n\n使用更高等的砲臺或以\uf835 [accent]石墨[]配合\uf861雙砲、\uf859齊射砲摧毀頭目。
|
||||||
|
hint.coreUpgrade = 核心可以透過在上面[accent]覆蓋一個更高等級的核心[]來升級。\n\n放置 [accent]核心:基地[] 到 [accent]核心:碎片[] 上. 確保沒有其他障礙物。
|
||||||
|
hint.presetLaunch = 灰色的[accent]降落地區[],例如[accent]冰凍森林[],可由任何地區發射。這類地區無須由相鄰地區進攻。\n\n[accent]數字編號地區[],像是這一個,可不是完成戰役的必要條件。
|
||||||
|
hint.coreIncinerate = 當任一物品的核心庫存滿了後,後續進入的同種資源會被[accent]銷毀[]。
|
||||||
|
hint.coopCampaign = 遊玩[accent]多人合作戰役[]時,同地圖所生產的資源皆會被送入[accent]自己的地區[]。\n\n任何新科技也會單向同步到自己的科技。
|
||||||
|
|
||||||
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
|
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
|
||||||
|
item.copper.details = 銅,蕈孢星上異常常見的金屬。加工前結構脆弱。
|
||||||
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和液體運輸方塊。
|
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和液體運輸方塊。
|
||||||
|
item.lead.details = 密度高、穩定。廣泛用於電池中。\n附記:可能對生物有毒性。即便這裡也沒剩多少。
|
||||||
item.metaglass.description = 一種超高強度的玻璃。廣泛用於液體分配和儲存。
|
item.metaglass.description = 一種超高強度的玻璃。廣泛用於液體分配和儲存。
|
||||||
item.graphite.description = 礦化的碳,用於彈藥和電氣元件。
|
item.graphite.description = 礦化的碳,用於彈藥和電氣元件。
|
||||||
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和作為助熔劑。
|
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和作為助熔劑。
|
||||||
item.coal.description = 遠在「播種」事件前就形成的植物化石。一種常見並容易獲得的燃料。
|
item.coal.description = 遠在「播種」事件前就形成的植物化石。一種常見並容易獲得的燃料。
|
||||||
|
item.coal.details = 看似植物化石,形成時間遠早於「播種」事件。
|
||||||
item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛行載具。
|
item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛行載具。
|
||||||
item.thorium.description = 一種高密度的放射性金屬,用作結構支撐和核燃料。
|
item.thorium.description = 一種高密度的放射性金屬,用作結構支撐和核燃料。
|
||||||
item.scrap.description = 舊結構和單位的殘骸。含有微量的各種金屬。
|
item.scrap.description = 舊結構和單位的殘骸。含有微量的各種金屬。
|
||||||
|
item.scrap.details = 古老建築、兵器留下的殘骸。
|
||||||
item.silicon.description = 一種非常有用的半導體,被用於太陽能電池板、很多複雜的電子設備和追蹤導彈彈藥。
|
item.silicon.description = 一種非常有用的半導體,被用於太陽能電池板、很多複雜的電子設備和追蹤導彈彈藥。
|
||||||
item.plastanium.description = 一種輕量、可延展的材料,用於高級的飛行載具和破片彈藥。
|
item.plastanium.description = 一種輕量、可延展的材料,用於高級的飛行載具和破片彈藥。
|
||||||
item.phase-fabric.description = 一種近乎無重量的物質,用於先進的電子設備和自修復技術。
|
item.phase-fabric.description = 一種近乎無重量的物質,用於先進的電子設備和自修復技術。
|
||||||
item.surge-alloy.description = 一種具有獨特電子特性的高級合金。
|
item.surge-alloy.description = 一種具有獨特電子特性的高級合金。
|
||||||
item.spore-pod.description = 合成的孢子莢。合成大氣濃度的孢子做為工業用途。用於轉化為原油、爆炸物和燃料。
|
item.spore-pod.description = 合成的孢子莢。合成大氣濃度的孢子做為工業用途。用於轉化為原油、爆炸物和燃料。
|
||||||
item.blast-compound.description = 一種用於炸彈和爆裂物的不穩定混合物。不建議作為燃料。
|
item.spore-pod.details = 充滿孢子。很可能是人造生物。會釋放對其他生物有毒的氣體。極具侵略性。特定情況下極為易燃。
|
||||||
item.pyratite.description = 一種在燃燒武器中使用的極易燃物質。
|
item.blast-compound.description = 用於炸彈和高爆彈的混合物。
|
||||||
|
item.pyratite.description = 用於至燃武器和燃燒型發電機的物質。
|
||||||
|
|
||||||
liquid.water.description = 最有用的液體。常用於冷卻機器和廢物處理。
|
liquid.water.description = 最有用的液體。常用於冷卻機器和廢物處理。
|
||||||
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器向敵方單位噴灑。
|
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器向敵方單位噴灑。
|
||||||
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
||||||
liquid.cryofluid.description = 一種安定,無腐蝕性的液體,用水及鈦混合成。具有很高的比熱。廣泛的用作冷卻劑。
|
liquid.cryofluid.description = 一種安定,無腐蝕性的液體,用水及鈦混合成。具有很高的比熱。廣泛的用作冷卻劑。
|
||||||
|
|
||||||
|
block.resupply-point.description = 補給銅礦彈藥給附近的單位。無法用於需要電池電力的單位。
|
||||||
|
block.armored-conveyor.description = 以與鈦輸送帶相同的速度移動物品,但擁有更高的防禦。不接受任何從側面輸入的資源。
|
||||||
|
block.illuminator.description = 小而美的光源。
|
||||||
block.message.description = 儲存一條訊息。用於盟友之間的溝通。
|
block.message.description = 儲存一條訊息。用於盟友之間的溝通。
|
||||||
block.graphite-press.description = 將煤炭壓縮成石墨。
|
block.graphite-press.description = 將煤炭壓縮成石墨。
|
||||||
block.multi-press.description = 石墨壓縮機的升級版。利用水和電力快速高效地處理煤炭。
|
block.multi-press.description = 石墨壓縮機的升級版。利用水和電力快速高效地處理煤炭。
|
||||||
block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。
|
block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。
|
||||||
block.kiln.description = 將沙子和鉛熔煉成鋼化玻璃。需要少量能量。
|
block.kiln.description = 將沙子和鉛熔煉成鋼化玻璃。需要少量能量。
|
||||||
block.plastanium-compressor.description = 將原油和鈦壓縮製造塑鋼。
|
block.plastanium-compressor.description = 將原油和鈦壓縮製造塑鋼。
|
||||||
block.phase-weaver.description = 使用放射性的釷和大量的沙子生產相織布。需要巨量能量。
|
block.phase-weaver.description = 使用放射性的釷和大量的沙子生產相織布。
|
||||||
block.alloy-smelter.description = 使用鈦、鉛、矽和銅以生產波動合金。
|
block.alloy-smelter.description = 使用鈦、鉛、矽和銅以生產波動合金。
|
||||||
block.cryofluid-mixer.description = 混合水和研磨的鈦粉製造冷卻效率更高的冷凍液。對釷反應堆是必要的。
|
block.cryofluid-mixer.description = 混合水和研磨的鈦粉製造冷卻效率更高的冷凍液。對釷反應堆是必要的。
|
||||||
block.blast-mixer.description = 混合胞子碎塊將火焰彈變成比較不易燃但更具爆炸性的爆炸混合物。
|
block.blast-mixer.description = 混合胞子碎塊將火焰彈變成比較不易燃但更具爆炸性的爆炸混合物。
|
||||||
@@ -1236,8 +1342,8 @@ block.melter.description = 將廢料加熱到很高的溫度產生熔渣,用
|
|||||||
block.separator.description = 將熔渣分離成各種礦物質。將其冷卻後輸出。
|
block.separator.description = 將熔渣分離成各種礦物質。將其冷卻後輸出。
|
||||||
block.spore-press.description = 將孢子莢壓縮成原油。
|
block.spore-press.description = 將孢子莢壓縮成原油。
|
||||||
block.pulverizer.description = 將廢料粉碎成沙子。當缺少天然沙時相當有用。
|
block.pulverizer.description = 將廢料粉碎成沙子。當缺少天然沙時相當有用。
|
||||||
block.coal-centrifuge.description = 將原油固化成煤礦。
|
block.coal-centrifuge.description = 將原油固化成煤炭。
|
||||||
block.incinerator.description = 銷毀它接收到的任何多餘物品或液體。
|
block.incinerator.description = 銷毀所有接收的物品或液體。
|
||||||
block.power-void.description = 銷毀所有輸入的能量。僅限沙盒。
|
block.power-void.description = 銷毀所有輸入的能量。僅限沙盒。
|
||||||
block.power-source.description = 無限輸出能量。僅限沙盒。
|
block.power-source.description = 無限輸出能量。僅限沙盒。
|
||||||
block.item-source.description = 無限輸出物品。僅限沙盒。
|
block.item-source.description = 無限輸出物品。僅限沙盒。
|
||||||
@@ -1262,16 +1368,17 @@ block.mender.description = 定期修復附近的建築物。在每一波之間
|
|||||||
block.mend-projector.description = 高級的修理方塊。可選擇使用相織布增加範圍和效率。
|
