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3d6cfcafd0 |
5
.github/pull_request_template.md
vendored
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
If your pull request is **not** translation or serverlist-related, read the list of requirements below and check each box:
|
||||||
|
|
||||||
|
- [ ] I have read the [contribution guidelines](https://github.com/Anuken/Mindustry/blob/master/CONTRIBUTING.md).
|
||||||
|
- [ ] I have ensured that my code compiles, if applicable.
|
||||||
|
- [ ] I have ensured that any new features in this PR function correctly in-game, if applicable.
|
||||||
5
.github/workflows/deployment.yml
vendored
@@ -39,7 +39,7 @@ jobs:
|
|||||||
cp -a Mindustry/core/build/javadoc/. docs/
|
cp -a Mindustry/core/build/javadoc/. docs/
|
||||||
cd docs
|
cd docs
|
||||||
git add .
|
git add .
|
||||||
git commit -m "Update ${RELEASE_VERSION:1}"
|
git commit --allow-empty -m "Update ${RELEASE_VERSION:1}"
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs
|
||||||
cd ../Mindustry
|
cd ../Mindustry
|
||||||
- name: Update F-Droid build string
|
- name: Update F-Droid build string
|
||||||
@@ -47,7 +47,8 @@ jobs:
|
|||||||
git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds
|
git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds
|
||||||
cd ../MindustryBuilds
|
cd ../MindustryBuilds
|
||||||
echo "Updating version to ${RELEASE_VERSION:1}"
|
echo "Updating version to ${RELEASE_VERSION:1}"
|
||||||
echo versionName=7-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${GITHUB_RUN_NUMBER} > version_fdroid.txt
|
BNUM=$(($GITHUB_RUN_NUMBER + 1000))
|
||||||
|
echo versionName=7-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${BNUM} > version_fdroid.txt
|
||||||
git add .
|
git add .
|
||||||
git commit -m "Updating to build ${RELEASE_VERSION:1}"
|
git commit -m "Updating to build ${RELEASE_VERSION:1}"
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds
|
||||||
|
|||||||
1
.gitignore
vendored
@@ -1,4 +1,5 @@
|
|||||||
logs/
|
logs/
|
||||||
|
/fastlane/metadata/android/en-US/changelogs/
|
||||||
/core/assets/mindustry-saves/
|
/core/assets/mindustry-saves/
|
||||||
/core/assets/mindustry-maps/
|
/core/assets/mindustry-maps/
|
||||||
/core/assets/bundles/output/
|
/core/assets/bundles/output/
|
||||||
|
|||||||
@@ -38,7 +38,7 @@ Server builds are bundled with each released build (in Releases). If you'd rathe
|
|||||||
|
|
||||||
### Android
|
### Android
|
||||||
|
|
||||||
1. Install the Android SDK [here.](https://developer.android.com/studio#downloads) Make sure you're downloading the "Command line tools only", as Android Studio is not required.
|
1. Install the Android SDK [here.](https://developer.android.com/studio#command-tools) Make sure you're downloading the "Command line tools only", as Android Studio is not required.
|
||||||
2. Set the `ANDROID_HOME` environment variable to point to your unzipped Android SDK directory.
|
2. Set the `ANDROID_HOME` environment variable to point to your unzipped Android SDK directory.
|
||||||
3. Run `gradlew android:assembleDebug` (or `./gradlew` if on linux/mac). This will create an unsigned APK in `android/build/outputs/apk`.
|
3. Run `gradlew android:assembleDebug` (or `./gradlew` if on linux/mac). This will create an unsigned APK in `android/build/outputs/apk`.
|
||||||
|
|
||||||
|
|||||||
@@ -14,6 +14,7 @@
|
|||||||
android:icon="@mipmap/ic_launcher"
|
android:icon="@mipmap/ic_launcher"
|
||||||
android:roundIcon="@mipmap/ic_launcher_round"
|
android:roundIcon="@mipmap/ic_launcher_round"
|
||||||
android:isGame="true"
|
android:isGame="true"
|
||||||
|
android:theme="@style/ArcTheme"
|
||||||
android:usesCleartextTraffic="true"
|
android:usesCleartextTraffic="true"
|
||||||
android:appCategory="game"
|
android:appCategory="game"
|
||||||
android:label="@string/app_name"
|
android:label="@string/app_name"
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ buildscript{
|
|||||||
}
|
}
|
||||||
|
|
||||||
dependencies{
|
dependencies{
|
||||||
classpath 'com.android.tools.build:gradle:7.1.0-alpha02'
|
classpath 'com.android.tools.build:gradle:7.0.1'
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -18,7 +18,6 @@ configurations{ natives }
|
|||||||
repositories{
|
repositories{
|
||||||
mavenCentral()
|
mavenCentral()
|
||||||
maven{ url "https://maven.google.com" }
|
maven{ url "https://maven.google.com" }
|
||||||
jcenter() //remove later once google/JetBrains fixes the dependency
|
|
||||||
}
|
}
|
||||||
|
|
||||||
task deploy(type: Copy){
|
task deploy(type: Copy){
|
||||||
@@ -100,6 +99,9 @@ android{
|
|||||||
all{
|
all{
|
||||||
minifyEnabled = true
|
minifyEnabled = true
|
||||||
shrinkResources = true
|
shrinkResources = true
|
||||||
|
//this is the ONLY WAY I could find to force r8 to keep its filthy hands off of my default interfaces.
|
||||||
|
//may have undesirable side effects
|
||||||
|
debuggable = true
|
||||||
proguardFiles("proguard-rules.pro")
|
proguardFiles("proguard-rules.pro")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
11
android/res/values-v21/styles.xml
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<resources>
|
||||||
|
<style name="ArcTheme" parent="android:Theme.Material.NoActionBar">
|
||||||
|
<item name="android:windowBackground">@android:color/transparent</item>
|
||||||
|
<item name="android:colorBackgroundCacheHint">@null</item>
|
||||||
|
<item name="android:windowAnimationStyle">@android:style/Animation</item>
|
||||||
|
<item name="android:windowNoTitle">true</item>
|
||||||
|
<item name="android:windowContentOverlay">@null</item>
|
||||||
|
<item name="android:windowFullscreen">true</item>
|
||||||
|
</style>
|
||||||
|
</resources>
|
||||||
10
android/res/values/styles.xml
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
<resources>
|
||||||
|
<style name="ArcTheme" parent="android:Theme">
|
||||||
|
<item name="android:windowBackground">@android:color/transparent</item>
|
||||||
|
<item name="android:colorBackgroundCacheHint">@null</item>
|
||||||
|
<item name="android:windowAnimationStyle">@android:style/Animation</item>
|
||||||
|
<item name="android:windowNoTitle">true</item>
|
||||||
|
<item name="android:windowContentOverlay">@null</item>
|
||||||
|
<item name="android:windowFullscreen">true</item>
|
||||||
|
</style>
|
||||||
|
</resources>
|
||||||
@@ -84,9 +84,9 @@ public class AndroidLauncher extends AndroidApplication{
|
|||||||
try{
|
try{
|
||||||
//try to load own class first
|
//try to load own class first
|
||||||
loadedClass = findClass(name);
|
loadedClass = findClass(name);
|
||||||
}catch(ClassNotFoundException e){
|
}catch(ClassNotFoundException | NoClassDefFoundError e){
|
||||||
//use parent if not found
|
//use parent if not found
|
||||||
loadedClass = super.loadClass(name, resolve);
|
return parent.loadClass(name);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -143,7 +143,8 @@ public class EntityIO{
|
|||||||
if(sl) cont("if(!islocal)");
|
if(sl) cont("if(!islocal)");
|
||||||
|
|
||||||
if(sf){
|
if(sf){
|
||||||
st(field.name + lastSuf + " = this." + field.name + targetSuf);
|
//TODO adding + targetSuf to the assignment fixes units being interpolated incorrectly during physics, but makes interpolation snap instead.
|
||||||
|
st(field.name + lastSuf + " = this." + field.name);
|
||||||
}
|
}
|
||||||
|
|
||||||
io(field.type, "this." + (sf ? field.name + targetSuf : field.name) + " = ");
|
io(field.type, "this." + (sf ? field.name + targetSuf : field.name) + " = ");
|
||||||
|
|||||||
@@ -101,6 +101,8 @@ public class EntityProcess extends BaseProcessor{
|
|||||||
|
|
||||||
inter.addJavadoc("Interface for {@link $L}", component.fullName());
|
inter.addJavadoc("Interface for {@link $L}", component.fullName());
|
||||||
|
|
||||||
|
skipDeprecated(inter);
|
||||||
|
|
||||||
//implement extra interfaces these components may have, e.g. position
|
//implement extra interfaces these components may have, e.g. position
|
||||||
for(Stype extraInterface : component.interfaces().select(i -> !isCompInterface(i))){
|
for(Stype extraInterface : component.interfaces().select(i -> !isCompInterface(i))){
|
||||||
//javapoet completely chokes on this if I add `addSuperInterface` or create the type name with TypeName.get
|
//javapoet completely chokes on this if I add `addSuperInterface` or create the type name with TypeName.get
|
||||||
@@ -570,6 +572,8 @@ public class EntityProcess extends BaseProcessor{
|
|||||||
.returns(tname(packageName + "." + name))
|
.returns(tname(packageName + "." + name))
|
||||||
.addStatement(ann.pooled() ? "return Pools.obtain($L.class, " +name +"::new)" : "return new $L()", name).build());
|
.addStatement(ann.pooled() ? "return Pools.obtain($L.class, " +name +"::new)" : "return new $L()", name).build());
|
||||||
|
|
||||||
|
skipDeprecated(builder);
|
||||||
|
|
||||||
definitions.add(new EntityDefinition(packageName + "." + name, builder, type, typeIsBase ? null : baseClass, components, groups, allFieldSpecs, legacy));
|
definitions.add(new EntityDefinition(packageName + "." + name, builder, type, typeIsBase ? null : baseClass, components, groups, allFieldSpecs, legacy));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -837,6 +841,8 @@ public class EntityProcess extends BaseProcessor{
|
|||||||
TypeSpec.Builder nullBuilder = TypeSpec.classBuilder(className)
|
TypeSpec.Builder nullBuilder = TypeSpec.classBuilder(className)
|
||||||
.addModifiers(Modifier.FINAL);
|
.addModifiers(Modifier.FINAL);
|
||||||
|
|
||||||
|
skipDeprecated(nullBuilder);
|
||||||
|
|
||||||
nullBuilder.addSuperinterface(interf.tname());
|
nullBuilder.addSuperinterface(interf.tname());
|
||||||
if(superclass != null) nullBuilder.superclass(tname(baseName(superclass)));
|
if(superclass != null) nullBuilder.superclass(tname(baseName(superclass)));
|
||||||
|
|
||||||
@@ -980,6 +986,11 @@ public class EntityProcess extends BaseProcessor{
|
|||||||
throw new IllegalArgumentException("Missing types.");
|
throw new IllegalArgumentException("Missing types.");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void skipDeprecated(TypeSpec.Builder builder){
|
||||||
|
//deprecations are irrelevant in generated code
|
||||||
|
builder.addAnnotation(AnnotationSpec.builder(SuppressWarnings.class).addMember("value", "\"deprecation\"").build());
|
||||||
|
}
|
||||||
|
|
||||||
class GroupDefinition{
|
class GroupDefinition{
|
||||||
final String name;
|
final String name;
|
||||||
final ClassName baseType;
|
final ClassName baseType;
|
||||||
|
|||||||
@@ -1,5 +1,7 @@
|
|||||||
package mindustry.annotations.impl;
|
package mindustry.annotations.impl;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
|
import arc.audio.*;
|
||||||
import arc.files.*;
|
import arc.files.*;
|
||||||
import arc.scene.style.*;
|
import arc.scene.style.*;
|
||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
@@ -87,18 +89,18 @@ public class AssetsProcess extends BaseProcessor{
|
|||||||
filename = filename.substring(0, filename.indexOf("."));
|
filename = filename.substring(0, filename.indexOf("."));
|
||||||
|
|
||||||
String sfilen = filename;
|
String sfilen = filename;
|
||||||
String dtype = p.name().endsWith(".9.png") ? "arc.scene.style.NinePatchDrawable" : "arc.scene.style.TextureRegionDrawable";
|
String dtype = "arc.scene.style.Drawable";
|
||||||
|
|
||||||
String varname = capitalize(sfilen);
|
String varname = capitalize(sfilen);
|
||||||
|
|
||||||
if(SourceVersion.isKeyword(varname)) varname += "s";
|
if(SourceVersion.isKeyword(varname)) varname += "s";
|
||||||
|
|
||||||
type.addField(ClassName.bestGuess(dtype), varname, Modifier.STATIC, Modifier.PUBLIC);
|
type.addField(ClassName.bestGuess(dtype), varname, Modifier.STATIC, Modifier.PUBLIC);
|
||||||
load.addStatement(varname + " = (" + dtype + ")arc.Core.atlas.drawable($S)", sfilen);
|
load.addStatement(varname + " = arc.Core.atlas.drawable($S)", sfilen);
|
||||||
});
|
});
|
||||||
|
|
||||||
for(Element elem : elements){
|
for(Element elem : elements){
|
||||||
Seq.with(((TypeElement)elem).getEnclosedElements()).each(e -> e.getKind() == ElementKind.FIELD, field -> {
|
Seq.with(elem.getEnclosedElements()).each(e -> e.getKind() == ElementKind.FIELD, field -> {
|
||||||
String fname = field.getSimpleName().toString();
|
String fname = field.getSimpleName().toString();
|
||||||
if(fname.startsWith("default")){
|
if(fname.startsWith("default")){
|
||||||
loadStyles.addStatement("arc.Core.scene.addStyle(" + field.asType().toString() + ".class, mindustry.ui.Styles." + fname + ")");
|
loadStyles.addStatement("arc.Core.scene.addStyle(" + field.asType().toString() + ".class, mindustry.ui.Styles." + fname + ")");
|
||||||
@@ -118,13 +120,35 @@ public class AssetsProcess extends BaseProcessor{
|
|||||||
void processSounds(String classname, String path, String rtype) throws Exception{
|
void processSounds(String classname, String path, String rtype) throws Exception{
|
||||||
TypeSpec.Builder type = TypeSpec.classBuilder(classname).addModifiers(Modifier.PUBLIC);
|
TypeSpec.Builder type = TypeSpec.classBuilder(classname).addModifiers(Modifier.PUBLIC);
|
||||||
MethodSpec.Builder loadBegin = MethodSpec.methodBuilder("load").addModifiers(Modifier.PUBLIC, Modifier.STATIC);
|
MethodSpec.Builder loadBegin = MethodSpec.methodBuilder("load").addModifiers(Modifier.PUBLIC, Modifier.STATIC);
|
||||||
|
CodeBlock.Builder staticb = CodeBlock.builder();
|
||||||
|
|
||||||
|
type.addField(FieldSpec.builder(IntMap.class, "idToSound", Modifier.STATIC, Modifier.PRIVATE).initializer("new IntMap()").build());
|
||||||
|
type.addField(FieldSpec.builder(ObjectIntMap.class, "soundToId", Modifier.STATIC, Modifier.PRIVATE).initializer("new ObjectIntMap()").build());
|
||||||
|
|
||||||
|
type.addMethod(MethodSpec.methodBuilder("getSoundId")
|
||||||
|
.addModifiers(Modifier.PUBLIC, Modifier.STATIC)
|
||||||
|
.addParameter(Sound.class, "sound")
|
||||||
|
.returns(int.class)
|
||||||
|
.addStatement("return soundToId.get(sound, -1)").build());
|
||||||
|
|
||||||
|
type.addMethod(MethodSpec.methodBuilder("getSound")
|
||||||
|
.addModifiers(Modifier.PUBLIC, Modifier.STATIC)
|
||||||
|
.addParameter(int.class, "id")
|
||||||
|
.returns(Sound.class)
|
||||||
|
.addStatement("return (Sound)idToSound.get(id, () -> Sounds.none)").build());
|
||||||
|
|
||||||
HashSet<String> names = new HashSet<>();
|
HashSet<String> names = new HashSet<>();
|
||||||
Fi.get(path).walk(p -> {
|
Seq<Fi> files = new Seq<>();
|
||||||
|
Fi.get(path).walk(files::add);
|
||||||
|
|
||||||
|
files.sortComparing(Fi::name);
|
||||||
|
int id = 0;
|
||||||
|
|
||||||
|
for(Fi p : files){
|
||||||
String name = p.nameWithoutExtension();
|
String name = p.nameWithoutExtension();
|
||||||
|
|
||||||
if(names.contains(name)){
|
if(names.contains(name)){
|
||||||
BaseProcessor.err("Duplicate file name: " + p.toString() + "!");
|
BaseProcessor.err("Duplicate file name: " + p + "!");
|
||||||
}else{
|
}else{
|
||||||
names.add(name);
|
names.add(name);
|
||||||
}
|
}
|
||||||
@@ -133,14 +157,20 @@ public class AssetsProcess extends BaseProcessor{
|
|||||||
|
|
||||||
String filepath = path.substring(path.lastIndexOf("/") + 1) + p.path().substring(p.path().lastIndexOf(path) + path.length());
|
String filepath = path.substring(path.lastIndexOf("/") + 1) + p.path().substring(p.path().lastIndexOf(path) + path.length());
|
||||||
|
|
||||||
String filename = "\"" + filepath + "\"";
|
staticb.addStatement("soundToId.put($L, $L)", name, id);
|
||||||
loadBegin.addStatement("arc.Core.assets.load(" + filename + ", " + rtype + ".class).loaded = a -> " + name + " = (" + rtype + ")a", filepath, filepath.replace(".ogg", ".mp3"));
|
|
||||||
|
|
||||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new arc.audio." + rtype.substring(rtype.lastIndexOf(".") + 1) + "()").build());
|
loadBegin.addStatement("$T.assets.load($S, $L.class).loaded = a -> { $L = ($L)a; soundToId.put(a, $L); idToSound.put($L, a); }",
|
||||||
});
|
Core.class, filepath, rtype, name, rtype, id, id);
|
||||||
|
|
||||||
|
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()").build());
|
||||||
|
|
||||||
|
id ++;
|
||||||
|
}
|
||||||
|
|
||||||
|
type.addStaticBlock(staticb.build());
|
||||||
|
|
||||||
if(classname.equals("Sounds")){
|
if(classname.equals("Sounds")){
|
||||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new arc.audio." + rtype.substring(rtype.lastIndexOf(".") + 1) + "()").build());
|
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()").build());
|
||||||
}
|
}
|
||||||
|
|
||||||
type.addMethod(loadBegin.build());
|
type.addMethod(loadBegin.build());
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ import com.sun.tools.javac.code.Attribute.Enum;
|
|||||||
import com.sun.tools.javac.code.Attribute.Error;
|
import com.sun.tools.javac.code.Attribute.Error;
|
||||||
import com.sun.tools.javac.code.Attribute.Visitor;
|
import com.sun.tools.javac.code.Attribute.Visitor;
|
||||||
import com.sun.tools.javac.code.Attribute.*;
|
import com.sun.tools.javac.code.Attribute.*;
|
||||||
|
import com.sun.tools.javac.code.Scope.*;
|
||||||
import com.sun.tools.javac.code.Type;
|
import com.sun.tools.javac.code.Type;
|
||||||
import com.sun.tools.javac.code.Symbol.*;
|
import com.sun.tools.javac.code.Symbol.*;
|
||||||
import com.sun.tools.javac.code.Type.ArrayType;
|
import com.sun.tools.javac.code.Type.ArrayType;
|
||||||
@@ -64,36 +65,13 @@ public class AnnotationProxyMaker{
|
|||||||
LinkedHashMap map = new LinkedHashMap();
|
LinkedHashMap map = new LinkedHashMap();
|
||||||
ClassSymbol cl = (ClassSymbol)this.anno.type.tsym;
|
ClassSymbol cl = (ClassSymbol)this.anno.type.tsym;
|
||||||
|
|
||||||
//try to use Java 8 API for this if possible
|
for(Symbol s : cl.members().getSymbols(LookupKind.NON_RECURSIVE)){
|
||||||
try{
|
if(s.getKind() == ElementKind.METHOD){
|
||||||
Class entryClass = Class.forName("com.sun.tools.javac.code.Scope$Entry");
|
MethodSymbol var4 = (MethodSymbol)s;
|
||||||
Object members = cl.members();
|
Attribute var5 = var4.getDefaultValue();
|
||||||
Field field = members.getClass().getField("elems");
|
if(var5 != null){
|
||||||
Object elems = field.get(members);
|
map.put(var4, var5);
|
||||||
Field siblingField = entryClass.getField("sibling");
|
|
||||||
Field symField = entryClass.getField("sym");
|
|
||||||
for(Object currEntry = elems; currEntry != null; currEntry = siblingField.get(currEntry)){
|
|
||||||
handleSymbol((Symbol)symField.get(currEntry), map);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}catch(Throwable e){
|
|
||||||
//otherwise try other API
|
|
||||||
|
|
||||||
try{
|
|
||||||
Class lookupClass = Class.forName("com.sun.tools.javac.code.Scope$LookupKind");
|
|
||||||
Field nonRecField = lookupClass.getField("NON_RECURSIVE");
|
|
||||||
Object nonRec = nonRecField.get(null);
|
|
||||||
Scope scope = cl.members();
|
|
||||||
Method getSyms = scope.getClass().getMethod("getSymbols", lookupClass);
|
|
||||||
Iterable<Symbol> it = (Iterable<Symbol>)getSyms.invoke(scope, nonRec);
|
|
||||||
Iterator<Symbol> i = it.iterator();
|
|
||||||
while(i.hasNext()){
|
|
||||||
handleSymbol(i.next(), map);
|
|
||||||
}
|
|
||||||
|
|
||||||
}catch(Throwable death){
|
|
||||||
//I tried
|
|
||||||
throw new RuntimeException(death);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -104,17 +82,6 @@ public class AnnotationProxyMaker{
|
|||||||
return map;
|
return map;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void handleSymbol(Symbol sym, LinkedHashMap map){
|
|
||||||
|
|
||||||
if(sym.getKind() == ElementKind.METHOD){
|
|
||||||
MethodSymbol var4 = (MethodSymbol)sym;
|
|
||||||
Attribute var5 = var4.getDefaultValue();
|
|
||||||
if(var5 != null){
|
|
||||||
map.put(var4, var5);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private Object generateValue(MethodSymbol var1, Attribute var2){
|
private Object generateValue(MethodSymbol var1, Attribute var2){
|
||||||
AnnotationProxyMaker.ValueVisitor var3 = new AnnotationProxyMaker.ValueVisitor(var1);
|
AnnotationProxyMaker.ValueVisitor var3 = new AnnotationProxyMaker.ValueVisitor(var1);
|
||||||
return var3.getValue(var2);
|
return var3.getValue(var2);
|
||||||
|
|||||||
@@ -12,6 +12,10 @@ import java.lang.Class;
|
|||||||
import java.lang.annotation.*;
|
import java.lang.annotation.*;
|
||||||
import java.lang.reflect.*;
|
import java.lang.reflect.*;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Wrapper over Element with added utility functions.