block.mend-projector.description = 高級的修理方塊。可選擇使用相織布增加範圍和效率。
|
||||||
block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。可選擇使用相織布增加範圍和效率。
|
block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。可選擇使用相織布增加範圍和效率。
|
||||||
block.force-projector.description = 在自身周圍形成一個六角形能量力場護盾,保護內部的建築物和單位免受傷害。承受太多傷害時會過熱。可選擇用冷卻液避免過熱。可以使用相織布增加護盾範圍。
|
block.force-projector.description = 在自身周圍形成一個六角形能量力場護盾,保護內部的建築物和單位免受傷害。承受太多傷害時會過熱。可選擇用冷卻液避免過熱。可以使用相織布增加護盾範圍。
|
||||||
block.shock-mine.description = 傷害踩到地雷的敵人。敵人幾乎看不見。
|
block.shock-mine.description = 傷害經過的敵人。敵人無法指定地雷攻擊,但仍會被流彈摧毀。
|
||||||
block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。能夠旋轉方向。
|
block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。
|
||||||
block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。
|
block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。
|
||||||
block.plastanium-conveyor.description = 批量輸送物品。\n從後方接受物品,並向三個方向輸出。
|
block.plastanium-conveyor.description = 批量輸送物品。\n從後方接受物品,並向三個方向輸出。
|
||||||
block.junction.description = 作為兩個交叉輸送帶的橋樑。適用於兩條不同輸送帶將不同物品運送到不同位置的情況。
|
block.junction.description = 作為兩個交叉輸送帶的橋樑。適用於兩條不同輸送帶將不同物品運送到不同位置的情況。
|
||||||
block.bridge-conveyor.description = 高級的物品運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸物品。
|
block.bridge-conveyor.description = 高級的物品運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸物品。
|
||||||
block.phase-conveyor.description = 高級物品傳輸方塊。使用能量將物品傳送到幾個方塊外連接的相織輸送帶。
|
block.phase-conveyor.description = 高級物品傳輸方塊。使用能量將物品傳送到幾個方塊外連接的相織輸送帶。
|
||||||
block.sorter.description = 對物品進行分類。如果物品與所選種類匹配,則允許其通過。否則,物品將從左邊和右邊輸出。
|
block.sorter.description = 對物品進行分類。如果物品與所選種類匹配,則允許其通過。否則,物品將從兩側輸出。
|
||||||
block.inverted-sorter.description = 處理物品的方式類似於分類器,但將所選擇的物品輸出到側面。
|
block.inverted-sorter.description = 處理物品的方式類似於分類器,但將所選擇的物品輸出到側邊。
|
||||||
block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。用於將物品從一個來源分割為多個目標。\n\n[[scarlet]不建議緊貼在生產型方塊旁使用,可能導致其被產出堵塞。[]
|
block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。用於將物品從一個來源分割為多個目標。\n\n[[scarlet]不建議緊貼在生產型方塊旁使用,可能導致其被產出堵塞。[]
|
||||||
|
block.router.details = 必要之惡。不建議放置在生產建築旁,不然可能會因輸出物品造成阻塞。
|
||||||
block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。
|
block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。
|
||||||
block.overflow-gate.description = 如果前面被阻擋,則向左邊和右邊輸出物品。
|
block.overflow-gate.description = 如果前面被阻擋,則向左邊和右邊輸出物品。
|
||||||
block.underflow-gate.description = 反向的溢流器。如果側面被阻擋,則向前方輸出物品。
|
block.underflow-gate.description = 反向的溢流器。如果側面被阻擋,則向前方輸出物品。
|
||||||
@@ -1299,26 +1406,29 @@ block.steam-generator.description = 比燃燒發電機更有效率,但需要
|
|||||||
block.differential-generator.description = 利用冷卻液和燃燒火焰彈之間的溫差產生大量的能量。
|
block.differential-generator.description = 利用冷卻液和燃燒火焰彈之間的溫差產生大量的能量。
|
||||||
block.rtg-generator.description = 一種簡單、可靠的發電機,使用放射性化合物衰變所產生的熱產生少量能量。不需要冷卻,但產生的能量比釷反應堆少。
|
block.rtg-generator.description = 一種簡單、可靠的發電機,使用放射性化合物衰變所產生的熱產生少量能量。不需要冷卻,但產生的能量比釷反應堆少。
|
||||||
block.solar-panel.description = 透過太陽產生少量的能量。
|
block.solar-panel.description = 透過太陽產生少量的能量。
|
||||||
block.solar-panel-large.description = 比標準太陽能板產生更多的能量,但建造起來昂貴得多。
|
block.solar-panel-large.description = 透過太陽產生少量的能量。效率較普通太陽能板高。
|
||||||
block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。產生的能量取決於釷裝載量,滿載時會達到基礎發電功率。
|
block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。產生的能量取決於釷裝載量,滿載時會達到基礎發電功率。
|
||||||
block.impact-reactor.description = 先進的發電機,在尖峰值效率時能產生巨量能量。需要大量的電源輸入才能啟動該過程。
|
block.impact-reactor.description = 先進的發電機,在最高效率時能產生大量能量。需要先消耗大量的能源才能啟動。
|
||||||
block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。只能挖掘基本的原料。
|
block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。只能挖掘基本的原料。
|
||||||
block.pneumatic-drill.description = 一種改進的鑽頭,可以挖掘鈦。比機械鑽頭挖掘的更快。
|
block.pneumatic-drill.description = 一種改進的鑽頭,可以挖掘鈦。比機械鑽頭挖掘的更快。
|
||||||
block.laser-drill.description = 通過雷射技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。
|
block.laser-drill.description = 通過雷射技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。
|
||||||
block.blast-drill.description = 終極的鑽頭。需要大量能量。
|
block.blast-drill.description = 終極的鑽頭。需要大量能量。
|
||||||
block.water-extractor.description = 從地下提取水。當附近沒有湖泊時可以使用它。
|
block.water-extractor.description = 從地下提取水。附近沒有地面水源時使用。
|
||||||
block.cultivator.description = 將大氣中微小濃度的胞子培養成工業等級的孢子莢。
|
block.cultivator.description = 將大氣中微小濃度的胞子培養成工業等級的孢子莢。
|
||||||
|
block.cultivator.details = 拾回的科技。用以極高效率生產大量的生物質。可能是當初培養現在覆蓋整個蕈孢星的孢子的培養槽。
|
||||||
block.oil-extractor.description = 使用大量的能量、水以及沙子鑽取原油。當附近沒有直接的原油來源時使用它。
|
block.oil-extractor.description = 使用大量的能量、水以及沙子鑽取原油。當附近沒有直接的原油來源時使用它。
|
||||||
block.core-shard.description = 初代的核心膠囊。一旦被摧毀,會失去對該地區的控制權。不要讓這種情況發生。
|
block.core-shard.description = 基地的中樞。一旦被摧毀,會失去對該地區的控制權。
|
||||||
block.core-foundation.description = 第二代核心。有更好的裝甲。可以儲存更多資源。
|
block.core-shard.details = 第一代核心。輕巧、能自我複製。配備單次使用的推進器。不適合用於星際旅行初代的核心。
|
||||||
block.core-nucleus.description = 第三代核心,也是最後一代。裝甲非常好。可以儲存大量資源。
|
block.core-foundation.description = 基地的中樞。裝甲厚實。相較於碎片核心能儲存更多的資源。第二代核心。
|
||||||
|
block.core-foundation.details = 第二代核心。
|
||||||
|
block.core-nucleus.description = 基地的中樞。裝甲非常厚重。可以儲存極為的大量資源。
|
||||||
|
block.core-nucleus.details = 第三,也是最後一代核心。
|
||||||
block.vault.description = 儲存大量的每一種物品。當物品需求非恆定時,使用它來創建緩衝。使用[lightgray]裝卸器[]以從儲存庫提取物品。
|
block.vault.description = 儲存大量的每一種物品。當物品需求非恆定時,使用它來創建緩衝。使用[lightgray]裝卸器[]以從儲存庫提取物品。
|
||||||
block.container.description = 儲存少量的每一種物品。當物品需求非恆定時,使用它來創建緩衝。使用[lightgray]裝卸器[]以從容器提取物品。
|
block.container.description = 儲存少量的每一種物品。當物品需求非恆定時,使用它來創建緩衝。使用[lightgray]裝卸器[]以從容器提取物品。
|
||||||
block.unloader.description = 將物品從容器、倉庫或核心卸載到傳輸帶上或直接卸貨到相鄰的方塊中。透過點擊卸貨器來更改要卸貨的物品類型。
|
block.unloader.description = 將物品從容器、倉庫或核心卸載到傳輸帶上或直接卸貨到相鄰的方塊中。透過點擊卸貨器來更改要卸貨的物品類型。
|
||||||
block.launch-pad.description = 無需發射核心即可直接發射物品。
|