|
||||||
|
* I would have preferred to use extension methods for this, but Java doesn't have any.
|
||||||
|
* */
|
||||||
public class Selement<T extends Element>{
|
public class Selement<T extends Element>{
|
||||||
public final T e;
|
public final T e;
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:collided,type:arc.struct.IntSeq},{name:damage,type:float},{name:data,type:java.lang.Object},{name:fdata,type:float},{name:lifetime,type:float},{name:owner,type:mindustry.gen.Entityc},{name:rotation,type:float},{name:team,type:mindustry.game.Team},{name:time,type:float},{name:type,type:mindustry.entities.bullet.BulletType},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
{version:1,fields:[{name:amount,type:float},{name:liquid,type:mindustry.type.Liquid},{name:tile,type:mindustry.world.Tile},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/alpha/2.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/arkyid/2.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/beta/2.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/block/6.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:6,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/corvus/6.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:6,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/flare/6.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:6,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/gamma/2.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/mace/6.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:6,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/mega/4.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:4,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/mono/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/nova/4.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:4,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/oct/4.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:4,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/poly/4.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:4,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/pulsar/2.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/quad/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/quasar/2.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/risso/6.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:6,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/spiroct/5.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:5,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
1
annotations/src/main/resources/revisions/toxopid/2.json
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{version:2,fields:[{name:ammo,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:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||||
24
build.gradle
@@ -41,8 +41,8 @@ buildscript{
|
|||||||
}
|
}
|
||||||
|
|
||||||
plugins{
|
plugins{
|
||||||
id 'org.jetbrains.kotlin.jvm' version '1.4.32'
|
id 'org.jetbrains.kotlin.jvm' version '1.5.21'
|
||||||
id "org.jetbrains.kotlin.kapt" version "1.4.32"
|
id "org.jetbrains.kotlin.kapt" version "1.5.21"
|
||||||
}
|
}
|
||||||
|
|
||||||
allprojects{
|
allprojects{
|
||||||
@@ -57,7 +57,7 @@ allprojects{
|
|||||||
if(!project.hasProperty("versionType")) versionType = 'official'
|
if(!project.hasProperty("versionType")) versionType = 'official'
|
||||||
appName = 'Mindustry'
|
appName = 'Mindustry'
|
||||||
steamworksVersion = '0b86023401880bb5e586bc404bedbaae9b1f1c94'
|
steamworksVersion = '0b86023401880bb5e586bc404bedbaae9b1f1c94'
|
||||||
rhinoVersion = '55bf0dac1cfa7770672fd26112512c733ca9d5dc'
|
rhinoVersion = '3c6bbadf73a904eefcc28b6fd8aa742ac575e878'
|
||||||
|
|
||||||
loadVersionProps = {
|
loadVersionProps = {
|
||||||
return new Properties().with{p -> p.load(file('../core/assets/version.properties').newReader()); return p }
|
return new Properties().with{p -> p.load(file('../core/assets/version.properties').newReader()); return p }
|
||||||
@@ -219,10 +219,16 @@ allprojects{
|
|||||||
options.compilerArgs += ["-Xlint:deprecation"]
|
options.compilerArgs += ["-Xlint:deprecation"]
|
||||||
dependsOn clearCache
|
dependsOn clearCache
|
||||||
|
|
||||||
options.forkOptions.jvmArgs.addAll([
|
options.forkOptions.jvmArgs += [
|
||||||
|
'--add-opens=jdk.compiler/com.sun.tools.javac.api=ALL-UNNAMED',
|
||||||
'--add-opens=jdk.compiler/com.sun.tools.javac.code=ALL-UNNAMED',
|
'--add-opens=jdk.compiler/com.sun.tools.javac.code=ALL-UNNAMED',
|
||||||
'--add-opens=jdk.compiler/com.sun.tools.javac.parser=ALL-UNNAMED'
|
'--add-opens=jdk.compiler/com.sun.tools.javac.model=ALL-UNNAMED',
|
||||||
])
|
'--add-opens=jdk.compiler/com.sun.tools.javac.processing=ALL-UNNAMED',
|
||||||
|
'--add-opens=jdk.compiler/com.sun.tools.javac.parser=ALL-UNNAMED',
|
||||||
|
'--add-opens=jdk.compiler/com.sun.tools.javac.util=ALL-UNNAMED',
|
||||||
|
'--add-opens=jdk.compiler/com.sun.tools.javac.tree=ALL-UNNAMED',
|
||||||
|
'--add-opens=java.base/sun.reflect.annotation=ALL-UNNAMED'
|
||||||
|
]
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -341,7 +347,11 @@ project(":core"){
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
def changelogs = file("../fastlane/metadata/android/en-US/changelogs/")
|
def changelogs = file("../fastlane/metadata/android/en-US/changelogs/")
|
||||||
|
changelogs.mkdirs()
|
||||||
|
try{
|
||||||
new File(changelogs, androidVersion + ".txt").text = (result)
|
new File(changelogs, androidVersion + ".txt").text = (result)
|
||||||
|
}catch(Exception ignored){
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -501,9 +511,11 @@ task deployAll{
|
|||||||
dependsOn "desktop:packrWindows64"
|
dependsOn "desktop:packrWindows64"
|
||||||
dependsOn "desktop:packrWindows32"
|
dependsOn "desktop:packrWindows32"
|
||||||
dependsOn "desktop:packrMacOS"
|
dependsOn "desktop:packrMacOS"
|
||||||
|
if(versionModifier != "steam"){
|
||||||
dependsOn "server:deploy"
|
dependsOn "server:deploy"
|
||||||
dependsOn "android:deploy"
|
dependsOn "android:deploy"
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
task resolveDependencies{
|
task resolveDependencies{
|
||||||
doLast{
|
doLast{
|
||||||
|
|||||||
BIN
core/assets-raw/sprites/blocks/defense/force-projector-team.png
Normal file
|
After Width: | Height: | Size: 751 B |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1012 B |
|
Before Width: | Height: | Size: 558 B After Width: | Height: | Size: 685 B |
|
Before Width: | Height: | Size: 245 B After Width: | Height: | Size: 245 B |
|
Before Width: | Height: | Size: 238 B After Width: | Height: | Size: 238 B |
|
Before Width: | Height: | Size: 231 B After Width: | Height: | Size: 231 B |
|
Before Width: | Height: | Size: 233 B After Width: | Height: | Size: 233 B |
|
Before Width: | Height: | Size: 162 B After Width: | Height: | Size: 162 B |
|
Before Width: | Height: | Size: 171 B After Width: | Height: | Size: 171 B |
|
After Width: | Height: | Size: 291 B |
|
Before Width: | Height: | Size: 291 B After Width: | Height: | Size: 291 B |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 291 B After Width: | Height: | Size: 291 B |
|
Before Width: | Height: | Size: 290 B After Width: | Height: | Size: 290 B |
|
Before Width: | Height: | Size: 136 B After Width: | Height: | Size: 158 B |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
After Width: | Height: | Size: 874 B |
|
After Width: | Height: | Size: 871 B |
|
After Width: | Height: | Size: 1.2 KiB |
|
After Width: | Height: | Size: 1.2 KiB |
BIN
core/assets-raw/sprites/blocks/storage/core-shard-thruster1.png
Normal file
|
After Width: | Height: | Size: 528 B |
BIN
core/assets-raw/sprites/blocks/storage/core-shard-thruster2.png
Normal file
|
After Width: | Height: | Size: 512 B |
|
Before Width: | Height: | Size: 144 B After Width: | Height: | Size: 262 B |
BIN
core/assets-raw/sprites/blocks/turrets/fuse-heat.png
Normal file
|
After Width: | Height: | Size: 833 B |
|
Before Width: | Height: | Size: 148 B After Width: | Height: | Size: 226 B |
|
Before Width: | Height: | Size: 214 B After Width: | Height: | Size: 363 B |
|
Before Width: | Height: | Size: 889 B After Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 333 B After Width: | Height: | Size: 795 B |
|
Before Width: | Height: | Size: 278 B After Width: | Height: | Size: 517 B |
|
Before Width: | Height: | Size: 233 B After Width: | Height: | Size: 329 B |
BIN
core/assets-raw/sprites/blocks/turrets/spectre-heat.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 8.5 KiB After Width: | Height: | Size: 4.6 KiB |
BIN
core/assets-raw/sprites/effects/clear-effect.png
Normal file
|
After Width: | Height: | Size: 83 B |
BIN
core/assets-raw/sprites/statuses/status-boss.png
Normal file
|
After Width: | Height: | Size: 418 B |
BIN
core/assets-raw/sprites/statuses/status-shielded.png
Normal file
|
After Width: | Height: | Size: 260 B |
BIN
core/assets-raw/sprites/teams/team-crux.png
Normal file
|
After Width: | Height: | Size: 479 B |
BIN
core/assets-raw/sprites/teams/team-derelict.png
Normal file
|
After Width: | Height: | Size: 503 B |
BIN
core/assets-raw/sprites/teams/team-sharded.png
Normal file
|
After Width: | Height: | Size: 404 B |
BIN
core/assets-raw/sprites/ui/sideline-over.9.png
Normal file
|
After Width: | Height: | Size: 241 B |
BIN
core/assets-raw/sprites/ui/sideline.9.png
Normal file
|
After Width: | Height: | Size: 256 B |
BIN
core/assets-raw/sprites/ui/slider-back.9.png
Normal file
|
After Width: | Height: | Size: 197 B |
|
Before Width: | Height: | Size: 118 B After Width: | Height: | Size: 117 B |
|
Before Width: | Height: | Size: 123 B After Width: | Height: | Size: 120 B |
|
Before Width: | Height: | Size: 122 B After Width: | Height: | Size: 120 B |
|
Before Width: | Height: | Size: 72 B |
BIN
core/assets-raw/sprites/ui/underline-over.9.png
Normal file
|
After Width: | Height: | Size: 206 B |
|
Before Width: | Height: | Size: 462 B |
|
Before Width: | Height: | Size: 524 B |
|
After Width: | Height: | Size: 525 B |
@@ -78,13 +78,12 @@ schematic.tagexists = That tag already exists.
|
|||||||
|
|
||||||
stats = Stats
|
stats = Stats
|
||||||
stat.wave = Waves Defeated:[accent] {0}
|
stat.wave = Waves Defeated:[accent] {0}
|
||||||
|
stat.unitsCreated = Units Created:[accent] {0}
|
||||||
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
|
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
|
||||||
stat.built = Buildings Built:[accent] {0}
|
stat.built = Buildings Built:[accent] {0}
|
||||||
stat.destroyed = Buildings Destroyed:[accent] {0}
|
stat.destroyed = Buildings Destroyed:[accent] {0}
|
||||||
stat.deconstructed = Buildings Deconstructed:[accent] {0}
|
stat.deconstructed = Buildings Deconstructed:[accent] {0}
|
||||||
stat.delivered = Resources Launched:
|
|
||||||
stat.playtime = Time Played:[accent] {0}
|
stat.playtime = Time Played:[accent] {0}
|
||||||
stat.rank = Final Rank: [accent]{0}
|
|
||||||
|
|
||||||
globalitems = [accent]Total Items
|
globalitems = [accent]Total Items
|
||||||
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
||||||
@@ -94,6 +93,7 @@ level.mode = Gamemode:
|
|||||||
coreattack = < Core is under attack! >
|
coreattack = < Core is under attack! >
|
||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
|
database.button = Database
|
||||||
savegame = Save Game
|
savegame = Save Game
|
||||||
loadgame = Load Game
|
loadgame = Load Game
|
||||||
joingame = Join Game
|
joingame = Join Game
|
||||||
@@ -101,6 +101,7 @@ customgame = Custom Game
|
|||||||
newgame = New Game
|
newgame = New Game
|
||||||
none = <none>
|
none = <none>
|
||||||
none.found = [lightgray]<none found>
|
none.found = [lightgray]<none found>
|
||||||
|
none.inmap = [lightgray]<none in map>
|
||||||
minimap = Minimap
|
minimap = Minimap
|
||||||
position = Position
|
position = Position
|
||||||
close = Close
|
close = Close
|
||||||
@@ -168,6 +169,7 @@ launchcore = Launch Core
|
|||||||
filename = File Name:
|
filename = File Name:
|
||||||
unlocked = New content unlocked!
|
unlocked = New content unlocked!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
completed = [accent]Completed
|
completed = [accent]Completed
|
||||||
techtree = Tech Tree
|
techtree = Tech Tree
|
||||||
research.legacy = [accent]5.0[] research data found.\nDo you want to [accent]load this data[], or [accent]discard it[] and restart research in the new campaign (recommended)?
|
research.legacy = [accent]5.0[] research data found.\nDo you want to [accent]load this data[], or [accent]discard it[] and restart research in the new campaign (recommended)?
|
||||||
@@ -214,6 +216,7 @@ hosts.none = [lightgray]No local games found!
|
|||||||
host.invalid = [scarlet]Can't connect to host.
|
host.invalid = [scarlet]Can't connect to host.
|
||||||
|
|
||||||
servers.local = Local Servers
|
servers.local = Local Servers
|
||||||
|
servers.local.steam = Open Games & Local Servers
|
||||||
servers.remote = Remote Servers
|
servers.remote = Remote Servers
|
||||||
servers.global = Community Servers
|
servers.global = Community Servers
|
||||||
|
|
||||||
@@ -315,7 +318,7 @@ data.invalid = This isn't valid game data.
|
|||||||
data.import.confirm = Importing external data will overwrite[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
data.import.confirm = Importing external data will overwrite[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
||||||
quit.confirm = Are you sure you want to quit?
|
quit.confirm = Are you sure you want to quit?
|
||||||
loading = [accent]Loading...
|
loading = [accent]Loading...
|
||||||
reloading = [accent]Reloading Mods...
|
downloading = [accent]Downloading...
|
||||||
saving = [accent]Saving...
|
saving = [accent]Saving...
|
||||||
respawn = [accent][[{0}][] to respawn in core
|
respawn = [accent][[{0}][] to respawn in core
|
||||||
cancelbuilding = [accent][[{0}][] to clear plan
|
cancelbuilding = [accent][[{0}][] to clear plan
|
||||||
@@ -343,9 +346,9 @@ custom = Custom
|
|||||||
builtin = Built-In
|
builtin = Built-In
|
||||||
map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone!