block.launch-pad.description = 無需發射核心即可直接發射物品。
|
||||||
block.launch-pad-large.description = 發射台的進階版。可儲存更多物品。更快的發射速度。
|
|
||||||
block.duo.description = 一種小而便宜的砲塔。
|
block.duo.description = 一種小而便宜的砲塔。
|
||||||
block.scatter.description = 不可或缺的中型防空砲塔。向敵方單位噴射鉛塊、廢料或是鋼化玻璃碎片。
|
block.scatter.description = 不可或缺的中型防空砲塔。向敵方單位噴射鉛塊、廢料或是鋼化玻璃彈片。
|
||||||
block.scorch.description = 燃燒所有靠近它的地面敵人。在近距離非常有效。
|
block.scorch.description = 燃燒所有靠近它的地面敵人。在近距離非常有效。
|
||||||
block.hail.description = 一種小型的長距離迫擊砲。
|
block.hail.description = 一種小型的長距離迫擊砲。
|
||||||
block.wave.description = 一種可以向敵人噴灑液體束的中型砲塔。提供水時可以自動滅火。
|
block.wave.description = 一種可以向敵人噴灑液體束的中型砲塔。提供水時可以自動滅火。
|
||||||
@@ -1331,5 +1441,64 @@ block.ripple.description = 極為強大的迫擊炮塔。一次向敵人發射
|
|||||||
block.cyclone.description = 一種對空和對地的大型砲塔。向附近單位發射爆裂性的碎塊。
|
block.cyclone.description = 一種對空和對地的大型砲塔。向附近單位發射爆裂性的碎塊。
|
||||||
block.spectre.description = 一種雙炮管的巨型砲塔。向空中及地面敵人發射大型的穿甲彈。
|
block.spectre.description = 一種雙炮管的巨型砲塔。向空中及地面敵人發射大型的穿甲彈。
|
||||||
block.meltdown.description = 一種巨型雷射砲塔。充電並發射持續性的雷射光束。需要冷卻液以運作。
|
block.meltdown.description = 一種巨型雷射砲塔。充電並發射持續性的雷射光束。需要冷卻液以運作。
|
||||||
|
block.foreshadow.description = 在遠方狙擊單一目標。
|
||||||
block.repair-point.description = 持續治療附近最近的受損單位。
|
block.repair-point.description = 持續治療附近最近的受損單位。
|
||||||
block.segment.description = 傷害並摧毀來襲的砲彈。無法將雷射砲彈作為目標。
|
block.segment.description = 傷害並摧毀來襲的砲彈。無法將雷射武器的光束作為目標。
|
||||||
|
block.parallax.description = 發射牽引光束,牽引空中目標,並在此過程中損壞它們。
|
||||||
|
block.tsunami.description = 向敵人發射強大的液體。如果提供水會自動滅火。
|
||||||
|
block.silicon-crucible.description = 使用火焰彈作為附加熱源,從沙子和煤炭中提煉矽。在高溫地區效率更高。
|
||||||
|
block.disassembler.description = 以低效率將熔渣分離成少量的礦物成分。可生產釷。
|
||||||
|
block.overdrive-dome.description = 用相織布和矽增加附近建築物的速度。
|
||||||
|
block.payload-conveyor.description = 移動大型物體,像是從工廠出來的機甲。
|
||||||
|
block.payload-router.description = 把大型物體分配到三個方向。
|
||||||
|
block.command-center.description = 用幾個不同的指令控制機甲的行為。
|
||||||
|
block.ground-factory.description = 生產陸行機甲,造好的機甲可以直接使用或者是送進重塑機升級。
|
||||||
|
block.air-factory.description = 生產空中機甲,造好的機甲可以直接使用或者是送進重塑機升級。
|
||||||
|
block.naval-factory.description = 生產海上機甲,造好的機甲可以直接使用或者是送進重塑機升級。
|
||||||
|
block.additive-reconstructor.description = 把送進來的機甲升到第二級。
|
||||||
|
block.multiplicative-reconstructor.description = 把送進來的機甲升到第三級。
|
||||||
|
block.exponential-reconstructor.description = 把送進來的機甲升到第四級。
|
||||||
|
block.tetrative-reconstructor.description = 把送進來的機甲升到第五級。
|
||||||
|
block.switch.description = 一個能開關的按鈕。狀態能由處理器讀取和控制。
|
||||||
|
block.micro-processor.description = 反覆執行所有的邏輯指令。能控制機甲和建築。
|
||||||
|
block.logic-processor.description = 反覆執行所有的邏輯指令。能控制機甲和建築。速度較微處理器快。
|
||||||
|
block.hyper-processor.description = 反覆執行所有的邏輯指令。能控制機甲和建築。速度較邏輯處理器快。
|
||||||
|
block.memory-cell.description = 為邏輯處理器儲存資料。
|
||||||
|
block.memory-bank.description = 為邏輯處理器儲存資料。大容量。
|
||||||
|
block.logic-display.description = 顯示由處理器輸出的任意圖像。
|
||||||
|
block.large-logic-display.description = 顯示由處理器輸出的任意圖像。
|
||||||
|
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
|
||||||
|
|
||||||
|
unit.dagger.description = 發射普通子彈攻擊所有附近敵人。
|
||||||
|
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
|
||||||
|
unit.fortress.description = 發射遠程迫砲攻擊地面目標。
|
||||||
|
unit.scepter.description = 發射大量續能子彈打擊所有附近敵人。
|
||||||
|
unit.reign.description = 發射大量穿透型子彈打擊所有附近敵人。
|
||||||
|
unit.nova.description = 發射雷射槍對敵人造成傷害和回復友方建築。具飛行能力。
|
||||||
|
unit.pulsar.description = 發射電弧對敵人造成傷害和回復友方建築。具飛行能力。
|
||||||
|
unit.quasar.description = 發射能穿透的雷射光束對敵人造成傷害和回復友方建築。具飛行能力。 具備護盾。
|
||||||
|
unit.vela.description = 發射持續數秒的強大雷射光束,能至燃敵方建築和回復友方建築。具飛行能力。
|
||||||
|
unit.corvus.description = 發射距離極遠的強大恢復光束,在一瞬間摧毀敵方建築、單位或回復友方建築。能越過大部分地形限制。
|
||||||
|
unit.crawler.description = 跑向敵人並自爆,造成大範圍傷害的自殺機甲。
|
||||||
|
unit.atrax.description = 對地面目標噴出弱化敵人的熔渣。能越過大部分地形限制。
|
||||||
|
unit.spiroct.description = 對敵人發射吸血光束。能越過大部分地形限制。
|
||||||
|
unit.arkyid.description = 對敵人發射大量吸血光束。能越過大部分地形限制。
|
||||||
|
unit.toxopid.description = 發射大型電爆彈和穿透型雷射。能越過大部分地形限制的大型爬行機甲。
|
||||||
|
unit.flare.description = 以普通子彈攻擊敵人的高速戰鬥機。
|
||||||
|
unit.horizon.description = 投放多枚炸彈轟炸地面目標。
|
||||||
|
unit.zenith.description = 以飛彈攻擊附近敵人的戰機。
|
||||||
|
unit.antumbra.description = 對敵人發射大量火砲的飛行戰艦。
|
||||||
|
unit.eclipse.description = 具兩門穿透型雷射砲和大量彈幕的超級戰艦。
|
||||||
|
unit.mono.description = 自動採集銅和鉛存入核心。
|
||||||
|
unit.poly.description = 自動重建被摧毀的建築和協助其他單位建造。
|
||||||
|
unit.mega.description = 自動回復受損的建築。能拾起方塊和小型地面機甲。
|
||||||
|
unit.quad.description = 以大型炸彈轟炸地面目標,能回復友方建築並傷害敵人。能拾起中型地面機甲。
|
||||||
|
unit.oct.description = 具保護和回復附近友軍的護盾。能拾起絕大部分地面機甲。
|
||||||
|
unit.risso.description = 對附近所有敵人發射大量飛彈和子彈的迷你砲艇。
|
||||||
|
unit.minke.description = 對附近陸上敵人發射大砲和普通子彈的小型迫砲艇。
|
||||||
|
unit.bryde.description = 對敵人發射遠程高射砲彈以及飛彈的巡邏艇。
|
||||||
|
unit.sei.description = 對敵人發射大量飛彈和穿甲彈。
|
||||||
|
unit.omura.description = 對敵人發射遠程穿透型砲彈。建造曳光戰機。
|
||||||
|
unit.alpha.description = 抵禦敵軍對核心:碎片的攻擊。建造建築物。
|
||||||
|
unit.beta.description = 抵禦敵軍對核心:基地的攻擊。建造建築物。
|
||||||
|
unit.gamma.description = 抵禦敵軍對核心:核子的攻擊。建造建築物。
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ Baltazár Radics
|
|||||||
Dexapnow
|
Dexapnow
|
||||||
Milinai
|
Milinai
|
||||||
키에르
|
키에르
|
||||||
Luxray5474
|
skybldev
|
||||||
Leone25
|
Leone25
|
||||||
Gureumi
|
Gureumi
|
||||||
VizardAlpha
|
VizardAlpha
|
||||||
@@ -109,3 +109,6 @@ VolasYouKnow
|
|||||||
Quick-Korx
|
Quick-Korx
|
||||||
Ángel Rodríguez Aguilera
|
Ángel Rodríguez Aguilera
|
||||||
Catchears
|
Catchears
|
||||||
|
younggam
|
||||||
|
simba-fs
|
||||||
|
RedRadiation
|
||||||
@@ -1,6 +1,5 @@
|
|||||||
uniform sampler2D u_texture;
|
uniform sampler2D u_texture;
|
||||||
|
|
||||||
uniform vec4 u_color;
|
|
||||||
uniform vec2 u_texsize;
|
uniform vec2 u_texsize;
|
||||||
uniform vec2 u_uv;
|
uniform vec2 u_uv;
|
||||||