|
map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone!
|
||||||
map.random = [accent]Random Map
|
map.random = [accent]Random Map
|
||||||
map.nospawn = This map does not have any cores for the player to spawn in! Add a[accent] orange[] core to this map in the editor.
|
map.nospawn = This map does not have any cores for the player to spawn in! Add a [#{0}]{1}[] core to this map in the editor.
|
||||||
map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[scarlet] non-orange[] cores to this map in the editor.
|
map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[scarlet] non-orange[] cores to this map in the editor.
|
||||||
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[scarlet] red[] cores to this map in the editor.
|
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add [#{0}]{1}[] cores to this map in the editor.
|
||||||
map.invalid = Error loading map: corrupted or invalid map file.
|
map.invalid = Error loading map: corrupted or invalid map file.
|
||||||
workshop.update = Update Item
|
workshop.update = Update Item
|
||||||
workshop.error = Error fetching workshop details: {0}
|
workshop.error = Error fetching workshop details: {0}
|
||||||
@@ -360,6 +363,7 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.cliffs = Walls To Cliffs
|
||||||
editor.brush = Brush
|
editor.brush = Brush
|
||||||
editor.openin = Open In Editor
|
editor.openin = Open In Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -383,6 +387,7 @@ waves.waves = wave(s)
|
|||||||
waves.perspawn = per spawn
|
waves.perspawn = per spawn
|
||||||
waves.shields = shields/wave
|
waves.shields = shields/wave
|
||||||
waves.to = to
|
waves.to = to
|
||||||
|
waves.max = max units
|
||||||
waves.guardian = Guardian
|
waves.guardian = Guardian
|
||||||
waves.preview = Preview
|
waves.preview = Preview
|
||||||
waves.edit = Edit...
|
waves.edit = Edit...
|
||||||
@@ -391,6 +396,13 @@ waves.load = Load from Clipboard
|
|||||||
waves.invalid = Invalid waves in clipboard.
|
waves.invalid = Invalid waves in clipboard.
|
||||||
waves.copied = Waves copied.
|
waves.copied = Waves copied.
|
||||||
waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout.
|
waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout.
|
||||||
|
waves.sort = Sort By
|
||||||
|
waves.sort.reverse = Reverse Sort
|
||||||
|
waves.sort.begin = Begin
|
||||||
|
waves.sort.health = Health
|
||||||
|
waves.sort.type = Type
|
||||||
|
waves.units.hide = Hide All
|
||||||
|
waves.units.show = Show All
|
||||||
|
|
||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = counts
|
wavemode.counts = counts
|
||||||
@@ -537,6 +549,7 @@ configure = Configure Loadout
|
|||||||
loadout = Loadout
|
loadout = Loadout
|
||||||
resources = Resources
|
resources = Resources
|
||||||
bannedblocks = Banned Blocks
|
bannedblocks = Banned Blocks
|
||||||
|
bannedunits = Banned Units
|
||||||
addall = Add All
|
addall = Add All
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
@@ -561,10 +574,13 @@ weather.sandstorm.name = Sandstorm
|
|||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
|
|
||||||
|
sectorlist = Sectors
|
||||||
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
|
sectors.import = Import:
|
||||||
sectors.time = Time:
|
sectors.time = Time:
|
||||||
sectors.threat = Threat:
|
sectors.threat = Threat:
|
||||||
sectors.wave = Wave:
|
sectors.wave = Wave:
|
||||||
@@ -615,6 +631,8 @@ sector.biomassFacility.name = Biomass Synthesis Facility
|
|||||||
sector.windsweptIslands.name = Windswept Islands
|
sector.windsweptIslands.name = Windswept Islands
|
||||||
sector.extractionOutpost.name = Extraction Outpost
|
sector.extractionOutpost.name = Extraction Outpost
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
|
sector.coastline.name = Coastline
|
||||||
|
sector.navalFortress.name = Naval Fortress
|
||||||
|
|
||||||
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
|
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
|
||||||
sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
||||||
@@ -642,10 +660,12 @@ status.sapped.name = Sapped
|
|||||||
status.electrified.name = Electrified
|
status.electrified.name = Electrified
|
||||||
status.spore-slowed.name = Spore Slowed
|
status.spore-slowed.name = Spore Slowed
|
||||||
status.tarred.name = Tarred
|
status.tarred.name = Tarred
|
||||||
|
status.overdrive.name = Overdrive
|
||||||
status.overclock.name = Overclock
|
status.overclock.name = Overclock
|
||||||
status.shocked.name = Shocked
|
status.shocked.name = Shocked
|
||||||
status.blasted.name = Blasted
|
status.blasted.name = Blasted
|
||||||
status.unmoving.name = Unmoving
|
status.unmoving.name = Unmoving
|
||||||
|
status.boss.name = Guardian
|
||||||
|
|
||||||
settings.language = Language
|
settings.language = Language
|
||||||
settings.data = Game Data
|
settings.data = Game Data
|
||||||
@@ -724,7 +744,7 @@ stat.maxconsecutive = Max Consecutive
|
|||||||
stat.buildcost = Build Cost
|
stat.buildcost = Build Cost
|
||||||
stat.inaccuracy = Inaccuracy
|
stat.inaccuracy = Inaccuracy
|
||||||
stat.shots = Shots
|
stat.shots = Shots
|
||||||
stat.reload = Shots/Second
|
stat.reload = Firing Rate
|
||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
@@ -770,7 +790,7 @@ bar.corereq = Core Base Required
|
|||||||
bar.drillspeed = Drill Speed: {0}/s
|
bar.drillspeed = Drill Speed: {0}/s
|
||||||
bar.pumpspeed = Pump Speed: {0}/s
|
bar.pumpspeed = Pump Speed: {0}/s
|
||||||
bar.efficiency = Efficiency: {0}%
|
bar.efficiency = Efficiency: {0}%
|
||||||
bar.boost = Boost: {0}%
|
bar.boost = Boost: +{0}%
|
||||||
bar.powerbalance = Power: {0}/s
|
bar.powerbalance = Power: {0}/s
|
||||||
bar.powerstored = Stored: {0}/{1}
|
bar.powerstored = Stored: {0}/{1}
|
||||||
bar.poweramount = Power: {0}
|
bar.poweramount = Power: {0}
|
||||||
@@ -793,7 +813,7 @@ bullet.damage = [stat]{0}[lightgray] damage
|
|||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
bullet.homing = [stat]homing
|
bullet.homing = [stat]homing
|
||||||
bullet.frag = [stat]frag
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
@@ -806,6 +826,7 @@ bullet.reload = [stat]{0}[lightgray]x fire rate
|
|||||||
unit.blocks = blocks
|
unit.blocks = blocks
|
||||||
unit.blockssquared = blocks²
|
unit.blockssquared = blocks²
|
||||||
unit.powersecond = power units/second
|
unit.powersecond = power units/second
|
||||||
|
unit.tilessecond = tiles/second
|
||||||
unit.liquidsecond = liquid units/second
|
unit.liquidsecond = liquid units/second
|
||||||
unit.itemssecond = items/second
|
unit.itemssecond = items/second
|
||||||
unit.liquidunits = liquid units
|
unit.liquidunits = liquid units
|
||||||
@@ -831,20 +852,19 @@ category.items = Items
|
|||||||
category.crafting = Input/Output
|
category.crafting = Input/Output
|
||||||
category.function = Function
|
category.function = Function
|
||||||
category.optional = Optional Enhancements
|
category.optional = Optional Enhancements
|
||||||
|
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||||
setting.landscape.name = Lock Landscape
|
setting.landscape.name = Lock Landscape
|
||||||
setting.shadows.name = Shadows
|
setting.shadows.name = Shadows
|
||||||
setting.blockreplace.name = Automatic Block Suggestions
|
setting.blockreplace.name = Automatic Block Suggestions
|
||||||
setting.linear.name = Linear Filtering
|
setting.linear.name = Linear Filtering
|
||||||
setting.hints.name = Hints
|
setting.hints.name = Hints
|
||||||
setting.logichints.name = Logic Hints
|
setting.logichints.name = Logic Hints
|
||||||
setting.flow.name = Display Resource Flow Rate
|
|
||||||
setting.backgroundpause.name = Pause In Background
|
setting.backgroundpause.name = Pause In Background
|
||||||
setting.buildautopause.name = Auto-Pause Building
|
setting.buildautopause.name = Auto-Pause Building
|
||||||
setting.doubletapmine.name = Double-Tap to Mine
|
setting.doubletapmine.name = Double-Tap to Mine
|
||||||
setting.modcrashdisable.name = Disable Mods On Startup Crash
|
setting.modcrashdisable.name = Disable Mods On Startup Crash
|
||||||
setting.animatedwater.name = Animated Surfaces
|
setting.animatedwater.name = Animated Surfaces
|
||||||
setting.animatedshields.name = Animated Shields
|
setting.animatedshields.name = Animated Shields
|
||||||
setting.antialias.name = Antialias[lightgray] (requires restart)[]
|
|
||||||
setting.playerindicators.name = Player Indicators
|
setting.playerindicators.name = Player Indicators
|
||||||
setting.indicators.name = Enemy Indicators
|
setting.indicators.name = Enemy Indicators
|
||||||
setting.autotarget.name = Auto-Target
|
setting.autotarget.name = Auto-Target
|
||||||
@@ -853,7 +873,8 @@ setting.touchscreen.name = Touchscreen Controls
|
|||||||
setting.fpscap.name = Max FPS
|
setting.fpscap.name = Max FPS
|
||||||
setting.fpscap.none = None
|
setting.fpscap.none = None
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = UI Scaling[lightgray] (restart required)[]
|
setting.uiscale.name = UI Scaling
|
||||||
|
setting.uiscale.description = Restart required to apply changes.
|
||||||
setting.swapdiagonal.name = Always Diagonal Placement
|
setting.swapdiagonal.name = Always Diagonal Placement
|
||||||
setting.difficulty.training = Training
|
setting.difficulty.training = Training
|
||||||
setting.difficulty.easy = Easy
|
setting.difficulty.easy = Easy
|
||||||
@@ -871,7 +892,9 @@ setting.saveinterval.name = Save Interval
|
|||||||
setting.seconds = {0} seconds
|
setting.seconds = {0} seconds
|
||||||
setting.milliseconds = {0} milliseconds
|
setting.milliseconds = {0} milliseconds
|
||||||
setting.fullscreen.name = Fullscreen
|
setting.fullscreen.name = Fullscreen
|
||||||
setting.borderlesswindow.name = Borderless Window[lightgray] (restart may be required)
|
setting.borderlesswindow.name = Borderless Window
|
||||||
|
setting.borderlesswindow.name.windows = Borderless Fullscreen
|
||||||
|
setting.borderlesswindow.description = Restart may be required to apply changes.
|
||||||
setting.fps.name = Show FPS & Ping
|
setting.fps.name = Show FPS & Ping
|
||||||
setting.smoothcamera.name = Smooth Camera
|
setting.smoothcamera.name = Smooth Camera
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
@@ -994,6 +1017,8 @@ rules.wavetimer = Wave Timer
|
|||||||
rules.waves = Waves
|
rules.waves = Waves
|
||||||
rules.attack = Attack Mode
|
rules.attack = Attack Mode
|
||||||
rules.buildai = AI Building
|
rules.buildai = AI Building
|
||||||
|
rules.aitier = AI Tier
|
||||||
|
rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
||||||
rules.corecapture = Capture Core On Destruction
|
rules.corecapture = Capture Core On Destruction
|
||||||
rules.polygoncoreprotection = Polygonal Core Protection
|
rules.polygoncoreprotection = Polygonal Core Protection
|
||||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||||
@@ -1012,12 +1037,15 @@ rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
|
|||||||
rules.waitForWaveToEnd = Waves Wait for Enemies
|
rules.waitForWaveToEnd = Waves Wait for Enemies
|
||||||
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
|
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
|
||||||
rules.unitammo = Units Require Ammo
|
rules.unitammo = Units Require Ammo
|
||||||
|
rules.enemyteam = Enemy Team
|
||||||
|
rules.playerteam = Player Team
|
||||||
rules.title.waves = Waves
|
rules.title.waves = Waves
|
||||||
rules.title.resourcesbuilding = Resources & Building
|
rules.title.resourcesbuilding = Resources & Building
|
||||||
rules.title.enemy = Enemies
|
rules.title.enemy = Enemies
|
||||||
rules.title.unit = Units
|
rules.title.unit = Units
|
||||||
rules.title.experimental = Experimental
|
rules.title.experimental = Experimental
|
||||||
rules.title.environment = Environment
|
rules.title.environment = Environment
|
||||||
|
rules.title.teams = Teams
|
||||||
rules.lighting = Lighting
|
rules.lighting = Lighting
|
||||||
rules.enemyLights = Enemy Lights
|
rules.enemyLights = Enemy Lights
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1096,13 +1124,12 @@ unit.reign.name = Reign
|
|||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
block.resupply-point.name = Resupply Point
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Sand Boulder
|
block.sand-boulder.name = Sand Boulder
|
||||||
block.basalt-boulder.name = Basalt Boulder
|
block.basalt-boulder.name = Basalt Boulder
|
||||||
block.grass.name = Grass
|
block.grass.name = Grass
|
||||||
block.slag.name = Slag
|
block.molten-slag.name = Slag
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Salt
|
block.salt.name = Salt
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -1133,9 +1160,10 @@ block.spawn.name = Enemy Spawn
|
|||||||
block.core-shard.name = Core: Shard
|
block.core-shard.name = Core: Shard
|
||||||
block.core-foundation.name = Core: Foundation
|
block.core-foundation.name = Core: Foundation
|
||||||
block.core-nucleus.name = Core: Nucleus
|
block.core-nucleus.name = Core: Nucleus
|
||||||
block.deepwater.name = Deep Water
|
block.deep-water.name = Deep Water
|
||||||
block.water.name = Water
|
block.shallow-water.name = Water
|
||||||
block.tainted-water.name = Tainted Water
|
block.tainted-water.name = Tainted Water
|
||||||
|
block.deep-tainted-water.name = Deep Tainted Water
|
||||||
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
||||||
block.tar.name = Tar
|
block.tar.name = Tar
|
||||||
block.stone.name = Stone
|
block.stone.name = Stone
|
||||||
@@ -1143,7 +1171,7 @@ block.sand.name = Sand
|
|||||||
block.darksand.name = Dark Sand
|
block.darksand.name = Dark Sand
|
||||||
block.ice.name = Ice
|
block.ice.name = Ice
|
||||||
block.snow.name = Snow
|
block.snow.name = Snow
|
||||||
block.craters.name = Craters
|
block.crater-stone.name = Craters
|
||||||
block.sand-water.name = Sand Water
|
block.sand-water.name = Sand Water
|
||||||
block.darksand-water.name = Dark Sand Water
|
block.darksand-water.name = Dark Sand Water
|
||||||
block.char.name = Char
|
block.char.name = Char
|
||||||
@@ -1288,7 +1316,6 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Container
|
block.container.name = Container
|
||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
block.launch-pad-large.name = Large Launch Pad
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.command-center.name = Command Center
|
block.command-center.name = Command Center
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
@@ -1309,11 +1336,11 @@ block.payload-source.name = Payload Source
|
|||||||
block.disassembler.name = Disassembler
|
block.disassembler.name = Disassembler
|
||||||
block.silicon-crucible.name = Silicon Crucible
|
block.silicon-crucible.name = Silicon Crucible
|
||||||
block.overdrive-dome.name = Overdrive Dome
|
block.overdrive-dome.name = Overdrive Dome
|
||||||
|
block.interplanetary-accelerator.name = Interplanetary Accelerator
|
||||||
#experimental, may be removed
|
#experimental, may be removed
|
||||||
block.block-forge.name = Block Forge
|
block.block-forge.name = Block Forge
|
||||||
block.block-loader.name = Block Loader
|
block.block-loader.name = Block Loader
|
||||||
block.block-unloader.name = Block Unloader
|
block.block-unloader.name = Block Unloader
|
||||||
block.interplanetary-accelerator.name = Interplanetary Accelerator
|
|
||||||
|
|
||||||
block.switch.name = Switch
|
block.switch.name = Switch
|
||||||
block.micro-processor.name = Micro Processor
|
block.micro-processor.name = Micro Processor
|
||||||
@@ -1348,6 +1375,7 @@ hint.placeTurret = Place \uf861 [accent]Turrets[] to defend your base from enemi
|
|||||||
hint.breaking = [accent]Right-click[] and drag to break blocks.
|
hint.breaking = [accent]Right-click[] and drag to break blocks.
|
||||||
hint.breaking.mobile = Activate the \ue817 [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection.
|
hint.breaking.mobile = Activate the \ue817 [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection.
|
||||||
hint.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
|
hint.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
|
||||||
|
hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources.
|
||||||
hint.research = Use the \ue875 [accent]Research[] button to research new technology.
|
hint.research = Use the \ue875 [accent]Research[] button to research new technology.
|
||||||
hint.research.mobile = Use the \ue875 [accent]Research[] button in the \ue88c [accent]Menu[] to research new technology.
|
hint.research.mobile = Use the \ue875 [accent]Research[] button in the \ue88c [accent]Menu[] to research new technology.
|
||||||
hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets.
|
hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets.
|
||||||
@@ -1369,6 +1397,7 @@ hint.generator = \uf879 [accent]Combustion Generators[] burn coal and transmit p
|
|||||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or \uf835 [accent]Graphite[] \uf861Duo/\uf859Salvo ammunition to take Guardians down.
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or \uf835 [accent]Graphite[] \uf861Duo/\uf859Salvo ammunition to take Guardians down.
|
||||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a [accent]Foundation[] core over the [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a [accent]Foundation[] core over the [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||||||
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.coopCampaign = When playing the [accent]co-op campaign[], items that are produced in the current map will also be sent [accent]to your local sectors[].\n\nAny new research done by the host also carries over.
|
hint.coopCampaign = When playing the [accent]co-op campaign[], items that are produced in the current map will also be sent [accent]to your local sectors[].\n\nAny new research done by the host also carries over.
|
||||||
|
|
||||||
@@ -1399,7 +1428,7 @@ liquid.slag.description = Refined in separators into constituent metals, or spra
|
|||||||
liquid.oil.description = Used in advanced material production and as incendiary ammunition.
|
liquid.oil.description = Used in advanced material production and as incendiary ammunition.
|
||||||
liquid.cryofluid.description = Used as coolant in reactors, turrets and factories.
|
liquid.cryofluid.description = Used as coolant in reactors, turrets and factories.
|
||||||
|
|
||||||
block.resupply-point.description = Resupplies nearby units with copper ammunition. Not compatible with units that require battery power.
|
block.derelict = [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Moves items forward. Does not accept inputs from the sides.
|
block.armored-conveyor.description = Moves items forward. Does not accept inputs from the sides.
|
||||||
block.illuminator.description = Emits light.
|
block.illuminator.description = Emits light.
|
||||||
block.message.description = Stores a message for communication between allies.
|
block.message.description = Stores a message for communication between allies.
|
||||||
@@ -1425,6 +1454,8 @@ block.item-source.description = Infinitely outputs items. Sandbox only.
|
|||||||
block.item-void.description = Destroys any items. Sandbox only.
|
block.item-void.description = Destroys any items. Sandbox only.
|
||||||
block.liquid-source.description = Infinitely outputs liquids. Sandbox only.
|
block.liquid-source.description = Infinitely outputs liquids. Sandbox only.
|
||||||
block.liquid-void.description = Removes any liquids. Sandbox only.
|
block.liquid-void.description = Removes any liquids. Sandbox only.
|
||||||
|
block.payload-source.description = Infinitely outputs payloads. Sandbox only.
|
||||||
|
block.payload-void.description = Destroys any payloads. Sandbox only.
|
||||||
block.copper-wall.description = Protects structures from enemy projectiles.
|
block.copper-wall.description = Protects structures from enemy projectiles.
|
||||||
block.copper-wall-large.description = Protects structures from enemy projectiles.
|
block.copper-wall-large.description = Protects structures from enemy projectiles.
|
||||||
block.titanium-wall.description = Protects structures from enemy projectiles.
|
block.titanium-wall.description = Protects structures from enemy projectiles.
|
||||||
@@ -1543,6 +1574,8 @@ block.memory-bank.description = Stores information for a logic processor. High c
|
|||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
|
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
@@ -1577,6 +1610,11 @@ unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Co
|
|||||||
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
||||||
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
||||||
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
||||||
|
unit.retusa.description = Places proximity mines. Repairs allied units.
|
||||||
|
unit.oxynoe.description = Fires structure-repairing streams of flame at nearby enemies. Targets nearby enemy projectiles with a point defense turret.
|
||||||
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
@@ -1592,7 +1630,7 @@ lst.set = Set a variable.
|
|||||||
lst.operation = Perform an operation on 1-2 variables.
|
lst.operation = Perform an operation on 1-2 variables.
|
||||||
lst.end = Jump to the top of the instruction stack.
|
lst.end = Jump to the top of the instruction stack.
|
||||||
lst.wait = Wait a certain number of seconds.
|
lst.wait = Wait a certain number of seconds.
|
||||||
lst.lookup = Look up a item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
lst.lookup = Look up an item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Conditionally jump to another statement.
|
lst.jump = Conditionally jump to another statement.
|
||||||
lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[].
|
lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[].
|
||||||
lst.unitcontrol = Control the currently bound unit.
|
lst.unitcontrol = Control the currently bound unit.
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Парралакс
|
|||||||
block.cliff.name = Скала
|
block.cliff.name = Скала
|
||||||
block.sand-boulder.name = Пяшчаны валун
|
block.sand-boulder.name = Пяшчаны валун
|
||||||
block.grass.name = Трава
|
block.grass.name = Трава
|
||||||
block.slag.name = Шлак
|
block.molten-slag.name = Шлак
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Соль
|
block.salt.name = Соль
|
||||||
block.salt-wall.name = Саляная сцяна
|
block.salt-wall.name = Саляная сцяна
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Кропка з’яўлення ворагаў
|
|||||||
block.core-shard.name = Ядро: «Аскепак»
|
block.core-shard.name = Ядро: «Аскепак»
|
||||||
block.core-foundation.name = Ядро: «Штаб»
|
block.core-foundation.name = Ядро: «Штаб»
|
||||||
block.core-nucleus.name = Ядро: «Атам»
|
block.core-nucleus.name = Ядро: «Атам»
|
||||||
block.deepwater.name = Глубокаводдзе
|
block.deep-water.name = Глубокаводдзе
|
||||||
block.water.name = Вада
|
block.shallow-water.name = Вада
|
||||||
block.tainted-water.name = Забруджанная вада
|
block.tainted-water.name = Забруджанная вада
|
||||||
block.darksand-tainted-water.name = Тёмный пясок з забруджанай вадой
|
block.darksand-tainted-water.name = Тёмный пясок з забруджанай вадой
|
||||||
block.tar.name = Нафта
|
block.tar.name = Нафта
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Пясок
|
|||||||
block.darksand.name = Тёмны пясок
|
block.darksand.name = Тёмны пясок
|
||||||
block.ice.name = Лёд
|
block.ice.name = Лёд
|
||||||
block.snow.name = Снег
|
block.snow.name = Снег
|
||||||
block.craters.name = Кратэры
|
block.crater-stone.name = Кратэры
|
||||||
block.sand-water.name = Пясок з вадой
|
block.sand-water.name = Пясок з вадой
|
||||||
block.darksand-water.name = Тёмный пясок з вадой
|
block.darksand-water.name = Тёмный пясок з вадой
|
||||||
block.char.name = Выпаленая зямля
|
block.char.name = Выпаленая зямля
|
||||||
|
|||||||
@@ -751,7 +751,7 @@ bar.corereq = Необходимо е Ядро за основа
|
|||||||
bar.drillspeed = Скорост на свредлото: {0}/сек
|
bar.drillspeed = Скорост на свредлото: {0}/сек
|
||||||
bar.pumpspeed = Скорост на помпата: {0}/сек
|
bar.pumpspeed = Скорост на помпата: {0}/сек
|
||||||
bar.efficiency = Ефективност: {0}%
|
bar.efficiency = Ефективност: {0}%
|
||||||
bar.boost = Усилване: {0}%
|
bar.boost = Усилване: +{0}%
|
||||||
bar.powerbalance = Електроенергия: {0}/сек
|
bar.powerbalance = Електроенергия: {0}/сек
|
||||||
bar.powerstored = Съхранена енергия: {0}/{1}
|
bar.powerstored = Съхранена енергия: {0}/{1}
|
||||||
bar.poweramount = Електроенергия: {0}
|
bar.poweramount = Електроенергия: {0}
|
||||||
@@ -1074,7 +1074,7 @@ block.cliff.name = Скала
|
|||||||
block.sand-boulder.name = Пясъчен Камък
|
block.sand-boulder.name = Пясъчен Камък
|
||||||
block.basalt-boulder.name = Базалтов Камък
|
block.basalt-boulder.name = Базалтов Камък
|
||||||
block.grass.name = Трева
|
block.grass.name = Трева
|
||||||
block.slag.name = Шлака
|
block.molten-slag.name = Шлака
|
||||||
block.space.name = Космос
|
block.space.name = Космос
|
||||||
block.salt.name = Сол
|
block.salt.name = Сол
|
||||||
block.salt-wall.name = Стена от Сол
|
block.salt-wall.name = Стена от Сол
|
||||||
@@ -1105,8 +1105,8 @@ block.spawn.name = Вражеска Начална Точка
|
|||||||
block.core-shard.name = Ядро: Шард
|
block.core-shard.name = Ядро: Шард
|
||||||
block.core-foundation.name = Core: Фондация
|
block.core-foundation.name = Core: Фондация
|
||||||
block.core-nucleus.name = Core: Център
|
block.core-nucleus.name = Core: Център
|
||||||
block.deepwater.name = Дълбока Вода
|
block.deep-water.name = Дълбока Вода
|
||||||
block.water.name = Вода
|
block.shallow-water.name = Вода
|
||||||
block.tainted-water.name = Замърсена Вода
|
block.tainted-water.name = Замърсена Вода
|
||||||
block.darksand-tainted-water.name = Тъмен Пясък - Замърсена Вода
|
block.darksand-tainted-water.name = Тъмен Пясък - Замърсена Вода
|
||||||
block.tar.name = Катран
|
block.tar.name = Катран
|
||||||
@@ -1115,7 +1115,7 @@ block.sand.name = Пясък
|
|||||||
block.darksand.name = Тъмен Пясък
|
block.darksand.name = Тъмен Пясък
|
||||||
block.ice.name = Лед
|
block.ice.name = Лед
|
||||||
block.snow.name = Сняг
|
block.snow.name = Сняг
|
||||||
block.craters.name = Кратери
|
block.crater-stone.name = Кратери
|
||||||
block.sand-water.name = Пясък - Вода
|
block.sand-water.name = Пясък - Вода
|
||||||
block.darksand-water.name = Тъмен Пясък - Вода
|
block.darksand-water.name = Тъмен Пясък - Вода
|
||||||
block.char.name = Овъглен Камък
|
block.char.name = Овъглен Камък
|
||||||
|
|||||||
@@ -307,7 +307,7 @@ waiting.players = Čekání na hráče...
|
|||||||
wave.enemies = [lightgray]{0} zbývajících nepřátel
|
wave.enemies = [lightgray]{0} zbývajících nepřátel
|
||||||
wave.enemycores = [accent]{0}[lightgray] nepřátelská jádra
|
wave.enemycores = [accent]{0}[lightgray] nepřátelská jádra
|
||||||
wave.enemycore = [accent]{0}[lightgray] nepřátelské jádro
|
wave.enemycore = [accent]{0}[lightgray] nepřátelské jádro
|
||||||
wave.enemy = [lightgray]{0} zbývající nepřátel
|
wave.enemy = [lightgray]{0} zbývající nepřítel
|
||||||
wave.guardianwarn = Počet vln do příchodu strážce: [accent]{0}[].
|
wave.guardianwarn = Počet vln do příchodu strážce: [accent]{0}[].
|
||||||
wave.guardianwarn.one = [accent]Strážce přijde již příští vlnu![]
|
wave.guardianwarn.one = [accent]Strážce přijde již příští vlnu![]
|
||||||
loadimage = Nahrát obrázek
|
loadimage = Nahrát obrázek
|
||||||
@@ -323,15 +323,15 @@ map.nospawn.attack = Tato mapa nemá nepřátelská jádra, která by mohla být
|
|||||||
map.invalid = Chyba v načítání mapy: poškozený nebo neplatný soubor mapy.
|
map.invalid = Chyba v načítání mapy: poškozený nebo neplatný soubor mapy.
|
||||||
workshop.update = Aktualizovat položku
|
workshop.update = Aktualizovat položku
|
||||||
workshop.error = Chyba při načítání podrobností z Workshopu na Steamu: {0}
|
workshop.error = Chyba při načítání podrobností z Workshopu na Steamu: {0}
|
||||||
map.publish.confirm = Jsi si jistý, že chceš vystavit tuto mapu?\n\n[lightgray]Ujisti se nejprve, že souhlasíš se smluvními podmínkami Workshopu na Steamu (EULA), jinak se Tvoje mapa nezobrazí.[]
|
map.publish.confirm = Jsi si jistý, že chceš publikovat tuto mapu?\n\n[lightgray]Ujisti se nejprve, že souhlasíš se smluvními podmínkami Workshopu na Steamu (EULA), jinak se Tvoje mapa nezobrazí.[]
|
||||||
workshop.menu = Vyber si, co bys chtěl dělat s touto položkou.
|
workshop.menu = Vyber si, co bys chtěl dělat s touto položkou.
|
||||||
workshop.info = Informace o položce
|
workshop.info = Informace o položce
|
||||||
changelog = Seznam změn (volitelně):
|
changelog = Seznam změn (volitelně):
|
||||||
eula = Smluvní podmínky platformy Steam
|
eula = Smluvní podmínky platformy Steam
|
||||||
missing = Tato položka byla smazána nebo přesunuta.\n[lightgray]Položka bude automaticky odebrána ze seznamu Workshopu na Steamu.
|
missing = Tato položka byla smazána nebo přesunuta.\n[lightgray]Položka bude automaticky odebrána ze seznamu Workshopu na Steamu.
|
||||||
publishing = [accent]Publikuji...
|
publishing = [accent]Publikuji...
|
||||||
publish.confirm = Opravdu chceš toto vystavit?\n\n[lightgray]Ujisti se nejprve, že souhlasíš se smluvními podmínkami Workshopu na Steamu (EULA), jinak se Tvoje položky nezobrazí.[]
|
publish.confirm = Opravdu chceš toto publikovat?\n\n[lightgray]Ujisti se nejprve, že souhlasíš se smluvními podmínkami Workshopu na Steamu (EULA), jinak se Tvoje položky nezobrazí.[]
|
||||||
publish.error = Chyba při vystavování položky: {0}
|
publish.error = Chyba při publikování položky: {0}
|
||||||
steam.error = Nepodařilo se inicializovat služby platformy Steam. Chyba: {0}
|
steam.error = Nepodařilo se inicializovat služby platformy Steam. Chyba: {0}
|
||||||
|
|
||||||
editor.brush = Štětec
|
editor.brush = Štětec
|
||||||
@@ -341,12 +341,12 @@ editor.oregen.info = Generování rud:
|
|||||||
editor.mapinfo = Informace o mapě
|
editor.mapinfo = Informace o mapě
|
||||||
editor.author = Autor:
|
editor.author = Autor:
|
||||||
editor.description = Popis:
|
editor.description = Popis:
|
||||||
editor.nodescription = Než může být mapa publikována, musí mít popisek dlouhý nejméně 4 znaky.
|
editor.nodescription = Než může být mapa publikována, musí mít popis dlouhý nejméně 4 znaky.
|
||||||
editor.waves = Vln:
|
editor.waves = Vln:
|
||||||
editor.rules = Pravidla:
|
editor.rules = Pravidla:
|
||||||
editor.generation = Generace:
|
editor.generation = Generace:
|
||||||
editor.ingame = Upravit ve hře
|
editor.ingame = Upravit ve hře
|
||||||
editor.publish.workshop = Vystavit ve Workshopu na Steamu
|
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
||||||
editor.newmap = Nová mapa
|
editor.newmap = Nová mapa
|
||||||
editor.center = Vycentrovat
|
editor.center = Vycentrovat
|
||||||
workshop = Workshop na Steamu
|
workshop = Workshop na Steamu
|
||||||
@@ -684,6 +684,7 @@ stat.lightningchance = Pravděpodobnost blesku
|
|||||||
stat.lightningdamage = Poškození bleskem
|
stat.lightningdamage = Poškození bleskem
|
||||||
stat.flammability = Hořlavost
|
stat.flammability = Hořlavost
|
||||||
stat.radioactivity = Radioaktivita
|
stat.radioactivity = Radioaktivita
|
||||||
|
stat.charge = Nabití
|
||||||
stat.heatcapacity = Tepelná kapacita
|
stat.heatcapacity = Tepelná kapacita
|
||||||
stat.viscosity = Vazkost
|
stat.viscosity = Vazkost
|
||||||
stat.temperature = Teplota
|
stat.temperature = Teplota
|
||||||
@@ -1022,7 +1023,7 @@ block.cliff.name = Útes
|
|||||||
block.sand-boulder.name = Pískovec
|
block.sand-boulder.name = Pískovec
|
||||||
block.basalt-boulder.name = Čedičový balvan
|
block.basalt-boulder.name = Čedičový balvan
|
||||||
block.grass.name = Tráva
|
block.grass.name = Tráva
|
||||||
block.slag.name = Struska
|
block.molten-slag.name = Struska
|
||||||
block.space.name = Vesmír
|
block.space.name = Vesmír
|
||||||
block.salt.name = Sůl
|
block.salt.name = Sůl
|
||||||
block.salt-wall.name = Solné skály
|
block.salt-wall.name = Solné skály
|
||||||
@@ -1053,8 +1054,8 @@ block.spawn.name = Nepřátelská líheň
|
|||||||
block.core-shard.name = Jádro: Odštěpek
|
block.core-shard.name = Jádro: Odštěpek
|
||||||
block.core-foundation.name = Jádro: Základ
|
block.core-foundation.name = Jádro: Základ
|
||||||
block.core-nucleus.name = Jádro: Atom
|
block.core-nucleus.name = Jádro: Atom
|
||||||
block.deepwater.name = Hluboká voda
|
block.deep-water.name = Hluboká voda
|
||||||
block.water.name = Voda
|
block.shallow-water.name = Voda
|
||||||
block.tainted-water.name = Zamořená voda
|
block.tainted-water.name = Zamořená voda
|
||||||
block.darksand-tainted-water.name = Zamořená voda s černým pískem
|
block.darksand-tainted-water.name = Zamořená voda s černým pískem
|
||||||
block.tar.name = Dehet
|
block.tar.name = Dehet
|
||||||
@@ -1063,7 +1064,7 @@ block.sand.name = Písek
|
|||||||
block.darksand.name = Černý písek
|
block.darksand.name = Černý písek
|
||||||
block.ice.name = Led
|
block.ice.name = Led
|
||||||
block.snow.name = Sníh
|
block.snow.name = Sníh
|
||||||
block.craters.name = Krátery
|
block.crater-stone.name = Krátery
|
||||||
block.sand-water.name = Voda s pískem
|
block.sand-water.name = Voda s pískem
|
||||||
block.darksand-water.name = Voda s černým pískem
|
block.darksand-water.name = Voda s černým pískem
|
||||||
block.char.name = Dřevěné uhlí
|
block.char.name = Dřevěné uhlí
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Klippe
|
block.cliff.name = Klippe
|
||||||
block.sand-boulder.name = Sandkampesten
|
block.sand-boulder.name = Sandkampesten
|
||||||
block.grass.name = Græs
|
block.grass.name = Græs
|
||||||
block.slag.name = Ildgrød
|
block.molten-slag.name = Ildgrød
|
||||||
block.space.name = Rum
|
block.space.name = Rum
|
||||||
block.salt.name = Salt
|
block.salt.name = Salt
|
||||||
block.salt-wall.name = Saltvæg
|
block.salt-wall.name = Saltvæg
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Fjendtligt Ankomstpunkt
|
|||||||
block.core-shard.name = Kerne: Skår
|
block.core-shard.name = Kerne: Skår
|
||||||
block.core-foundation.name = Kerne: Fundament
|
block.core-foundation.name = Kerne: Fundament
|
||||||
block.core-nucleus.name = Kerne: Nukleus
|
block.core-nucleus.name = Kerne: Nukleus
|
||||||
block.deepwater.name = Dybt Vand
|
block.deep-water.name = Dybt Vand
|
||||||
block.water.name = Vand
|
block.shallow-water.name = Vand
|
||||||
block.tainted-water.name = Moget Vand
|
block.tainted-water.name = Moget Vand
|
||||||
block.darksand-tainted-water.name = Mørkt Sand Moget Vand
|
block.darksand-tainted-water.name = Mørkt Sand Moget Vand
|
||||||
block.tar.name = Tjærre
|
block.tar.name = Tjærre
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Sand
|
|||||||
block.darksand.name = Mørkt Sand
|
block.darksand.name = Mørkt Sand
|
||||||
block.ice.name = Is
|
block.ice.name = Is
|
||||||
block.snow.name = Sne
|
block.snow.name = Sne
|
||||||
block.craters.name = Kratere
|
block.crater-stone.name = Kratere
|
||||||
block.sand-water.name = Sandet Lavvande
|
block.sand-water.name = Sandet Lavvande
|
||||||
block.darksand-water.name = Mørkt Sandet Lavvande
|
block.darksand-water.name = Mørkt Sandet Lavvande
|
||||||
block.char.name = Trækul
|
block.char.name = Trækul
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ customgame = Benutzerdefiniertes Spiel
|
|||||||
newgame = Neues Spiel
|
newgame = Neues Spiel
|
||||||
none = <nichts>
|
none = <nichts>
|
||||||
none.found = [lightgray]<keine gefunden>
|
none.found = [lightgray]<keine gefunden>
|
||||||
|
none.inmap = [lightgray]<keine auf der Karte>
|
||||||
minimap = Minimap
|
minimap = Minimap
|
||||||
position = Position
|
position = Position
|
||||||
close = Schließen
|
close = Schließen
|
||||||
@@ -460,6 +461,7 @@ toolmode.drawteams = Teams zeichnen
|
|||||||
toolmode.drawteams.description = Zeichnet Teams statt Blöcke.