uniform vec2 u_uv2;
|
uniform vec2 u_uv2;
|
||||||
@@ -38,11 +37,11 @@ void main(){
|
|||||||
float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
|
float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
|
||||||
|
|
||||||
if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
|
if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
|
||||||
gl_FragColor = u_color;
|
gl_FragColor = v_color;
|
||||||
}else if(dst > (1.0-u_progress) * (center.x)){
|
}else if(dst > (1.0-u_progress) * (center.x)){
|
||||||
gl_FragColor = color;
|
gl_FragColor = color;
|
||||||
}else if((dst + 1.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
|
}else if((dst + 1.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
|
||||||
gl_FragColor = u_color;
|
gl_FragColor = v_color;
|
||||||
}else{
|
}else{
|
||||||
gl_FragColor = vec4(0.0);
|
gl_FragColor = vec4(0.0);
|
||||||
}
|
}
|
||||||
|
|||||||
18
core/assets/shaders/buildbeam.frag
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
#define HIGHP
|
||||||
|
|
||||||
|
uniform sampler2D u_texture;
|
||||||
|
uniform vec2 u_texsize;
|
||||||
|
uniform vec2 u_invsize;
|
||||||
|
uniform float u_time;
|
||||||
|
uniform float u_dp;
|
||||||
|
uniform vec2 u_offset;
|
||||||
|
varying vec2 v_texCoords;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec2 T = v_texCoords.xy;
|
||||||
|
vec2 coords = (T * u_texsize) + u_offset;
|
||||||
|
vec4 color = texture2D(u_texture, T);
|
||||||
|
|
||||||
|
color.a *= (0.37 + abs(sin(u_time / 15.0)) * .05 + 0.2 * (step(mod(coords.x / u_dp + coords.y / u_dp + u_time / 4.0, 10.0), 3.0)));
|
||||||
|
gl_FragColor = color;
|
||||||
|
}
|
||||||
|
Before Width: | Height: | Size: 831 B |
|
Before Width: | Height: | Size: 563 KiB |
|
Before Width: | Height: | Size: 660 KiB |
|
Before Width: | Height: | Size: 901 KiB |
|
Before Width: | Height: | Size: 667 KiB |
|
Before Width: | Height: | Size: 186 KiB |
|
Before Width: | Height: | Size: 372 KiB |
|
Before Width: | Height: | Size: 440 KiB |
|
Before Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 3.0 MiB |
|
Before Width: | Height: | Size: 187 KiB |
|
Before Width: | Height: | Size: 354 KiB |
|
Before Width: | Height: | Size: 438 KiB |
|
Before Width: | Height: | Size: 1.4 MiB |
@@ -1,7 +1,5 @@
|
|||||||
package mindustry.ai;
|
package mindustry.ai;
|
||||||
|
|
||||||
import arc.*;
|
|
||||||
import arc.input.*;
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.math.geom.*;
|
import arc.math.geom.*;
|
||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
|
|||||||
@@ -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.circleTarget){
|
if(!unit.type.circleTarget){
|
||||||
moveTo(target, unit.range() * 0.8f);
|
moveTo(target, unit.range() * 0.8f);
|
||||||
unit.lookAt(target);
|
unit.lookAt(target);
|
||||||
}else{
|
}else{
|
||||||
|
|||||||
@@ -876,7 +876,7 @@ public class Blocks implements ContentList{
|
|||||||
size = 4;
|
size = 4;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
thruster = new Wall("thruster"){{
|
thruster = new Thruster("thruster"){{
|
||||||
health = 55 * 16 * wallHealthMultiplier;
|
health = 55 * 16 * wallHealthMultiplier;
|
||||||
size = 4;
|
size = 4;
|
||||||
}};
|
}};
|
||||||
@@ -989,9 +989,9 @@ public class Blocks implements ContentList{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
itemBridge = new BufferedItemBridge("bridge-conveyor"){{
|
itemBridge = new BufferedItemBridge("bridge-conveyor"){{
|
||||||
requirements(Category.distribution, with(Items.lead, 4, Items.copper, 4));
|
requirements(Category.distribution, with(Items.lead, 6, Items.copper, 6));
|
||||||
range = 4;
|
range = 4;
|
||||||
speed = 70f;
|
speed = 74f;
|
||||||
bufferCapacity = 14;
|
bufferCapacity = 14;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -1265,7 +1265,7 @@ public class Blocks implements ContentList{
|
|||||||
tier = 2;
|
tier = 2;
|
||||||
drillTime = 600;
|
drillTime = 600;
|
||||||
size = 2;
|
size = 2;
|
||||||
drawMineItem = true;
|
|
||||||
consumes.liquid(Liquids.water, 0.05f).boost();
|
consumes.liquid(Liquids.water, 0.05f).boost();
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -1274,7 +1274,7 @@ public class Blocks implements ContentList{
|
|||||||
tier = 3;
|
tier = 3;
|
||||||
drillTime = 400;
|
drillTime = 400;
|
||||||
size = 2;
|
size = 2;
|
||||||
drawMineItem = true;
|
|
||||||
consumes.liquid(Liquids.water, 0.06f).boost();
|
consumes.liquid(Liquids.water, 0.06f).boost();
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -1763,7 +1763,7 @@ public class Blocks implements ContentList{
|
|||||||
despawnEffect = Fx.instBomb;
|
despawnEffect = Fx.instBomb;
|
||||||
trailSpacing = 20f;
|
trailSpacing = 20f;
|
||||||
damage = 1350;
|
damage = 1350;
|
||||||
tileDamageMultiplier = 0.3f;
|
buildingDamageMultiplier = 0.3f;
|
||||||
speed = brange;
|
speed = brange;
|
||||||
hitShake = 6f;
|
hitShake = 6f;
|
||||||
ammoMultiplier = 1f;
|
ammoMultiplier = 1f;
|
||||||
@@ -1772,7 +1772,7 @@ public class Blocks implements ContentList{
|
|||||||
|
|
||||||
maxAmmo = 40;
|
maxAmmo = 40;
|
||||||
ammoPerShot = 4;
|
ammoPerShot = 4;
|
||||||
rotateSpeed = 2.5f;
|
rotateSpeed = 2f;
|
||||||
reloadTime = 200f;
|
reloadTime = 200f;
|
||||||
ammoUseEffect = Fx.casing3Double;
|
ammoUseEffect = Fx.casing3Double;
|
||||||
recoilAmount = 5f;
|
recoilAmount = 5f;
|
||||||
@@ -1785,7 +1785,7 @@ public class Blocks implements ContentList{
|
|||||||
shootSound = Sounds.railgun;
|
shootSound = Sounds.railgun;
|
||||||
unitSort = (u, x, y) -> -u.maxHealth;
|
unitSort = (u, x, y) -> -u.maxHealth;
|
||||||
|
|
||||||
coolantMultiplier = 0.2f;
|
coolantMultiplier = 0.4f;
|
||||||
|
|
||||||
health = 150 * size * size;
|
health = 150 * size * size;
|
||||||
coolantUsage = 1f;