|
toolmode.drawteams.description = Zeichnet Teams statt Blöcke.
|
||||||
|
|
||||||
filters.empty = [lightgray]Keine Filter! Füge einen mit dem unteren Knopf hinzu.
|
filters.empty = [lightgray]Keine Filter! Füge einen mit dem unteren Knopf hinzu.
|
||||||
|
|
||||||
filter.distort = Verzerren
|
filter.distort = Verzerren
|
||||||
filter.noise = Rauschen
|
filter.noise = Rauschen
|
||||||
filter.enemyspawn = Gegnerischer Spawn Auswahl
|
filter.enemyspawn = Gegnerischer Spawn Auswahl
|
||||||
@@ -476,6 +478,7 @@ filter.clear = Löschen
|
|||||||
filter.option.ignore = Ignorieren
|
filter.option.ignore = Ignorieren
|
||||||
filter.scatter = Streuen
|
filter.scatter = Streuen
|
||||||
filter.terrain = Landschaft
|
filter.terrain = Landschaft
|
||||||
|
|
||||||
filter.option.scale = Skalierung
|
filter.option.scale = Skalierung
|
||||||
filter.option.chance = Wahrscheinlichkeit
|
filter.option.chance = Wahrscheinlichkeit
|
||||||
filter.option.mag = Größe
|
filter.option.mag = Größe
|
||||||
@@ -490,6 +493,7 @@ filter.option.block = Block
|
|||||||
filter.option.floor = Boden
|
filter.option.floor = Boden
|
||||||
filter.option.flooronto = Zielboden
|
filter.option.flooronto = Zielboden
|
||||||
filter.option.target = Ziel
|
filter.option.target = Ziel
|
||||||
|
filter.option.replacement = Ersatz
|
||||||
filter.option.wall = Wand
|
filter.option.wall = Wand
|
||||||
filter.option.ore = Erz
|
filter.option.ore = Erz
|
||||||
filter.option.floor2 = Sekundärer Boden
|
filter.option.floor2 = Sekundärer Boden
|
||||||
@@ -562,6 +566,7 @@ sectors.unexplored = [lightgray]Unentdeckt
|
|||||||
sectors.resources = Ressourcen:
|
sectors.resources = Ressourcen:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
|
sectors.import = Import:
|
||||||
sectors.time = Zeit:
|
sectors.time = Zeit:
|
||||||
sectors.threat = Gefahr:
|
sectors.threat = Gefahr:
|
||||||
sectors.wave = Welle:
|
sectors.wave = Welle:
|
||||||
@@ -675,6 +680,7 @@ unit.nobuild = [scarlet]Einheit kann nicht bauen!
|
|||||||
lastaccessed = [lightgray]Zuletzt konfiguriert: {0}
|
lastaccessed = [lightgray]Zuletzt konfiguriert: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
|
stat.showinmap = <öffne Spiel um zu zeigen>
|
||||||
stat.description = Beschreibung
|
stat.description = Beschreibung
|
||||||
stat.input = Eingang
|
stat.input = Eingang
|
||||||
stat.output = Ausgang
|
stat.output = Ausgang
|
||||||
@@ -720,7 +726,7 @@ stat.maxconsecutive = Max. Konsekutive
|
|||||||
stat.buildcost = Baukosten
|
stat.buildcost = Baukosten
|
||||||
stat.inaccuracy = Ungenauigkeit
|
stat.inaccuracy = Ungenauigkeit
|
||||||
stat.shots = Schüsse
|
stat.shots = Schüsse
|
||||||
stat.reload = Schüsse/Sekunde
|
stat.reload = Schussrate
|
||||||
stat.ammo = Munition
|
stat.ammo = Munition
|
||||||
stat.shieldhealth = Schildlebenspunkte
|
stat.shieldhealth = Schildlebenspunkte
|
||||||
stat.cooldowntime = Cooldown-Zeit
|
stat.cooldowntime = Cooldown-Zeit
|
||||||
@@ -766,7 +772,7 @@ bar.corereq = Kern-Basis erforderlich
|
|||||||
bar.drillspeed = Bohrgeschwindigkeit: {0}/s
|
bar.drillspeed = Bohrgeschwindigkeit: {0}/s
|
||||||
bar.pumpspeed = Pumpengeschwindigkeit: {0}/s
|
bar.pumpspeed = Pumpengeschwindigkeit: {0}/s
|
||||||
bar.efficiency = Effizienz: {0}%
|
bar.efficiency = Effizienz: {0}%
|
||||||
bar.boost = Beschleunigung: {0}%
|
bar.boost = Beschleunigung: +{0}%
|
||||||
bar.powerbalance = Strom: {0}/s
|
bar.powerbalance = Strom: {0}/s
|
||||||
bar.powerstored = Gespeichert: {0}/{1}
|
bar.powerstored = Gespeichert: {0}/{1}
|
||||||
bar.poweramount = Strom: {0}
|
bar.poweramount = Strom: {0}
|
||||||
@@ -789,7 +795,7 @@ bullet.damage = [stat]{0}[lightgray] Schaden
|
|||||||
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
|
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
|
||||||
bullet.incendiary = [stat]entzündend
|
bullet.incendiary = [stat]entzündend
|
||||||
bullet.homing = [stat]zielsuchend
|
bullet.homing = [stat]zielsuchend
|
||||||
bullet.frag = [stat]explosiv
|
bullet.frag = [stat]{0}[lightgray]x explosive Projektile:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
||||||
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
||||||
@@ -802,6 +808,7 @@ bullet.reload = [stat]{0}[lightgray]x Feuerrate
|
|||||||
unit.blocks = Blöcke
|
unit.blocks = Blöcke
|
||||||
unit.blockssquared = Blöcke²
|
unit.blockssquared = Blöcke²
|
||||||
unit.powersecond = Stromeinheiten/Sekunde
|
unit.powersecond = Stromeinheiten/Sekunde
|
||||||
|
unit.tilessecond = Blöcke/Sekunde
|
||||||
unit.liquidsecond = Flüssigkeitseinheiten/Sekunde
|
unit.liquidsecond = Flüssigkeitseinheiten/Sekunde
|
||||||
unit.itemssecond = Materialeinheiten/Sekunde
|
unit.itemssecond = Materialeinheiten/Sekunde
|
||||||
unit.liquidunits = Flüssigkeitseinheiten
|
unit.liquidunits = Flüssigkeitseinheiten
|
||||||
@@ -840,7 +847,6 @@ setting.doubletapmine.name = Doppeltippen zum Abbauen
|
|||||||
setting.modcrashdisable.name = Mods bei Absturz deaktivieren
|
setting.modcrashdisable.name = Mods bei Absturz deaktivieren
|
||||||
setting.animatedwater.name = Animiertes Wasser
|
setting.animatedwater.name = Animiertes Wasser
|
||||||
setting.animatedshields.name = Animierte Schilde
|
setting.animatedshields.name = Animierte Schilde
|
||||||
setting.antialias.name = Antialias[lightgray] (Neustart erforderlich)[]
|
|
||||||
setting.playerindicators.name = Spieler-Indikatoren
|
setting.playerindicators.name = Spieler-Indikatoren
|
||||||
setting.indicators.name = Verbündeten-Indikatoren
|
setting.indicators.name = Verbündeten-Indikatoren
|
||||||
setting.autotarget.name = Auto-Zielauswahl
|
setting.autotarget.name = Auto-Zielauswahl
|
||||||
@@ -849,7 +855,8 @@ setting.touchscreen.name = Touchscreen-Steuerung
|
|||||||
setting.fpscap.name = Max. FPS
|
setting.fpscap.name = Max. FPS
|
||||||
setting.fpscap.none = Kein(e)
|
setting.fpscap.none = Kein(e)
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = UI-Skalierung[lightgray] (Neustart erforderlich)[]
|
setting.uiscale.name = UI-Skalierung
|
||||||
|
setting.uiscale.description = Neustart erforderlich.
|
||||||
setting.swapdiagonal.name = Immer diagonale Platzierung
|
setting.swapdiagonal.name = Immer diagonale Platzierung
|
||||||
setting.difficulty.training = Training
|
setting.difficulty.training = Training
|
||||||
setting.difficulty.easy = Leicht
|
setting.difficulty.easy = Leicht
|
||||||
@@ -867,7 +874,8 @@ setting.saveinterval.name = Autosave-Häufigkeit
|
|||||||
setting.seconds = {0} Sekunden
|
setting.seconds = {0} Sekunden
|
||||||
setting.milliseconds = {0} Millisekunden
|
setting.milliseconds = {0} Millisekunden
|
||||||
setting.fullscreen.name = Vollbild
|
setting.fullscreen.name = Vollbild
|
||||||
setting.borderlesswindow.name = Randloses Fenster [lightgray](Neustart vielleicht erforderlich)
|
setting.borderlesswindow.name = Randloses Fenster
|
||||||
|
setting.borderlesswindow.description = Neustart vielleicht erforderlich.
|
||||||
setting.fps.name = FPS anzeigen
|
setting.fps.name = FPS anzeigen
|
||||||
setting.smoothcamera.name = Sanfte Kamerabewegungen
|
setting.smoothcamera.name = Sanfte Kamerabewegungen
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
@@ -990,7 +998,9 @@ rules.wavetimer = Wellen-Timer
|
|||||||
rules.waves = Wellen
|
rules.waves = Wellen
|
||||||
rules.attack = Angriff-Modus
|
rules.attack = Angriff-Modus
|
||||||
rules.buildai = KI kann bauen
|
rules.buildai = KI kann bauen
|
||||||
|
rules.cleanupdeadteams = Blöcke von erorberten Teams zerstören (PvP)
|
||||||
rules.corecapture = Kern nach Zerstörung einnehmen
|
rules.corecapture = Kern nach Zerstörung einnehmen
|
||||||
|
rules.polygoncoreprotection = Polygonaler Kernschutz
|
||||||
rules.enemyCheat = Unbegrenzte Ressourcen für die KI (Rotes Team)
|
rules.enemyCheat = Unbegrenzte Ressourcen für die KI (Rotes Team)
|
||||||
rules.blockhealthmultiplier = Block-Lebenspunkte-Multiplikator
|
rules.blockhealthmultiplier = Block-Lebenspunkte-Multiplikator
|
||||||
rules.blockdamagemultiplier = Block-Schaden-Multiplikator
|
rules.blockdamagemultiplier = Block-Schaden-Multiplikator
|
||||||
@@ -1097,7 +1107,7 @@ block.cliff.name = Klippe
|
|||||||
block.sand-boulder.name = Sandbrocken
|
block.sand-boulder.name = Sandbrocken
|
||||||
block.basalt-boulder.name = Basaltbrocken
|
block.basalt-boulder.name = Basaltbrocken
|
||||||
block.grass.name = Gras
|
block.grass.name = Gras
|
||||||
block.slag.name = Schlacke
|
block.molten-slag.name = Schlacke
|
||||||
block.space.name = Weltall
|
block.space.name = Weltall
|
||||||
block.salt.name = Salz
|
block.salt.name = Salz
|
||||||
block.salt-wall.name = Salzwand
|
block.salt-wall.name = Salzwand
|
||||||
@@ -1128,8 +1138,8 @@ block.spawn.name = Gegnerischer Startpunkt
|
|||||||
block.core-shard.name = Kern: Scherbe
|
block.core-shard.name = Kern: Scherbe
|
||||||
block.core-foundation.name = Kern: Fundament
|
block.core-foundation.name = Kern: Fundament
|
||||||
block.core-nucleus.name = Kern: Nukleus
|
block.core-nucleus.name = Kern: Nukleus
|
||||||
block.deepwater.name = Tiefes Wasser
|
block.deep-water.name = Tiefes Wasser
|
||||||
block.water.name = Wasser
|
block.shallow-water.name = Wasser
|
||||||
block.tainted-water.name = Dreckiges Wasser
|
block.tainted-water.name = Dreckiges Wasser
|
||||||
block.darksand-tainted-water.name = Dreckiges Wasser (Dunkler Sand)
|
block.darksand-tainted-water.name = Dreckiges Wasser (Dunkler Sand)
|
||||||
block.tar.name = Teer
|
block.tar.name = Teer
|
||||||
@@ -1138,7 +1148,7 @@ block.sand.name = Sand
|
|||||||
block.darksand.name = Dunkler Sand
|
block.darksand.name = Dunkler Sand
|
||||||
block.ice.name = Eis
|
block.ice.name = Eis
|
||||||
block.snow.name = Schnee
|
block.snow.name = Schnee
|
||||||
block.craters.name = Krater
|
block.crater-stone.name = Krater
|
||||||
block.sand-water.name = Sandiges Wasser
|
block.sand-water.name = Sandiges Wasser
|
||||||
block.darksand-water.name = Dunkles sandiges Wasser
|
block.darksand-water.name = Dunkles sandiges Wasser
|
||||||
block.char.name = Holzkohle
|
block.char.name = Holzkohle
|
||||||
@@ -1161,6 +1171,7 @@ block.spore-cluster.name = Sporen-Cluster
|
|||||||
block.metal-floor.name = Metallboden 1
|
block.metal-floor.name = Metallboden 1
|
||||||
block.metal-floor-2.name = Metallboden 2
|
block.metal-floor-2.name = Metallboden 2
|
||||||
block.metal-floor-3.name = Metallboden 3
|
block.metal-floor-3.name = Metallboden 3
|
||||||
|
block.metal-floor-4.name = Metallboden 4
|
||||||
block.metal-floor-5.name = Metallboden 5
|
block.metal-floor-5.name = Metallboden 5
|
||||||
block.metal-floor-damaged.name = beschädigter Metallboden
|
block.metal-floor-damaged.name = beschädigter Metallboden
|
||||||
block.dark-panel-1.name = Dunkles Panel 1
|
block.dark-panel-1.name = Dunkles Panel 1
|
||||||
@@ -1282,7 +1293,6 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Behälter
|
block.container.name = Behälter
|
||||||
block.launch-pad.name = Launchpad
|
block.launch-pad.name = Launchpad
|
||||||
block.launch-pad-large.name = Großes Launchpad
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.command-center.name = Kommandozentrale
|
block.command-center.name = Kommandozentrale
|
||||||
block.ground-factory.name = Bodenfabrik
|
block.ground-factory.name = Bodenfabrik
|
||||||
@@ -1303,11 +1313,11 @@ block.payload-source.name = Frachtquelle
|
|||||||
block.disassembler.name = Großer Trenner
|
block.disassembler.name = Großer Trenner
|
||||||
block.silicon-crucible.name = Silizium Schmelztiegel
|
block.silicon-crucible.name = Silizium Schmelztiegel
|
||||||
block.overdrive-dome.name = Beschleunigungs-Maschine
|
block.overdrive-dome.name = Beschleunigungs-Maschine
|
||||||
|
block.interplanetary-accelerator.name = Interplanetarischer Beschleuniger
|
||||||
#experimental, may be removed
|
#experimental, may be removed
|
||||||
block.block-forge.name = Block-Fabrik
|
block.block-forge.name = Block-Fabrik
|
||||||
block.block-loader.name = Block-Lader
|
block.block-loader.name = Block-Lader
|
||||||
block.block-unloader.name = Block-Entlader
|
block.block-unloader.name = Block-Entlader
|
||||||
block.interplanetary-accelerator.name = Interplanetarischer Beschleuniger
|
|
||||||
|
|
||||||
block.switch.name = Schalter
|
block.switch.name = Schalter
|
||||||
block.micro-processor.name = Mikroprozessor
|
block.micro-processor.name = Mikroprozessor
|
||||||
@@ -1537,6 +1547,8 @@ block.memory-bank.description = Speichert Informationen für einen Prozessor. Ho
|
|||||||
block.logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
block.logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
||||||
block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
||||||
block.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
|
block.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
|
||||||
|
block.repair-turret.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung. Verwendet optional Kühlung.
|
||||||
|
block.payload-propulsion-tower.description = Frachttransportationsturm mit hoher Reichweite. Schießt Fracht zu verbundenen Türmen.
|
||||||
|
|
||||||
unit.dagger.description = Schießt normale Kugeln auf alle Feinde in der Nähe.
|
unit.dagger.description = Schießt normale Kugeln auf alle Feinde in der Nähe.
|
||||||
unit.mace.description = Schießt Feuer auf alle Gegner in der Nähe.
|
unit.mace.description = Schießt Feuer auf alle Gegner in der Nähe.
|
||||||
@@ -1571,6 +1583,11 @@ unit.omura.description = Schießt eine Railgun mit hoher Reichweite, um Gegner z
|
|||||||
unit.alpha.description = Beschützt den Scherbenkern vor Feinden. Baut Blöcke.
|
unit.alpha.description = Beschützt den Scherbenkern vor Feinden. Baut Blöcke.
|
||||||
unit.beta.description = Beschützt den Fundamentkern vor Feinden. Baut Blöcke.
|
unit.beta.description = Beschützt den Fundamentkern vor Feinden. Baut Blöcke.
|
||||||
unit.gamma.description = Beschützt den Nukleuskern vor Feinden. Baut Blöcke.
|
unit.gamma.description = Beschützt den Nukleuskern vor Feinden. Baut Blöcke.
|
||||||
|
unit.retusa.description = Platziert Minen und heilt verbündete Einheiten.
|
||||||
|
unit.oxynoe.description = Schießt Block-heilendes Feuer auf Gegner und zerstört gegnerische Projektile.
|
||||||
|
unit.cyerce.description = Schießt zielsuchende Cluster-Raketen auf Gegner und heilt verbündete Einheiten.
|
||||||
|
unit.aegires.description = Schockt alle gegnerische Einheiten und Blöcke, die das Energiefeld betreten. Heilt alle verbündete.
|
||||||
|
unit.navanax.description = Schießt explosive EMP-Projektile, die gegnerische Stromnetze zerstören und eigene Blöcke heilen. Zerschmilzt Gegner mit 4 autonomen Laserstrahlen.
|
||||||
|
|
||||||
lst.read = Liest einen Wert aus einer verbundenen Spiecherzelle.
|
lst.read = Liest einen Wert aus einer verbundenen Spiecherzelle.
|
||||||
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
||||||
@@ -1585,6 +1602,8 @@ lst.sensor = Gibt Daten über einen Block oder eine Einheit wieder.
|
|||||||
lst.set = Setzt eine Variable fest.
|
lst.set = Setzt eine Variable fest.
|
||||||
lst.operation = Verändert eine Variable.
|
lst.operation = Verändert eine Variable.
|
||||||
lst.end = Springt wieder nach oben.
|
lst.end = Springt wieder nach oben.
|
||||||
|
lst.wait = Wartet eine bestimmte Zeit.
|
||||||
|
lst.lookup = Sucht ein Item, eine Flüssigkeit, eine Einheit oder einen Block.\nGesamtmengen von jeder Sache können mit \n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\nabgerufen werden.
|
||||||
lst.jump = Falls die Bedingung erfüllt ist, wird woanders weitergemacht.
|
lst.jump = Falls die Bedingung erfüllt ist, wird woanders weitergemacht.
|
||||||
lst.unitbind = Speichert eine Einheit einer Sorte als [accent]@unit[].
|
lst.unitbind = Speichert eine Einheit einer Sorte als [accent]@unit[].
|
||||||
lst.unitcontrol = Steuert [accent]@unit[].
|
lst.unitcontrol = Steuert [accent]@unit[].
|
||||||
|
|||||||
@@ -41,11 +41,13 @@ be.ignore = Ignorar
|
|||||||
be.noupdates = No se encontraron actualizaciones.
|
be.noupdates = No se encontraron actualizaciones.
|
||||||
be.check = Buscar actualizaciones
|
be.check = Buscar actualizaciones
|
||||||
|
|
||||||
mod.featured.title = Explorador de mods
|
mods.browser = Explorador de Mods
|
||||||
mod.featured.dialog.title = Explorador de Mods
|
|
||||||
mods.browser.selected = Mod seleccionado
|
mods.browser.selected = Mod seleccionado
|
||||||
mods.browser.add = Installar Mod
|
mods.browser.add = Instalar
|
||||||
mods.github.open = Abrir en Github
|
mods.browser.reinstall = Reinstalar
|
||||||
|
mods.github.open = Repositorio
|
||||||
|
mods.browser.sortdate = Más recientes
|
||||||
|
mods.browser.sortstars = Mejor valorados
|
||||||
|
|
||||||
schematic = Plantilla
|
schematic = Plantilla
|
||||||
schematic.add = Guardar plantilla...
|
schematic.add = Guardar plantilla...
|
||||||
@@ -55,16 +57,24 @@ schematic.exists = Ya existe una plantilla con ese nombre.
|
|||||||
schematic.import = Importar plantilla...
|
schematic.import = Importar plantilla...
|
||||||
schematic.exportfile = Exportar archivo
|
schematic.exportfile = Exportar archivo
|
||||||
schematic.importfile = Importar archivo
|
schematic.importfile = Importar archivo
|
||||||
schematic.browseworkshop = Buscar en el Steam Workshop
|
schematic.browseworkshop = Buscar en Steam Workshop
|
||||||
schematic.copy = Copiar al portapapeles.
|
schematic.copy = Copiar al portapapeles.
|
||||||
schematic.copy.import = Importar desde el portapapeles.
|
schematic.copy.import = Importar desde el portapapeles.
|
||||||
schematic.shareworkshop = Compartir en el Steam Workshop
|
schematic.shareworkshop = Compartir en 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 = Se borrará ésta plantilla.
|
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.
|
||||||
|
schematic.tags = Etiquetas:
|
||||||
|
schematic.edittags = Editar Etiquetas
|
||||||
|
schematic.addtag = Añadir Etiqueta
|
||||||
|
schematic.texttag = Texto de Etiqueta
|
||||||
|
schematic.icontag = Icono de Etiqueta
|
||||||
|
schematic.renametag = Renombrar Etiqueta
|
||||||
|
schematic.tagdelconfirm = ¿Eliminar ésta etiqueta?
|
||||||
|
schematic.tagexists = Esa etiqueta ya existe.
|
||||||
|
|
||||||
stats = Estadísticas
|
stats = Estadísticas
|
||||||
stat.wave = Oleadas Derrotadas:[accent] {0}
|
stat.wave = Oleadas Derrotadas:[accent] {0}
|
||||||
@@ -77,12 +87,12 @@ stat.playtime = Tiempo jugado:[accent] {0}
|
|||||||
stat.rank = Rango final: [accent]{0}
|
stat.rank = Rango final: [accent]{0}
|
||||||
|
|
||||||
globalitems = [accent]Recursos Totales
|
globalitems = [accent]Recursos Totales
|
||||||
map.delete = ¿Estás seguro de que quieres borrar el mapa "[accent]{0}[]"?
|
map.delete = ¿Quieres borrar el mapa "[accent]{0}[]"?
|
||||||
level.highscore = Puntuación más alta: [accent]{0}
|
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[] ]\nRiesgo de aniquilación inminente
|
nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE ATERRIZAJE 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
|
||||||
@@ -90,6 +100,7 @@ joingame = Unirse a Partida
|
|||||||
customgame = Crear Partida
|
customgame = Crear Partida
|
||||||
newgame = Nueva Partida
|
newgame = Nueva Partida
|
||||||
none = <no hay>
|
none = <no hay>
|
||||||
|
none.found = [lightgray]<no hay coincidencias>
|
||||||
minimap = Minimapa
|
minimap = Minimapa
|
||||||
position = Posición
|
position = Posición
|
||||||
close = Cerrar
|
close = Cerrar
|
||||||
@@ -110,17 +121,20 @@ 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 fase Alpha, y[scarlet] pueden tener varios errores[].\nReporta cualquier error que encuentres en la página de GitHub de Mindustry.
|
mods.initfailed = [red]⚠[] La anterior ejecución de Mindustry encontró un fallo al inicializarse. Seguramente fue causado por algún mod erróneo.\n\nPara evitar un bucle de erroes al iniciar el juego, [red]se han desactivado todos los mods.[]\n\nPuedes desactivar ésta medida de seguridad desde [accent]Opciones->Juego->Desactivar mods si el juego encuentra un error al iniciarse.[].
|
||||||
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 sobre Mods
|
||||||
mods.report = Reportar Error
|
mods.report = Reportar Error
|
||||||
mods.openfolder = Abrir carpeta de mods
|
mods.openfolder = Abrir carpeta de mods
|
||||||
|
mods.viewcontent = Ver Contenido
|
||||||
mods.reload = Recargar
|
mods.reload = Recargar
|
||||||
mods.reloadexit = A continuación se cerrará el juego para recargar los mods.
|
mods.reloadexit = A continuación se cerrará el juego para recargar los mods.
|
||||||
|
mod.installed = [[Instalado]
|
||||||
mod.display = [gray]Mod:[orange] {0}
|
mod.display = [gray]Mod:[orange] {0}
|
||||||
mod.enabled = [lightgray]Activado
|
mod.enabled = [lightgray]Activado
|
||||||
mod.disabled = [scarlet]Desactivado
|
mod.disabled = [scarlet]Desactivado
|
||||||
|
mod.multiplayer.compatible = [gray]Compatible con Multijugador
|
||||||
mod.disable = Desactivar
|
mod.disable = Desactivar
|
||||||
mod.content = Contenido:
|
mod.content = Contenido:
|
||||||
mod.delete.error = No se pudo elminar el mod. Tal vez esté en uso por el juego.
|
mod.delete.error = No se pudo elminar el mod. Tal vez esté en uso por el juego.
|
||||||
@@ -130,20 +144,20 @@ mod.missingdependencies = [scarlet]Dependencias faltantes: {0}
|
|||||||
mod.erroredcontent = [scarlet]Contenido erróneo
|
mod.erroredcontent = [scarlet]Contenido erróneo
|
||||||
mod.errors = Ha ocurrido un fallo al cargar el contenido.
|
mod.errors = Ha ocurrido un fallo al cargar el contenido.
|
||||||
mod.noerrorplay = [scarlet]Se están ejecutando algunos mods con fallos.[]Deshabilítalos o arregla los errores antes de jugar.
|
mod.noerrorplay = [scarlet]Se están ejecutando algunos mods con fallos.[]Deshabilítalos o arregla los errores antes de jugar.
|
||||||
mod.nowdisabled = [scarlet]Al/Los Mod/s '{0}'le esta/n faltando dependencias:[accent] {1}\n[lightgray]Estos mods necesitan descargarse primero.\nEste mod será automaticamente desactivado.
|
mod.nowdisabled = [scarlet]El mod '{0}' necesita ejecutarse junto a otros mods de los que depende:[accent] {1}\n[lightgray]Es necesario descargar primero estos mods.\nEste mod será automaticamente desactivado.
|
||||||
mod.enable = Activar
|
mod.enable = Activar
|
||||||
mod.requiresrestart = El juego se cerrará para aplicar los mods.
|
mod.requiresrestart = El juego se cerrará para aplicar los mods.
|
||||||
mod.reloadrequired = [scarlet]Se requiere volver a cargar
|
mod.reloadrequired = [scarlet]Es necesario Reiniciar
|
||||||
mod.import = Importar mod
|
mod.import = Importar mod
|
||||||
mod.import.file = Importar archivo
|
mod.import.file = Importar archivo
|
||||||
mod.import.github = Importar Mod de Github
|
mod.import.github = Importar desde Github
|
||||||
mod.jarwarn = [scarlet]Los mods JAR pueden no ser seguros.[]\n¡Asegúrate de haberlos descargado de una fuente en la que confíes!
|
mod.jarwarn = [scarlet]Los mods JAR pueden no ser seguros.[]\n¡Asegúrate de haberlos descargado de una fuente en la que confíes!
|
||||||
mod.item.remove = Este objeto es parte del[accent] '{0}'[] mod. Para eliminarlo, desinstala ese mod.
|
mod.item.remove = Este objeto es parte del[accent] '{0}'[] mod. Para eliminarlo, desinstala ese mod.
|
||||||
mod.remove.confirm = Este mod va a ser eliminado.\n¿Quieres continuar?
|
mod.remove.confirm = Este mod va a ser eliminado.\n¿Quieres continuar?
|
||||||
mod.author = [lightgray]Autor:[] {0}
|
mod.author = [lightgray]Autor:[] {0}
|
||||||
mod.missing = Esta partida guardada usa mods que has actualizado recientemente o que no tienes instalados. Se puede corromper la partida guardada. ¿Quieres cargarla a pesar de ello?\n[lightgray]Mods:\n{0}
|
mod.missing = Esta partida guardada usa mods que has actualizado recientemente o que no tienes instalados. Se puede corromper la partida guardada. ¿Quieres cargarla a pesar de ello?\n[lightgray]Mods:\n{0}
|
||||||
mod.preview.missing = Antes de publicar este mod en el Steam Workshop, debe añadir una imagen de vista previa.\nAñada una imagen con nombre[accent] preview.png[] en la carpeta del mod e intente nuevamente.
|
mod.preview.missing = Antes de publicar este mod en Steam Workshop, debes añadir una imagen de vista previa.\nAñade una imagen llamada[accent] preview.png[] en la carpeta del mod e inténtalo de nuevo.
|
||||||
mod.folder.missing = Solo los mods en forma de carpeta se pueden publicar en el Steam Workshop.\nPara convertir cualquier mod en una carpeta, simplemente descomprima su archivo a una carpeta y elimine el zip anterior, luego reinicie su juego o vuelva a cargar sus mods.
|
mod.folder.missing = Sólo los mods en forma de carpeta se pueden publicar en Steam Workshop.\nPara convertir cualquier mod en una carpeta, descomprime su archivo a una carpeta y elimina el zip anterior, luego reinicia el juego o vuelve a cargar tus mods.
|
||||||
mod.scripts.disable = Tu dispositivo no es compatible con mods con scripts. Debes deshabilitar esos mods para jugar.
|
mod.scripts.disable = Tu dispositivo no es compatible con mods con scripts. Debes deshabilitar esos mods para jugar.
|
||||||
|
|
||||||
about.button = Acerca de...
|
about.button = Acerca de...
|
||||||
@@ -214,6 +228,8 @@ trace.ip = IP: [accent]{0}
|
|||||||
trace.id = ID Única: [accent]{0}
|
trace.id = ID Única: [accent]{0}
|
||||||
trace.mobile = Cliente de móvil: [accent]{0}
|
trace.mobile = Cliente de móvil: [accent]{0}
|
||||||
trace.modclient = Cliente Personalizado: [accent]{0}
|
trace.modclient = Cliente Personalizado: [accent]{0}
|
||||||
|
trace.times.joined = Se ha unido [accent]{0} []veces
|
||||||
|
trace.times.kicked = Fue expulsado [accent]{0} []veces
|
||||||
invalidid = ¡ID de cliente inválida! Por favor, envía un informe del error.
|
invalidid = ¡ID de cliente inválida! Por favor, envía un informe del error.
|
||||||
server.bans = Expulsiones
|
server.bans = Expulsiones
|
||||||
server.bans.none = No se ha baneado a ningún usuario aún
|
server.bans.none = No se ha baneado a ningún usuario aún
|
||||||
@@ -222,16 +238,16 @@ server.admins.none = ¡No hay ningún administrador!
|
|||||||
server.add = Agregar Servidor
|
server.add = Agregar Servidor
|
||||||
server.delete = ¿Estás seguro de querer borrar este servidor?
|
server.delete = ¿Estás seguro de querer borrar este servidor?
|
||||||
server.edit = Editar Servidor
|
server.edit = Editar Servidor
|
||||||
server.outdated = [crimson]¡Servidor desactualizado![]
|
server.outdated = [scarlet]¡Servidor Desactualizado![]
|
||||||
server.outdated.client = [crimson]¡Cliente desactualizado![]
|
server.outdated.client = [scarlet]¡Cliente Desactualizado![]
|
||||||
server.version = [lightgray]Versión: {0}
|
server.version = [gray]v{0} {1}
|
||||||
server.custombuild = [accent]Versión personalizada
|
server.custombuild = [accent]Versión Personalizada
|
||||||
confirmban = ¿Quieres banear a este jugador?
|
confirmban = ¿Quieres banear a "{0}[white]"?
|
||||||
confirmkick = ¿Estás seguro de querer expulsar este jugador?
|
confirmkick = ¿Quieres expulsar a "{0}[white]"?
|
||||||
confirmvotekick = ¿Estás de acuerdo en expulsar este jugador?
|
confirmvotekick = ¿Estás a favor de expulsar a "{0}[white]"?
|
||||||
confirmunban = ¿Quieres desbanear a este jugador?
|
confirmunban = ¿Quieres desbanear a este jugador?
|
||||||
confirmadmin = ¿Quieres hacer administrador a este jugador?
|
confirmadmin = ¿Quieres hacer administrador a "{0}[white]"?
|
||||||
confirmunadmin = ¿Quieres quitar los permisos de administrador a este jugador?
|
confirmunadmin = ¿Quieres quitarle los permisos de administrador a "{0}[white]"?
|
||||||
joingame.title = Unirse a Partida
|
joingame.title = Unirse a Partida
|
||||||
joingame.ip = IP:
|
joingame.ip = IP:
|
||||||
disconnect = Desconectado.
|
disconnect = Desconectado.
|
||||||
@@ -287,6 +303,7 @@ cancel = Cancelar
|
|||||||
openlink = Abrir Enlace
|
openlink = Abrir Enlace
|
||||||
copylink = Copiar Enlace
|
copylink = Copiar Enlace
|
||||||
back = Atrás
|
back = Atrás
|
||||||
|
max = Máximo
|
||||||
crash.export = Exportar Registros de errores
|
crash.export = Exportar Registros de errores
|
||||||
crash.none = No se encontraron Registros de errores.
|
crash.none = No se encontraron Registros de errores.
|
||||||
crash.exported = Registros de errores exportados.
|
crash.exported = Registros de errores exportados.
|
||||||
@@ -361,7 +378,6 @@ editor.center = Centrar
|
|||||||
workshop = Steam Workshop
|
workshop = Steam Workshop
|
||||||
waves.title = Oleadas
|
waves.title = Oleadas
|
||||||
waves.remove = Borrar
|
waves.remove = Borrar
|
||||||
waves.never = <nunca>
|
|
||||||
waves.every = cada
|
waves.every = cada
|
||||||
waves.waves = oleada(s)
|
waves.waves = oleada(s)
|
||||||
waves.perspawn = por lugar de aparición
|
waves.perspawn = por lugar de aparición
|
||||||
@@ -444,6 +460,7 @@ toolmode.drawteams = Dibujar Equipos
|
|||||||
toolmode.drawteams.description = Dibuja equipos en lugar de bloques.
|
toolmode.drawteams.description = Dibuja equipos en lugar de bloques.
|
||||||
|
|
||||||
filters.empty = [lightgray]¡No hay filtros! Añade uno con el botón de abajo.
|
filters.empty = [lightgray]¡No hay filtros! Añade uno con el botón de abajo.