|
coolantUsage = 1f;
|
||||||
@@ -1992,6 +1992,7 @@ public class Blocks implements ContentList{
|
|||||||
|
|
||||||
powerSource = new PowerSource("power-source"){{
|
powerSource = new PowerSource("power-source"){{
|
||||||
requirements(Category.power, BuildVisibility.sandboxOnly, with());
|
requirements(Category.power, BuildVisibility.sandboxOnly, with());
|
||||||
|
powerProduction = 100000f / 60f;
|
||||||
alwaysUnlocked = true;
|
alwaysUnlocked = true;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -2054,6 +2055,7 @@ public class Blocks implements ContentList{
|
|||||||
|
|
||||||
//TODO remove
|
//TODO remove
|
||||||
launchPadLarge = new LaunchPad("launch-pad-large"){{
|
launchPadLarge = new LaunchPad("launch-pad-large"){{
|
||||||
|
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 200, Items.silicon, 150, Items.lead, 250, Items.plastanium, 75));
|
||||||
size = 4;
|
size = 4;
|
||||||
itemCapacity = 300;
|
itemCapacity = 300;
|
||||||
launchTime = 60f * 35;
|
launchTime = 60f * 35;
|
||||||
@@ -2145,21 +2147,21 @@ public class Blocks implements ContentList{
|
|||||||
//region experimental
|
//region experimental
|
||||||
|
|
||||||
blockForge = new BlockForge("block-forge"){{
|
blockForge = new BlockForge("block-forge"){{
|
||||||
requirements(Category.production, BuildVisibility.debugOnly, with(Items.thorium, 100));
|
requirements(Category.crafting, BuildVisibility.debugOnly, with(Items.thorium, 100));
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
consumes.power(2f);
|
consumes.power(2f);
|
||||||
size = 3;
|
size = 3;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
blockLoader = new BlockLoader("block-loader"){{
|
blockLoader = new BlockLoader("block-loader"){{
|
||||||
requirements(Category.production, BuildVisibility.debugOnly, with(Items.thorium, 100));
|
requirements(Category.distribution, BuildVisibility.debugOnly, with(Items.thorium, 100));
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
consumes.power(2f);
|
consumes.power(2f);
|
||||||
size = 3;
|
size = 3;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
blockUnloader = new BlockUnloader("block-unloader"){{
|
blockUnloader = new BlockUnloader("block-unloader"){{
|
||||||
requirements(Category.production, BuildVisibility.debugOnly, with(Items.thorium, 100));
|
requirements(Category.distribution, BuildVisibility.debugOnly, with(Items.thorium, 100));
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
consumes.power(2f);
|
consumes.power(2f);
|
||||||
size = 3;
|
size = 3;
|
||||||
|
|||||||
@@ -172,7 +172,7 @@ public class Bullets implements ContentList{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
flakGlass = new FlakBulletType(4f, 3){{
|
flakGlass = new FlakBulletType(4f, 3){{
|
||||||
lifetime = 70f;
|
lifetime = 60f;
|
||||||
ammoMultiplier = 5f;
|
ammoMultiplier = 5f;
|
||||||
shootEffect = Fx.shootSmall;
|
shootEffect = Fx.shootSmall;
|
||||||
reloadMultiplier = 0.8f;
|
reloadMultiplier = 0.8f;
|
||||||
@@ -206,7 +206,6 @@ public class Bullets implements ContentList{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
fragGlass = new FlakBulletType(4f, 3){{
|
fragGlass = new FlakBulletType(4f, 3){{
|
||||||
lifetime = 70f;
|
|
||||||
ammoMultiplier = 3f;
|
ammoMultiplier = 3f;
|
||||||
shootEffect = Fx.shootSmall;
|
shootEffect = Fx.shootSmall;
|
||||||
reloadMultiplier = 0.8f;
|
reloadMultiplier = 0.8f;
|
||||||
@@ -445,19 +444,20 @@ public class Bullets implements ContentList{
|
|||||||
|
|
||||||
waterShot = new LiquidBulletType(Liquids.water){{
|
waterShot = new LiquidBulletType(Liquids.water){{
|
||||||
knockback = 0.7f;
|
knockback = 0.7f;
|
||||||
|
drag = 0.01f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
cryoShot = new LiquidBulletType(Liquids.cryofluid){{
|
cryoShot = new LiquidBulletType(Liquids.cryofluid){{
|
||||||
|
drag = 0.01f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
slagShot = new LiquidBulletType(Liquids.slag){{
|
slagShot = new LiquidBulletType(Liquids.slag){{
|
||||||
damage = 4;
|
damage = 4;
|
||||||
drag = 0.03f;
|
drag = 0.01f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
oilShot = new LiquidBulletType(Liquids.oil){{
|
oilShot = new LiquidBulletType(Liquids.oil){{
|
||||||
drag = 0.03f;
|
drag = 0.01f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
heavyWaterShot = new LiquidBulletType(Liquids.water){{
|
heavyWaterShot = new LiquidBulletType(Liquids.water){{
|
||||||
@@ -465,6 +465,7 @@ public class Bullets implements ContentList{
|
|||||||
speed = 4f;
|
speed = 4f;
|
||||||
knockback = 1.7f;
|
knockback = 1.7f;
|
||||||
puddleSize = 8f;
|
puddleSize = 8f;
|
||||||
|
orbSize = 4f;
|
||||||
drag = 0.001f;
|
drag = 0.001f;
|
||||||
ammoMultiplier = 0.4f;
|
ammoMultiplier = 0.4f;
|
||||||
statusDuration = 60f * 4f;
|
statusDuration = 60f * 4f;
|
||||||
@@ -476,6 +477,7 @@ public class Bullets implements ContentList{
|
|||||||
speed = 4f;
|
speed = 4f;
|
||||||
knockback = 1.3f;
|
knockback = 1.3f;
|
||||||
puddleSize = 8f;
|
puddleSize = 8f;
|
||||||
|
orbSize = 4f;
|
||||||
drag = 0.001f;
|
drag = 0.001f;
|
||||||
ammoMultiplier = 0.4f;
|
ammoMultiplier = 0.4f;
|
||||||
statusDuration = 60f * 4f;
|
statusDuration = 60f * 4f;
|
||||||
@@ -487,6 +489,7 @@ public class Bullets implements ContentList{
|
|||||||
speed = 4f;
|
speed = 4f;
|
||||||
knockback = 1.3f;
|
knockback = 1.3f;
|
||||||
puddleSize = 8f;
|
puddleSize = 8f;
|
||||||
|
orbSize = 4f;
|
||||||
damage = 4.75f;
|
damage = 4.75f;
|
||||||
drag = 0.001f;
|
drag = 0.001f;
|
||||||
ammoMultiplier = 0.4f;
|
ammoMultiplier = 0.4f;
|
||||||
@@ -498,6 +501,7 @@ public class Bullets implements ContentList{
|
|||||||
speed = 4f;
|
speed = 4f;
|
||||||
knockback = 1.3f;
|
knockback = 1.3f;
|
||||||
puddleSize = 8f;