|
||||||
|
|
||||||
filter.distort = Distorsionar
|
filter.distort = Distorsionar
|
||||||
filter.noise = Ruido
|
filter.noise = Ruido
|
||||||
filter.enemyspawn = Punto de aparición enemigo
|
filter.enemyspawn = Punto de aparición enemigo
|
||||||
@@ -460,19 +477,22 @@ filter.clear = Despejar
|
|||||||
filter.option.ignore = Ignorar
|
filter.option.ignore = Ignorar
|
||||||
filter.scatter = Dispersar
|
filter.scatter = Dispersar
|
||||||
filter.terrain = Terreno
|
filter.terrain = Terreno
|
||||||
|
|
||||||
filter.option.scale = Escala
|
filter.option.scale = Escala
|
||||||
filter.option.chance = Probabilidad
|
filter.option.chance = Probabilidad
|
||||||
filter.option.mag = Magnitud
|
filter.option.mag = Magnitud
|
||||||
filter.option.threshold = Umbral
|
filter.option.threshold = Umbral
|
||||||
filter.option.circle-scale = Escala del círculo
|
filter.option.circle-scale = Escala del círculo
|
||||||
filter.option.octaves = Continuidad
|
filter.option.octaves = Continuidad
|
||||||
filter.option.falloff = Aterrizaje
|
filter.option.falloff = Caída
|
||||||
filter.option.angle = Ángulo
|
filter.option.angle = Ángulo
|
||||||
|
filter.option.rotate = Rotación
|
||||||
filter.option.amount = Cantidad
|
filter.option.amount = Cantidad
|
||||||
filter.option.block = Bloque
|
filter.option.block = Bloque
|
||||||
filter.option.floor = Suelo
|
filter.option.floor = Suelo
|
||||||
filter.option.flooronto = Suelo objetivo
|
filter.option.flooronto = Suelo objetivo
|
||||||
filter.option.target = Target
|
filter.option.target = Objetivo
|
||||||
|
filter.option.replacement = Reemplazo
|
||||||
filter.option.wall = Muro
|
filter.option.wall = Muro
|
||||||
filter.option.ore = Veta
|
filter.option.ore = Veta
|
||||||
filter.option.floor2 = Terreno secundario
|
filter.option.floor2 = Terreno secundario
|
||||||
@@ -484,11 +504,12 @@ width = Ancho:
|
|||||||
height = Alto:
|
height = Alto:
|
||||||
menu = Menú
|
menu = Menú
|
||||||
play = Jugar
|
play = Jugar
|
||||||
campaign = Continuar Campaña
|
campaign = Campaña
|
||||||
load = Cargar
|
load = Cargar
|
||||||
save = Guardar
|
save = Guardar
|
||||||
fps = FPS: {0}
|
fps = FPS: {0}
|
||||||
ping = Ping: {0}ms
|
ping = Ping: {0}ms
|
||||||
|
tps = TPS: {0}
|
||||||
memory = Mem: {0}mb
|
memory = Mem: {0}mb
|
||||||
memory2 = Mem:\n {0}mb +\n {1}mb
|
memory2 = Mem:\n {0}mb +\n {1}mb
|
||||||
language.restart = Reinicia el juego para que los cambios en el idioma tengan efecto.
|
language.restart = Reinicia el juego para que los cambios en el idioma tengan efecto.
|
||||||
@@ -565,6 +586,7 @@ sector.attacked = Sector [accent]{0}[white] bajo ataque[]!
|
|||||||
sector.lost = ¡Sector [accent]{0}[white] perdido[]!
|
sector.lost = ¡Sector [accent]{0}[white] perdido[]!
|
||||||
#nota: el espacio en blanco en la línea siguiente es intencionado
|
#nota: el espacio en blanco en la línea siguiente es intencionado
|
||||||
sector.captured = ¡Sector [accent]{0}[white] capturado[]!
|
sector.captured = ¡Sector [accent]{0}[white] capturado[]!
|
||||||
|
sector.changeicon = Cambiar Icono
|
||||||
|
|
||||||
threat.low = Baja
|
threat.low = Baja
|
||||||
threat.medium = Media
|
threat.medium = Media
|
||||||
@@ -611,6 +633,20 @@ sector.extractionOutpost.description = Una base remota, construida por el enemig
|
|||||||
sector.impact0078.description = Aquí yacen las ruinas de la primera estación de transporte interestelar en estar operativa del sistema.\n\nRecupera todo lo posible de los escombros. Investiga cualquier tecnología intacta.
|
sector.impact0078.description = Aquí yacen las ruinas de la primera estación de transporte interestelar en estar operativa del sistema.\n\nRecupera todo lo posible de los escombros. Investiga cualquier tecnología intacta.
|
||||||
sector.planetaryTerminal.description = El objetivo final.\n\nÉsta base costera alberga una estructura capaz de lanzar Núcleos a planeteas locales. Está extremadamente bien protegida.\n\nProduce unidades navales. Acaba con el enemigo lo antes posible. Analiza la estructura de lanzamiento.
|
sector.planetaryTerminal.description = El objetivo final.\n\nÉsta base costera alberga una estructura capaz de lanzar Núcleos a planeteas locales. Está extremadamente bien protegida.\n\nProduce unidades navales. Acaba con el enemigo lo antes posible. Analiza la estructura de lanzamiento.
|
||||||
|
|
||||||
|
status.burning.name = En llamas
|
||||||
|
status.freezing.name = Congelado
|
||||||
|
status.wet.name = Húmedo
|
||||||
|
status.muddy.name = Fangoso
|
||||||
|
status.melting.name = Fundido
|
||||||
|
status.sapped.name = Debilitado
|
||||||
|
status.electrified.name = Electrificado
|
||||||
|
status.spore-slowed.name = Ralentizado
|
||||||
|
status.tarred.name = Alquitranado
|
||||||
|
status.overclock.name = Sobrecargado
|
||||||
|
status.shocked.name = Aturdido
|
||||||
|
status.blasted.name = Explotado
|
||||||
|
status.unmoving.name = Inmóvil
|
||||||
|
|
||||||
settings.language = Idioma
|
settings.language = Idioma
|
||||||
settings.data = Datos del Juego
|
settings.data = Datos del Juego
|
||||||
settings.reset = Reiniciar a los valores por defecto
|
settings.reset = Reiniciar a los valores por defecto
|
||||||
@@ -632,6 +668,7 @@ settings.clearcampaignsaves.confirm = ¿Quieres borrar tus partidas guardadas en
|
|||||||
paused = [accent] < Pausado >
|
paused = [accent] < Pausado >
|
||||||
clear = Vaciar
|
clear = Vaciar
|
||||||
banned = [scarlet]Baneado
|
banned = [scarlet]Baneado
|
||||||
|
unsupported.environment = [scarlet]Entorno no válido
|
||||||
yes = Sí
|
yes = Sí
|
||||||
no = No
|
no = No
|
||||||
info.title = Información
|
info.title = Información
|
||||||
@@ -641,12 +678,14 @@ unit.nobuild = [scarlet]Esta unidad no puede construir
|
|||||||
lastaccessed = [lightgray]Último usado: {0}
|
lastaccessed = [lightgray]Último usado: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
|
stat.showinmap = <cargar mapa para mostrar>
|
||||||
stat.description = Objetivo
|
stat.description = Objetivo
|
||||||
stat.input = Entrada
|
stat.input = Entrada
|
||||||
stat.output = Salida
|
stat.output = Salida
|
||||||
stat.booster = Potenciador
|
stat.booster = Potenciador
|
||||||
stat.tiles = Terreno requerido
|
stat.tiles = Terreno requerido
|
||||||
stat.affinities = Afinidades
|
stat.affinities = Afinidades
|
||||||
|
stat.opposites = Opuestos
|
||||||
stat.powercapacity = Capacidad de Energía
|
stat.powercapacity = Capacidad de Energía
|
||||||
stat.powershot = Energía/Disparo
|
stat.powershot = Energía/Disparo
|
||||||
stat.damage = Daño
|
stat.damage = Daño
|
||||||
@@ -669,6 +708,7 @@ stat.memorycapacity = Capacidad de memoria
|
|||||||
stat.basepowergeneration = Generación de energía
|
stat.basepowergeneration = Generación de energía
|
||||||
stat.productiontime = Tiempo de producción
|
stat.productiontime = Tiempo de producción
|
||||||
stat.repairtime = Tiempo para Reparar Bloque Completamente
|
stat.repairtime = Tiempo para Reparar Bloque Completamente
|
||||||
|
stat.repairspeed = Velocidad de Reparación
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
stat.bullet = Proyectil
|
stat.bullet = Proyectil
|
||||||
stat.speedincrease = Aumento de Velocidad
|
stat.speedincrease = Aumento de Velocidad
|
||||||
@@ -705,15 +745,24 @@ stat.minetier = Nivel de taladro
|
|||||||
stat.payloadcapacity = Capacidad de carga
|
stat.payloadcapacity = Capacidad de carga
|
||||||
stat.commandlimit = Límite de comando
|
stat.commandlimit = Límite de comando
|
||||||
stat.abilities = Habilidades
|
stat.abilities = Habilidades
|
||||||
stat.canboost = Tiene Propulsores
|
stat.canboost = Potenciador
|
||||||
stat.flying = Aéreo
|
stat.flying = Aéreo
|
||||||
|
stat.ammouse = Usa Munición
|
||||||
|
stat.damagemultiplier = Multiplicador de Daño
|
||||||
|
stat.healthmultiplier = Multiplicador de Vida
|
||||||
|
stat.speedmultiplier = Multiplicador de Velocidad
|
||||||
|
stat.reloadmultiplier = Multiplicador de Recarga
|
||||||
|
stat.buildspeedmultiplier = Multiplicador de Velocidad de Construcción
|
||||||
|
stat.reactive = Reacciona
|
||||||
|
stat.healing = Sanador
|
||||||
|
|
||||||
ability.forcefield = Campo de Fuerza
|
ability.forcefield = Campo de Escudo
|
||||||
ability.repairfield = Campo de Reparación
|
ability.repairfield = Campo de Reparación
|
||||||
ability.statusfield = Campo de Estado
|
ability.statusfield = {0} Campo de aceleración
|
||||||
ability.unitspawn = {0} Fábrica de Drones
|
ability.unitspawn = {0} Fábrica
|
||||||
ability.shieldregenfield = Campo de Regeneración de Escudos
|
ability.shieldregenfield = Regeneración de Armaduras
|
||||||
ability.movelightning = Movimiento Relámpago
|
ability.movelightning = Movimiento Relámpago
|
||||||
|
ability.energyfield = Campo de Energía: [accent]{0}[] daño ~ [accent]{1}[] bloques / [accent]{2}[] objetivos
|
||||||
|
|
||||||
bar.drilltierreq = Requiere un taladro mejor
|
bar.drilltierreq = Requiere un taladro mejor
|
||||||
bar.noresources = Recursos insuficientes
|
bar.noresources = Recursos insuficientes
|
||||||
@@ -736,29 +785,28 @@ bar.power = Energía
|
|||||||
bar.progress = Progreso de construcción
|
bar.progress = Progreso de construcción
|
||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Salida
|
bar.output = Salida
|
||||||
|
bar.strength = [stat]{0}[lightgray]x fuerza
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Procesador
|
units.processorcontrol = [lightgray]Controlado por Procesador
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] Daño
|
bullet.damage = [stat]{0}[lightgray] Daño
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] daño de área ~[stat] {1}[lightgray] casillas
|
bullet.splashdamage = [stat]{0}[lightgray] área daño ~[stat] {1}[lightgray] bloques
|
||||||
bullet.incendiary = [stat]Incendiaria
|
bullet.incendiary = [stat]Incendiaria
|
||||||
bullet.sapping = [stat]Oxidante
|
|
||||||
bullet.homing = [stat]Rastreadora
|
bullet.homing = [stat]Rastreadora
|
||||||
bullet.shock = [stat]Electrizante
|
|
||||||
bullet.frag = [stat]De fragmentación
|
bullet.frag = [stat]De fragmentación
|
||||||
|
bullet.lightning = [stat]{0}[lightgray]x rayo ~ [stat]{1}[lightgray] daño
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras
|
bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras
|
||||||
bullet.knockback = [stat]{0}[lightgray] Empuje
|
bullet.knockback = [stat]{0}[lightgray] empuje
|
||||||
bullet.pierce = [stat]{0}[lightgray]x penetración
|
bullet.pierce = [stat]{0}[lightgray]x perforación
|
||||||
bullet.infinitepierce = [stat]Penetrante
|
bullet.infinitepierce = [stat]Perforante
|
||||||
bullet.healpercent = [stat]{0}[lightgray]% reparación
|
bullet.healpercent = [stat]{0}[lightgray]% reparación
|
||||||
bullet.freezing = [stat]Congelación
|
|
||||||
bullet.tarred = [stat]Ralentizado
|
|
||||||
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munición
|
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munición
|
||||||
bullet.reload = [stat]{0}[lightgray]x cadencia de fuego
|
bullet.reload = [stat]{0}[lightgray]x cadencia de fuego
|
||||||
|
|
||||||
unit.blocks = bloques
|
unit.blocks = bloques
|
||||||
unit.blockssquared = bloques²
|
unit.blockssquared = bloques²
|
||||||
unit.powersecond = unidades de energía/segundo
|
unit.powersecond = unidades de energía/segundo
|
||||||
|
unit.tilessecond = bloques/segundo
|
||||||
unit.liquidsecond = unidades de líquido/segundo
|
unit.liquidsecond = unidades de líquido/segundo
|
||||||
unit.itemssecond = objetos/segundo
|
unit.itemssecond = objetos/segundo
|
||||||
unit.liquidunits = unidades de líquido
|
unit.liquidunits = unidades de líquido
|
||||||
@@ -775,6 +823,7 @@ unit.items = objetos
|
|||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = M
|
unit.millions = M
|
||||||
unit.billions = b
|
unit.billions = b
|
||||||
|
unit.pershot = /disparo
|
||||||
category.purpose = Objetivo
|
category.purpose = Objetivo
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Energía
|
category.power = Energía
|
||||||
@@ -788,10 +837,13 @@ setting.shadows.name = Sombras
|
|||||||
setting.blockreplace.name = Sugerir bloques al construir
|
setting.blockreplace.name = Sugerir bloques al construir
|
||||||
setting.linear.name = Filtrado Lineal
|
setting.linear.name = Filtrado Lineal
|
||||||
setting.hints.name = Consejos
|
setting.hints.name = Consejos
|
||||||
|
setting.logichints.name = Consejos sobre "Bloques Lógicos"
|
||||||
setting.flow.name = Mostrar tasa de flujo de recursos
|
setting.flow.name = Mostrar tasa de flujo de recursos
|
||||||
setting.backgroundpause.name = Pausar en segundo plano
|
setting.backgroundpause.name = Pausar en segundo plano
|
||||||
setting.buildautopause.name = Auto-pausar construcción
|
setting.buildautopause.name = Auto-pausar construcción
|
||||||
setting.animatedwater.name = Animaciones de Terreno
|
setting.doubletapmine.name = Doble-Click para Extraer minerales
|
||||||
|
setting.modcrashdisable.name = Desactivar Mods si se cuelga el juego
|
||||||
|
setting.animatedwater.name = Animación de Terreno
|
||||||
setting.animatedshields.name = Animación de Escudos
|
setting.animatedshields.name = Animación de Escudos
|
||||||
setting.antialias.name = Antialias[lightgray] (necesita un reinicio)[]
|
setting.antialias.name = Antialias[lightgray] (necesita un reinicio)[]
|
||||||
setting.playerindicators.name = Indicadores de Jugadores
|
setting.playerindicators.name = Indicadores de Jugadores
|
||||||
@@ -844,6 +896,7 @@ 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
|
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.confirm.really = ¡Si quieres jugar con amigos, usa [green]Invitar a Amigos[] en lugar de un [scarlet]Servidor Público[]!\n¿De verdad quieres hacer [scarlet]pública[] tu 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
|
||||||
@@ -908,7 +961,8 @@ keybind.pause.name = Pausa
|
|||||||
keybind.pause_building.name = Pausar/Reanudar construcción
|
keybind.pause_building.name = Pausar/Reanudar construcción
|
||||||
keybind.minimap.name = Minimapa
|
keybind.minimap.name = Minimapa
|
||||||
keybind.planet_map.name = Mapa del Planeta
|
keybind.planet_map.name = Mapa del Planeta
|
||||||
keybind.research.name = Investigaciones
|
keybind.research.name = Investigar
|
||||||
|
keybind.block_info.name = Información del Bloque
|
||||||
keybind.chat.name = Chat
|
keybind.chat.name = Chat
|
||||||
keybind.player_list.name = Lista de jugadores
|
keybind.player_list.name = Lista de jugadores
|
||||||
keybind.console.name = Consola
|
keybind.console.name = Consola
|
||||||
@@ -935,18 +989,23 @@ mode.custom = Normas personalizadas
|
|||||||
|
|
||||||
rules.infiniteresources = Recursos infinitos
|
rules.infiniteresources = Recursos infinitos
|
||||||
rules.reactorexplosions = Los reactores pueden explotar
|
rules.reactorexplosions = Los reactores pueden explotar
|
||||||
|
rules.coreincinerates = Núcleos inceran exceso de recursos
|
||||||
rules.schematic = Permitir Plantillas
|
rules.schematic = Permitir Plantillas
|
||||||
rules.wavetimer = Temporizador de Oleadas
|
rules.wavetimer = Temporizador de Oleadas
|
||||||
rules.waves = Oleadas
|
rules.waves = Oleadas
|
||||||
rules.attack = Ataque
|
rules.attack = Asalto
|
||||||
rules.buildai = La IA enemiga puede construir
|
rules.buildai = Contrucción de IA
|
||||||
rules.enemyCheat = La IA enemiga tiene recursos infinitos
|
rules.corecapture = Capturar Núcleo al Destruirlo
|
||||||
rules.blockhealthmultiplier = Multiplicador de salud de bloque
|
rules.polygoncoreprotection = Protección de Núcleo Poligonal
|
||||||
rules.blockdamagemultiplier = Multiplicador de daño de bloque
|
rules.enemyCheat = La IA (Equipo Rojo) tiene recursos infinitos
|
||||||
|
rules.blockhealthmultiplier = Multiplicador de Salud de Bloque
|
||||||
|
rules.blockdamagemultiplier = Multiplicador de Daño de Bloque
|
||||||
rules.unitbuildspeedmultiplier = Multiplicador de velocidad de creación de unidades
|
rules.unitbuildspeedmultiplier = Multiplicador de velocidad de creación de unidades
|
||||||
rules.unithealthmultiplier = Multiplicador de la vida de las unidades
|
rules.unithealthmultiplier = Multiplicador de Vida de Unidades
|
||||||
rules.unitdamagemultiplier = Multiplicador del daño de unidades
|
rules.unitdamagemultiplier = Multiplicador de Daño de Unidades
|
||||||
rules.enemycorebuildradius = Radio de No-Construcción del Núcleo Enemigo:[lightgray] (casillas)