|
puddleSize = 8f;
|
||||||
|
orbSize = 4f;
|
||||||
drag = 0.001f;
|
drag = 0.001f;
|
||||||
ammoMultiplier = 0.4f;
|
ammoMultiplier = 0.4f;
|
||||||
statusDuration = 60f * 4f;
|
statusDuration = 60f * 4f;
|
||||||
|
|||||||
@@ -58,7 +58,7 @@ public class Fx{
|
|||||||
alpha(e.fout());
|
alpha(e.fout());
|
||||||
rect(block ? ((BlockUnitc)select).tile().block.icon(Cicon.full) : select.type.icon(Cicon.full), select.x, select.y, block ? 0f : select.rotation - 90f);
|
rect(block ? ((BlockUnitc)select).tile().block.icon(Cicon.full) : select.type.icon(Cicon.full), select.x, select.y, block ? 0f : select.rotation - 90f);
|
||||||
alpha(1f);
|
alpha(1f);
|
||||||
Lines.stroke(e.fslope() * 1f);
|
Lines.stroke(e.fslope());
|
||||||
Lines.square(select.x, select.y, e.fout() * select.hitSize * 2f, 45);
|
Lines.square(select.x, select.y, e.fout() * select.hitSize * 2f, 45);
|
||||||
Lines.stroke(e.fslope() * 2f);
|
Lines.stroke(e.fslope() * 2f);
|
||||||
Lines.square(select.x, select.y, e.fout() * select.hitSize * 3f, 45f);
|
Lines.square(select.x, select.y, e.fout() * select.hitSize * 3f, 45f);
|
||||||
@@ -96,7 +96,7 @@ public class Fx{
|
|||||||
x = Tmp.v1.x;
|
x = Tmp.v1.x;
|
||||||
y = Tmp.v1.y;
|
y = Tmp.v1.y;
|
||||||
|
|
||||||
Fill.square(x, y, 1f * size, 45f);
|
Fill.square(x, y, size, 45f);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
itemTransfer = new Effect(12f, e -> {
|
itemTransfer = new Effect(12f, e -> {
|
||||||
@@ -127,7 +127,7 @@ public class Fx{
|
|||||||
|
|
||||||
pointHit = new Effect(8f, e -> {
|
pointHit = new Effect(8f, e -> {
|
||||||
color(Color.white, e.color, e.fin());
|
color(Color.white, e.color, e.fin());
|
||||||
stroke(e.fout() * 1f + 0.2f);
|
stroke(e.fout() + 0.2f);
|
||||||
Lines.circle(e.x, e.y, e.fin() * 6f);
|
Lines.circle(e.x, e.y, e.fin() * 6f);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
@@ -560,7 +560,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.lighterOrange);
|
color(Pal.lighterOrange);
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
|
|
||||||
randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
||||||
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||||
@@ -582,7 +582,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.plastaniumBack);
|
color(Pal.plastaniumBack);
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
|
|
||||||
randLenVectors(e.id + 1, 4, 1f + 25f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id + 1, 4, 1f + 25f * e.finpow(), (x, y) -> {
|
||||||
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||||
@@ -604,7 +604,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.plastaniumBack);
|
color(Pal.plastaniumBack);
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
|
|
||||||
randLenVectors(e.id + 1, 4, 1f + 30f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id + 1, 4, 1f + 30f * e.finpow(), (x, y) -> {
|
||||||
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||||
@@ -626,7 +626,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.missileYellowBack);
|
color(Pal.missileYellowBack);
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
|
|
||||||
randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
||||||
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||||
@@ -648,7 +648,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.sapBulletBack);
|
color(Pal.sapBulletBack);
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
|
|
||||||
randLenVectors(e.id + 1, 8, 1f + 60f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id + 1, 8, 1f + 60f * e.finpow(), (x, y) -> {
|
||||||
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||||
@@ -670,7 +670,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.missileYellowBack);
|
color(Pal.missileYellowBack);
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
|
|
||||||
randLenVectors(e.id + 1, 6, 1f + 29f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id + 1, 6, 1f + 29f * e.finpow(), (x, y) -> {
|
||||||
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 4f);
|
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 4f);
|
||||||
@@ -713,7 +713,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.bulletYellow);
|
color(Pal.bulletYellow);
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
|
|
||||||
randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id + 1, 4, 1f + 23f * e.finpow(), (x, y) -> {
|
||||||
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||||
@@ -792,14 +792,14 @@ public class Fx{
|
|||||||
color(Liquids.water.color);
|
color(Liquids.water.color);
|
||||||
alpha(Mathf.clamp(e.fin() * 2f));
|
alpha(Mathf.clamp(e.fin() * 2f));
|
||||||
|
|
||||||
Fill.circle(e.x, e.y, e.fout() * 1f);
|
Fill.circle(e.x, e.y, e.fout());
|
||||||
}),
|
}),
|
||||||
|
|
||||||
muddy = new Effect(80f, e -> {
|
muddy = new Effect(80f, e -> {
|
||||||
color(Color.valueOf("432722"));
|
color(Color.valueOf("432722"));
|
||||||
alpha(Mathf.clamp(e.fin() * 2f));
|
alpha(Mathf.clamp(e.fin() * 2f));
|
||||||
|
|
||||||
Fill.circle(e.x, e.y, e.fout() * 1f);
|
Fill.circle(e.x, e.y, e.fout());
|
||||||
}),
|
}),
|
||||||
|
|
||||||
sapped = new Effect(40f, e -> {
|
sapped = new Effect(40f, e -> {
|
||||||
@@ -820,7 +820,7 @@ public class Fx{
|
|||||||
color(Liquids.oil.color);
|
color(Liquids.oil.color);
|
||||||
|
|
||||||
randLenVectors(e.id, 2, 1f + e.fin() * 2f, (x, y) -> {
|
randLenVectors(e.id, 2, 1f + e.fin() * 2f, (x, y) -> {
|
||||||
Fill.circle(e.x + x, e.y + y, e.fout() * 1f);
|
Fill.circle(e.x + x, e.y + y, e.fout());
|
||||||
});
|
});
|
||||||
}),
|
}),
|
||||||
|
|
||||||
@@ -885,7 +885,7 @@ public class Fx{
|
|||||||
|
|
||||||
randLenVectors(e.id, 6, 2f + 19f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id, 6, 2f + 19f * e.finpow(), (x, y) -> {
|
||||||
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
|
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
|
||||||
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
|
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout());
|
||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.lighterOrange, Pal.lightOrange, Color.gray, e.fin());
|
color(Pal.lighterOrange, Pal.lightOrange, Color.gray, e.fin());
|
||||||
@@ -929,7 +929,7 @@ public class Fx{
|
|||||||
|
|
||||||
randLenVectors(e.id, 6, 2f + 19f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id, 6, 2f + 19f * e.finpow(), (x, y) -> {
|
||||||
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
|
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
|
||||||
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
|
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout());
|
||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.lighterOrange, Pal.lightOrange, Color.gray, e.fin());
|
color(Pal.lighterOrange, Pal.lightOrange, Color.gray, e.fin());
|
||||||
@@ -945,7 +945,7 @@ public class Fx{
|
|||||||
|
|
||||||
randLenVectors(e.id, 6, 4f + 30f * e.finpow(), (x, y) -> {
|
randLenVectors(e.id, 6, 4f + 30f * e.finpow(), (x, y) -> {
|
||||||
Fill.circle(e.x + x, e.y + y, e.fout() * 3f);
|
Fill.circle(e.x + x, e.y + y, e.fout() * 3f);
|
||||||
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
|
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout());
|
||||||
});
|
});
|
||||||
}),
|
}),
|
||||||
|
|
||||||
@@ -1311,7 +1311,7 @@ public class Fx{
|
|||||||
plasticburn = new Effect(40, e -> {
|
plasticburn = new Effect(40, e -> {
|
||||||
randLenVectors(e.id, 5, 3f + e.fin() * 5f, (x, y) -> {
|
randLenVectors(e.id, 5, 3f + e.fin() * 5f, (x, y) -> {
|
||||||
color(Color.valueOf("e9ead3"), Color.gray, e.fin());
|
color(Color.valueOf("e9ead3"), Color.gray, e.fin());
|
||||||
Fill.circle(e.x + x, e.y + y, e.fout() * 1f);
|
Fill.circle(e.x + x, e.y + y, e.fout());
|
||||||
});
|
});
|
||||||
}),
|
}),
|
||||||
|
|
||||||
@@ -1339,14 +1339,14 @@ public class Fx{
|
|||||||
pulverizeSmall = new Effect(30, e -> {
|
pulverizeSmall = new Effect(30, e -> {
|
||||||
randLenVectors(e.id, 3, e.fin() * 5f, (x, y) -> {
|
randLenVectors(e.id, 3, e.fin() * 5f, (x, y) -> {
|
||||||
color(Pal.stoneGray);
|
color(Pal.stoneGray);
|
||||||
Fill.square(e.x + x, e.y + y, e.fout() * 1f + 0.5f, 45);
|
Fill.square(e.x + x, e.y + y, e.fout() + 0.5f, 45);
|
||||||
});
|
});
|
||||||
}),
|
}),
|
||||||
|
|
||||||
pulverizeMedium = new Effect(30, e -> {
|
pulverizeMedium = new Effect(30, e -> {
|
||||||
randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
||||||
color(Pal.stoneGray);
|
color(Pal.stoneGray);
|
||||||
Fill.square(e.x + x, e.y + y, e.fout() * 1f + 0.5f, 45);
|
Fill.square(e.x + x, e.y + y, e.fout() + 0.5f, 45);
|
||||||
});
|
});
|
||||||
}),
|
}),
|
||||||
|
|
||||||
@@ -1548,7 +1548,7 @@ public class Fx{
|
|||||||
|
|
||||||
overdriveWave = new Effect(50, e -> {
|
overdriveWave = new Effect(50, e -> {
|
||||||
color(e.color);
|
color(e.color);
|
||||||
stroke(e.fout() * 1f);
|
stroke(e.fout());
|
||||||
Lines.circle(e.x, e.y, e.finpow() * e.rotation);
|
Lines.circle(e.x, e.y, e.finpow() * e.rotation);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
@@ -1593,7 +1593,7 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
|
|
||||||
color(Pal.shield, e.fout());
|
color(Pal.shield, e.fout());
|
||||||
stroke(1f * e.fout());
|
stroke(e.fout());
|
||||||
Lines.circle(e.x, e.y, radius);
|
Lines.circle(e.x, e.y, radius);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
|||||||
@@ -182,7 +182,7 @@ public class UnitTypes implements ContentList{
|
|||||||
lightningLength = 6;
|
lightningLength = 6;
|
||||||
lightningColor = Pal.surge;
|
lightningColor = Pal.surge;
|
||||||
//standard bullet damage is far too much for lightning
|
//standard bullet damage is far too much for lightning
|
||||||
lightningDamage = 30;
|
lightningDamage = 20;
|
||||||
}};
|
}};
|
||||||
}},
|
}},
|
||||||
|
|
||||||
@@ -336,7 +336,7 @@ public class UnitTypes implements ContentList{
|
|||||||
|
|
||||||
bullet = new LightningBulletType(){{
|
bullet = new LightningBulletType(){{
|
||||||
lightningColor = hitColor = Pal.heal;
|
lightningColor = hitColor = Pal.heal;
|
||||||
damage = 15f;
|
damage = 12f;
|
||||||
lightningLength = 7;
|
lightningLength = 7;
|
||||||
lightningLengthRand = 7;
|
lightningLengthRand = 7;
|
||||||
shootEffect = Fx.shootHeal;
|
shootEffect = Fx.shootHeal;
|
||||||
@@ -698,7 +698,6 @@ public class UnitTypes implements ContentList{
|
|||||||
legExtension = -15;
|
legExtension = -15;
|
||||||
legBaseOffset = 10f;
|
legBaseOffset = 10f;
|
||||||
landShake = 1f;
|
landShake = 1f;
|
||||||
legSpeed = 0.1f;
|
|
||||||
legLengthScl = 0.96f;
|
legLengthScl = 0.96f;
|
||||||
rippleScale = 2f;
|
rippleScale = 2f;
|
||||||
legSpeed = 0.2f;
|
legSpeed = 0.2f;
|
||||||
@@ -1311,12 +1310,14 @@ public class UnitTypes implements ContentList{
|
|||||||
drag = 0.017f;
|
drag = 0.017f;
|
||||||
lowAltitude = false;
|
lowAltitude = false;
|
||||||
flying = true;
|
flying = true;
|
||||||
|
circleTarget = true;
|
||||||
engineOffset = 12f;
|
engineOffset = 12f;
|
||||||
engineSize = 6f;
|
engineSize = 6f;
|
||||||
rotateShooting = false;
|
rotateShooting = false;
|
||||||
hitSize = 32f;
|
hitSize = 32f;
|
||||||
payloadCapacity = (3 * 3) * tilePayload;
|
payloadCapacity = (3 * 3) * tilePayload;
|
||||||
buildSpeed = 2.5f;
|
buildSpeed = 2.5f;
|
||||||
|
buildBeamOffset = 23;
|
||||||
range = 140f;
|
range = 140f;
|
||||||
targetAir = false;
|
targetAir = false;
|
||||||
targetFlag = BlockFlag.battery;
|
targetFlag = BlockFlag.battery;
|
||||||
@@ -1388,6 +1389,7 @@ public class UnitTypes implements ContentList{
|
|||||||
drawShields = false;
|
drawShields = false;
|
||||||
commandLimit = 6;
|
commandLimit = 6;
|
||||||
lowAltitude = true;
|
lowAltitude = true;
|
||||||
|
buildBeamOffset = 43;
|
||||||
|
|
||||||
ammoCapacity = 1300;
|
ammoCapacity = 1300;
|
||||||
ammoResupplyAmount = 20;
|
ammoResupplyAmount = 20;
|
||||||
@@ -1758,7 +1760,7 @@ public class UnitTypes implements ContentList{
|
|||||||
lifetime = 60f;
|
lifetime = 60f;
|
||||||
shootEffect = Fx.shootSmall;
|
shootEffect = Fx.shootSmall;
|
||||||
smokeEffect = Fx.shootSmallSmoke;
|
smokeEffect = Fx.shootSmallSmoke;
|
||||||
tileDamageMultiplier = 0.01f;
|
buildingDamageMultiplier = 0.01f;
|
||||||
}};
|
}};
|
||||||
}});
|
}});
|
||||||
}};
|
}};
|
||||||
@@ -1800,7 +1802,7 @@ public class UnitTypes implements ContentList{
|
|||||||
lifetime = 60f;
|
lifetime = 60f;
|
||||||
shootEffect = Fx.shootSmall;
|
shootEffect = Fx.shootSmall;
|
||||||
smokeEffect = Fx.shootSmallSmoke;
|
smokeEffect = Fx.shootSmallSmoke;
|
||||||
tileDamageMultiplier = 0.01f;
|
buildingDamageMultiplier = 0.01f;
|
||||||
}};
|
}};
|
||||||
}});
|
}});
|
||||||
}};
|
}};
|
||||||
@@ -1840,7 +1842,7 @@ public class UnitTypes implements ContentList{
|
|||||||
lifetime = 70f;
|
lifetime = 70f;
|
||||||
shootEffect = Fx.shootSmall;
|
shootEffect = Fx.shootSmall;
|
||||||
smokeEffect = Fx.shootSmallSmoke;
|
smokeEffect = Fx.shootSmallSmoke;
|
||||||
tileDamageMultiplier = 0.01f;
|
buildingDamageMultiplier = 0.01f;
|
||||||
homingPower = 0.04f;
|
homingPower = 0.04f;
|
||||||
}};
|
}};
|
||||||
}});
|
}});
|
||||||
|
|||||||
@@ -11,7 +11,6 @@ import mindustry.ctype.*;
|
|||||||
import mindustry.game.EventType.*;
|
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.*;
|
||||||
|
|
||||||
|
|||||||
@@ -351,7 +351,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
if(tile != null){
|
if(tile != null){
|
||||||
tile.setBlock(content.block(plan.block), state.rules.waveTeam, plan.rotation);
|
tile.setBlock(content.block(plan.block), state.rules.waveTeam, plan.rotation);
|
||||||
if(plan.config != null && tile.build != null){
|
if(plan.config != null && tile.build != null){
|
||||||
tile.build.configure(plan.config);
|
tile.build.configureAny(plan.config);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -258,13 +258,12 @@ public class Logic implements ApplicationListener{
|
|||||||
state.rules.weather.removeAll(w -> w.weather == null);
|
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;
|
||||||
|
|
||||||
//create new event when not active
|
//create new event when not active
|
||||||
if(entry.cooldown < 0 && !entry.weather.isActive()){
|
if((entry.cooldown < 0 || entry.always) && !entry.weather.isActive()){
|
||||||
float duration = Mathf.random(entry.minDuration, entry.maxDuration);
|
float duration = entry.always ? Float.POSITIVE_INFINITY : Mathf.random(entry.minDuration, entry.maxDuration);
|
||||||
entry.cooldown = duration + Mathf.random(entry.minFrequency, entry.maxFrequency);
|
entry.cooldown = duration + Mathf.random(entry.minFrequency, entry.maxFrequency);
|
||||||
Tmp.v1.setToRandomDirection();
|
Tmp.v1.setToRandomDirection();
|
||||||
Call.createWeather(entry.weather, entry.intensity, duration, Tmp.v1.x, Tmp.v1.y);
|
Call.createWeather(entry.weather, entry.intensity, duration, Tmp.v1.x, Tmp.v1.y);
|
||||||
@@ -276,16 +275,21 @@ public class Logic implements ApplicationListener{
|
|||||||
public static void sectorCapture(){
|
public static void sectorCapture(){
|
||||||
//the sector has been conquered - waves get disabled
|
//the sector has been conquered - waves get disabled
|
||||||
state.rules.waves = false;
|
state.rules.waves = false;
|
||||||
//disable attack mode
|
|
||||||
state.rules.attackMode = false;
|
|
||||||
|
|
||||||
if(state.rules.sector == null) return;
|
if(state.rules.sector == null){
|
||||||
|
//disable attack mode
|
||||||
|
state.rules.attackMode = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
state.rules.sector.info.wasCaptured = true;
|
state.rules.sector.info.wasCaptured = true;
|
||||||
|
|
||||||
//fire capture event
|
//fire capture event
|
||||||
Events.fire(new SectorCaptureEvent(state.rules.sector));
|
Events.fire(new SectorCaptureEvent(state.rules.sector));
|
||||||
|
|
||||||
|
//disable attack mode
|
||||||
|
state.rules.attackMode = false;
|
||||||
|
|
||||||
//save, just in case
|
//save, just in case
|
||||||
if(!headless && !net.client()){
|
if(!headless && !net.client()){
|
||||||
control.saves.saveSector(state.rules.sector);
|
control.saves.saveSector(state.rules.sector);
|
||||||
@@ -384,7 +388,7 @@ public class Logic implements ApplicationListener{
|
|||||||
Time.update();
|
Time.update();
|
||||||
|
|
||||||
//weather is serverside
|
//weather is serverside
|
||||||
if(!net.client()){
|
if(!net.client() && !state.isEditor()){
|
||||||
updateWeather();
|
updateWeather();
|
||||||
|
|
||||||
for(TeamData data : state.teams.getActive()){
|
for(TeamData data : state.teams.getActive()){
|
||||||
|
|||||||
@@ -452,12 +452,12 @@ public class NetServer implements ApplicationListener{
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!arg[0].toLowerCase().equals("y") && !arg[0].toLowerCase().equals("n")){
|
if(!arg[0].equalsIgnoreCase("y") && !arg[0].equalsIgnoreCase("n")){
|
||||||
player.sendMessage("[scarlet]Vote either 'y' (yes) or 'n' (no).");
|
player.sendMessage("[scarlet]Vote either 'y' (yes) or 'n' (no).");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
int sign = arg[0].toLowerCase().equals("y") ? 1 : -1;
|
int sign = arg[0].equalsIgnoreCase("y") ? 1 : -1;
|
||||||
currentlyKicking[0].vote(player, sign);
|
currentlyKicking[0].vote(player, sign);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|||||||