|
rules.unitcapvariable = Núcleos alteran el Límite de Unidades
|
||||||
|
rules.unitcap = Límite Base de Unidades
|
||||||
|
rules.enemycorebuildradius = Radio de No-Construcción del Núcleo Enemigo:[lightgray] (bloques)
|
||||||
rules.wavespacing = Tiempo entre oleadas:[lightgray] (seg)
|
rules.wavespacing = Tiempo entre oleadas:[lightgray] (seg)
|
||||||
rules.buildcostmultiplier = Multiplicador de coste de construcción
|
rules.buildcostmultiplier = Multiplicador de coste de construcción
|
||||||
rules.buildspeedmultiplier = Multiplicador de velocidad de construcción
|
rules.buildspeedmultiplier = Multiplicador de velocidad de construcción
|
||||||
@@ -967,12 +1026,14 @@ rules.explosions = Daño de explosiones de Bloques/Unidades
|
|||||||
rules.ambientlight = Iluminación ambiental
|
rules.ambientlight = Iluminación ambiental
|
||||||
rules.weather = Clima
|
rules.weather = Clima
|
||||||
rules.weather.frequency = Frequencia:
|
rules.weather.frequency = Frequencia:
|
||||||
|
rules.weather.always = Siempre
|
||||||
rules.weather.duration = Duracion:
|
rules.weather.duration = Duracion:
|
||||||
|
|
||||||
content.item.name = Objetos
|
content.item.name = Objetos
|
||||||
content.liquid.name = Líquidos
|
content.liquid.name = Líquidos
|
||||||
content.unit.name = Unidades
|
content.unit.name = Unidades
|
||||||
content.block.name = Bloques
|
content.block.name = Bloques
|
||||||
|
content.status.name = Alteraciones de Estado
|
||||||
content.sector.name = Sectores
|
content.sector.name = Sectores
|
||||||
|
|
||||||
item.copper.name = Cobre
|
item.copper.name = Cobre
|
||||||
@@ -983,7 +1044,7 @@ item.titanium.name = Titanio
|
|||||||
item.thorium.name = Torio
|
item.thorium.name = Torio
|
||||||
item.silicon.name = Silicio
|
item.silicon.name = Silicio
|
||||||
item.plastanium.name = Plastanio
|
item.plastanium.name = Plastanio
|
||||||
item.phase-fabric.name = Tejido de fase
|
item.phase-fabric.name = Tejido de Fase
|
||||||
item.surge-alloy.name = Aleación Eléctrica
|
item.surge-alloy.name = Aleación Eléctrica
|
||||||
item.spore-pod.name = Vaina de Esporas
|
item.spore-pod.name = Vaina de Esporas
|
||||||
item.sand.name = Arena
|
item.sand.name = Arena
|
||||||
@@ -991,11 +1052,12 @@ item.blast-compound.name = Compuesto Explosivo
|
|||||||
item.pyratite.name = Pirotita
|
item.pyratite.name = Pirotita
|
||||||
item.metaglass.name = Metacristal
|
item.metaglass.name = Metacristal
|
||||||
item.scrap.name = Chatarra
|
item.scrap.name = Chatarra
|
||||||
|
|
||||||
liquid.water.name = Agua
|
liquid.water.name = Agua
|
||||||
liquid.slag.name = Magma
|
liquid.slag.name = Magma
|
||||||
liquid.oil.name = Petróleo
|
liquid.oil.name = Petróleo
|
||||||
liquid.cryofluid.name = Líquido criogénico
|
liquid.cryofluid.name = Líquido criogénico
|
||||||
#Names of Units and Turrets look better untranslated, since they are propper/own names
|
#Names of Units and Turrets looks better untranslated, since they are propper/own names
|
||||||
unit.dagger.name = Dagger
|
unit.dagger.name = Dagger
|
||||||
unit.mace.name = Mace
|
unit.mace.name = Mace
|
||||||
unit.fortress.name = Fortress
|
unit.fortress.name = Fortress
|
||||||
@@ -1022,6 +1084,11 @@ unit.minke.name = Minke
|
|||||||
unit.bryde.name = Bryde
|
unit.bryde.name = Bryde
|
||||||
unit.sei.name = Sei
|
unit.sei.name = Sei
|
||||||
unit.omura.name = Omura
|
unit.omura.name = Omura
|
||||||
|
unit.retusa.name = Retusa
|
||||||
|
unit.oxynoe.name = Oxynoe
|
||||||
|
unit.cyerce.name = Cyerce
|
||||||
|
unit.aegires.name = Aegires
|
||||||
|
unit.navanax.name = Navanax
|
||||||
unit.alpha.name = Alpha
|
unit.alpha.name = Alpha
|
||||||
unit.beta.name = Beta
|
unit.beta.name = Beta
|
||||||
unit.gamma.name = Gamma
|
unit.gamma.name = Gamma
|
||||||
@@ -1036,7 +1103,7 @@ block.cliff.name = Pared
|
|||||||
block.sand-boulder.name = Roca de arena
|
block.sand-boulder.name = Roca de arena
|
||||||
block.basalt-boulder.name = Roca de basalto
|
block.basalt-boulder.name = Roca de basalto
|
||||||
block.grass.name = Hierba
|
block.grass.name = Hierba
|
||||||
block.slag.name = Magma
|
block.molten-slag.name = Magma
|
||||||
block.space.name = Espacio
|
block.space.name = Espacio
|
||||||
block.salt.name = Sal
|
block.salt.name = Sal
|
||||||
block.salt-wall.name = Muro de sal
|
block.salt-wall.name = Muro de sal
|
||||||
@@ -1067,8 +1134,8 @@ block.spawn.name = Punto de generación
|
|||||||
block.core-shard.name = Núcleo: Shard
|
block.core-shard.name = Núcleo: Shard
|
||||||
block.core-foundation.name = Núcleo: Foundation
|
block.core-foundation.name = Núcleo: Foundation
|
||||||
block.core-nucleus.name = Núcleo: Nucleus
|
block.core-nucleus.name = Núcleo: Nucleus
|
||||||
block.deepwater.name = Aguas profundas
|
block.deep-water.name = Aguas profundas
|
||||||
block.water.name = Agua
|
block.shallow-water.name = Agua
|
||||||
block.tainted-water.name = Agua contaminada
|
block.tainted-water.name = Agua contaminada
|
||||||
block.darksand-tainted-water.name = Agua contaminada con arena oscura
|
block.darksand-tainted-water.name = Agua contaminada con arena oscura
|
||||||
block.tar.name = Alquitrán
|
block.tar.name = Alquitrán
|
||||||
@@ -1077,28 +1144,30 @@ block.sand.name = Arena
|
|||||||
block.darksand.name = Arena oscura
|
block.darksand.name = Arena oscura
|
||||||
block.ice.name = Hielo
|
block.ice.name = Hielo
|
||||||
block.snow.name = Nieve
|
block.snow.name = Nieve
|
||||||
block.craters.name = Cráter
|
block.crater-stone.name = Cráter
|
||||||
block.sand-water.name = Agua con arena
|
block.sand-water.name = Agua con arena
|
||||||
block.darksand-water.name = Agua con arena oscura
|
block.darksand-water.name = Agua con arena oscura
|
||||||
block.char.name = Cenizas
|
block.char.name = Cenizas
|
||||||
block.dacite.name = Dacita
|
block.dacite.name = Dacita
|
||||||
block.dacite-wall.name = Bloque de dacita
|
block.rhyolite.name = Riolita
|
||||||
block.dacite-boulder.name = Roca de dacita
|
block.dacite-wall.name = Bloque de Dacita
|
||||||
|
block.dacite-boulder.name = Roca de Dacita
|
||||||
block.ice-snow.name = Hielo-Nieve
|
block.ice-snow.name = Hielo-Nieve
|
||||||
block.stone-wall.name = Bloque de piedra
|
block.stone-wall.name = Bloque de Piedra
|
||||||
block.ice-wall.name = Bloque de hielo
|
block.ice-wall.name = Bloque de Hielo
|
||||||
block.snow-wall.name = Bloque de nieve
|
block.snow-wall.name = Bloque de Nieve
|
||||||
block.dune-wall.name = Bloque de arena
|
block.dune-wall.name = Bloque de Arena
|
||||||
block.pine.name = Pino
|
block.pine.name = Pino
|
||||||
block.dirt.name = Tierra
|
block.dirt.name = Tierra
|
||||||
block.dirt-wall.name = Bloque de tierra
|
block.dirt-wall.name = Bloque de tierra
|
||||||
block.mud.name = Lodo
|
block.mud.name = Lodo
|
||||||
block.white-tree-dead.name = Árbol Blanco Muerto
|
block.white-tree-dead.name = Árbol Blanco Muerto
|
||||||
block.white-tree.name = Árbol Blanco
|
block.white-tree.name = Árbol Blanco
|
||||||
block.spore-cluster.name = Concentración de Esporas
|
block.spore-cluster.name = Esporas
|
||||||
block.metal-floor.name = Suelo de Metal
|
block.metal-floor.name = Suelo de Metal 1
|
||||||
block.metal-floor-2.name = Suelo de Metal 2
|
block.metal-floor-2.name = Suelo de Metal 2
|
||||||
block.metal-floor-3.name = Suelo de Metal 3
|
block.metal-floor-3.name = Suelo de Metal 3
|
||||||
|
block.metal-floor-4.name = Suelo de Metal 4
|
||||||
block.metal-floor-5.name = Suelo de Metal 5
|
block.metal-floor-5.name = Suelo de Metal 5
|
||||||
block.metal-floor-damaged.name = Suelo de Metal dañado
|
block.metal-floor-damaged.name = Suelo de Metal dañado
|
||||||
block.dark-panel-1.name = Panel Oscuro 1
|
block.dark-panel-1.name = Panel Oscuro 1
|
||||||
@@ -1189,6 +1258,7 @@ block.solar-panel.name = Panel Solar
|
|||||||
block.solar-panel-large.name = Panel Solar Grande
|
block.solar-panel-large.name = Panel Solar Grande
|
||||||
block.oil-extractor.name = Extractor de Petróleo
|
block.oil-extractor.name = Extractor de Petróleo
|
||||||
block.repair-point.name = Punto de Reparación de Unidades
|
block.repair-point.name = Punto de Reparación de Unidades
|
||||||
|
block.repair-turret.name = Torreta Reparadora
|
||||||
block.pulse-conduit.name = Conducto de Pulso
|
block.pulse-conduit.name = Conducto de Pulso
|
||||||
block.plated-conduit.name = Conducto Acorazado
|
block.plated-conduit.name = Conducto Acorazado
|
||||||
block.phase-conduit.name = Conducto de Fase
|
block.phase-conduit.name = Conducto de Fase
|
||||||
@@ -1221,16 +1291,22 @@ block.container.name = Contenedor
|
|||||||
block.launch-pad.name = Plataforma de Lanzamiento
|
block.launch-pad.name = Plataforma de Lanzamiento
|
||||||
block.launch-pad-large.name = Plataforma de Lanzamiento Grande
|
block.launch-pad-large.name = Plataforma de Lanzamiento Grande
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.command-center.name = Centro de comando
|
block.command-center.name = Centro de Comando
|
||||||
block.ground-factory.name = Fábrica terrestre
|
block.ground-factory.name = Fábrica Terrestre
|
||||||
block.air-factory.name = Fábrica aérea
|
block.air-factory.name = Fábrica Aérea
|
||||||
block.naval-factory.name = Fábrica naval
|
block.naval-factory.name = Fábrica naval
|
||||||
block.additive-reconstructor.name = Reconstructor aditivo
|
block.additive-reconstructor.name = Reconstructor Aditivo
|
||||||
block.multiplicative-reconstructor.name = Reconstructor multiplicativo
|
block.multiplicative-reconstructor.name = Reconstructor Multiplicativo
|
||||||
block.exponential-reconstructor.name = Reconstructor exponencial
|
block.exponential-reconstructor.name = Reconstructor Exponencial
|
||||||
block.tetrative-reconstructor.name = Reconstructor tetrativo
|
block.tetrative-reconstructor.name = Reconstructor Tetrativo
|
||||||
block.payload-conveyor.name = Transportador de carga
|
block.payload-conveyor.name = Cinta Transportadora de Carga
|
||||||
block.payload-router.name = Enrutador de carga
|
block.payload-router.name = Enrutador de Carga
|
||||||
|
block.duct.name = Túnel
|
||||||
|
block.duct-router.name = Túnel Enrutador
|
||||||
|
block.duct-bridge.name = Túnel Puente
|
||||||
|
block.payload-propulsion-tower.name = Torre de Propulsión de Bloques
|
||||||
|
block.payload-void.name = Vacío de Bloques
|
||||||
|
block.payload-source.name = Fuente de Bloques
|
||||||
block.disassembler.name = Desensamblador
|
block.disassembler.name = Desensamblador
|
||||||
block.silicon-crucible.name = Crisol de silicio
|
block.silicon-crucible.name = Crisol de silicio
|
||||||
block.overdrive-dome.name = Campo de Aceleración
|
block.overdrive-dome.name = Campo de Aceleración
|
||||||
@@ -1252,7 +1328,6 @@ block.memory-bank.name = Servidor de memoria
|
|||||||
team.blue.name = azul
|
team.blue.name = azul
|
||||||
team.crux.name = crux
|
team.crux.name = crux
|
||||||
team.sharded.name = sharded
|
team.sharded.name = sharded
|
||||||
team.orange.name = naranja
|
|
||||||
team.derelict.name = delerict
|
team.derelict.name = delerict
|
||||||
team.green.name = verde
|
team.green.name = verde
|
||||||
team.purple.name = morado
|
team.purple.name = morado
|
||||||
@@ -1273,6 +1348,7 @@ hint.placeConveyor.mobile = Las cintas transportadoras pueden mover objetos de l
|
|||||||
hint.placeTurret = Construye \uf861 [accent]Torretas[] para defender tu base de los enemigos.\n\nLas torretas necesitan munición - en este caso, \uf838cobre.\nUsa cintas transportadoras y taladros para abastecerlas con cobre.
|
hint.placeTurret = Construye \uf861 [accent]Torretas[] para defender tu base de los enemigos.\n\nLas torretas necesitan munición - en este caso, \uf838cobre.\nUsa cintas transportadoras y taladros para abastecerlas con cobre.
|
||||||
hint.breaking = Pulsa [accent]Clic-derecho[] y arrastra para destruir bloques.
|
hint.breaking = Pulsa [accent]Clic-derecho[] y arrastra para destruir bloques.
|
||||||
hint.breaking.mobile = Activa el botón con el \ue817 [accent]martillo[] situado abajo a la derecha y selecciona bloques para eliminarlos.\n\nMantén el dedo un segundo y arrastra para eliminar bloques directamente en esa selección.
|
hint.breaking.mobile = Activa el botón con el \ue817 [accent]martillo[] situado abajo a la derecha y selecciona bloques para eliminarlos.\n\nMantén el dedo un segundo y arrastra para eliminar bloques directamente en esa selección.
|
||||||
|
hint.blockInfo = Puedes visualizar información de un bloque seleccionándolo en el [accent]menú de construcción[], mediante el botón [accent][[?][] en la derecha.
|
||||||
hint.research = Usa el botón \ue875 [accent]Investigación[] para acceder al menú de descubrimientos tecnológicos.
|
hint.research = Usa el botón \ue875 [accent]Investigación[] para acceder al menú de descubrimientos tecnológicos.
|
||||||
hint.research.mobile = Usa el botón \ue875 [accent]Investigación[] para acceder al menú de descubrimientos tecnológicos.
|
hint.research.mobile = Usa el botón \ue875 [accent]Investigación[] para acceder al menú de descubrimientos tecnológicos.
|
||||||
hint.unitControl = Mantén [accent][[L-ctrl][] y [accent]haz clic[] sobre unidades o torretas aliadas para controlarlas manualmente.
|
hint.unitControl = Mantén [accent][[L-ctrl][] y [accent]haz clic[] sobre unidades o torretas aliadas para controlarlas manualmente.
|
||||||
@@ -1319,7 +1395,7 @@ item.spore-pod.details = Esporas. Es algo parecido a una forma de vida sintétic
|
|||||||
item.blast-compound.description = Usado en bombas y munición explosiva.
|
item.blast-compound.description = Usado en bombas y munición explosiva.
|
||||||
item.pyratite.description = Usado en armas incendiarias y generadores de combustión.
|
item.pyratite.description = Usado en armas incendiarias y generadores de combustión.
|
||||||
|
|
||||||
liquid.water.description = Usada comúnmente para enfriar máquinas y para procesar residuos.
|
liquid.water.description = Usada para enfriar máquinas y para procesar residuos.
|
||||||
liquid.slag.description = Diferentes tipos de metales fundidos mezclados. Puede ser separado en sus minerales constituyentes, o disparado a unidades enemigas como arma.
|
liquid.slag.description = Diferentes tipos de metales fundidos mezclados. Puede ser separado en sus minerales constituyentes, o disparado a unidades enemigas como arma.
|
||||||
liquid.oil.description = Se utiliza en producción de materiales avanzados, y en munición incendiaria.
|
liquid.oil.description = Se utiliza en producción de materiales avanzados, y en munición incendiaria.
|
||||||
liquid.cryofluid.description = Usado como refrigerante para reactores, torretas, y fábricas.
|
liquid.cryofluid.description = Usado como refrigerante para reactores, torretas, y fábricas.
|
||||||
@@ -1502,3 +1578,155 @@ unit.omura.description = Dispara rayos contínuos perforantes. Construye unidade
|
|||||||
unit.alpha.description = Defiende el núcleo Shard de los enemigos. Construye estructuras.
|
unit.alpha.description = Defiende el núcleo Shard de los enemigos. Construye estructuras.
|
||||||
unit.beta.description = Defiende el núcleo Foundation de los enemigos. Construye estructuras.
|
unit.beta.description = Defiende el núcleo Foundation de los enemigos. Construye estructuras.
|
||||||
unit.gamma.description = Defiende el núcleo Nucleus de los enemigos. Construye estructuras.
|
unit.gamma.description = Defiende el núcleo Nucleus de los enemigos. Construye estructuras.
|
||||||
|
|
||||||
|
lst.read = Lee un número desde una unidad de memoria conectada.
|
||||||
|
lst.write = Escribe un número en una unidad de memoria conectada.
|
||||||
|
lst.print = Añade texto a la cola para impresión.\nNo mostrará nada hasta que se use [accent]Ejecutar Imprimir[].
|
||||||
|
lst.draw = Añade una operación a la cola de gráfico.\nNo mostrará nada hasta que se use [accent]Ejecutar Gráfico[].
|
||||||
|
lst.drawflush = Ejecución en cola de operaciones [accent]Gráfico[] a un monitor gráfico.
|
||||||
|
lst.printflush = Ejecución en cola de operaciones [accent]Imprimir[] a un bloque de mensaje.
|
||||||
|
lst.getlink = Obtiene el número de enlace de procesador. Inicia en 0.
|
||||||
|
lst.control = Controla el estado de un bloque.
|
||||||
|
lst.radar = Localiza unidades alrededor de un bloque con rango.
|
||||||
|
lst.sensor = Recopila datos de un bloque o unidad.
|
||||||
|
lst.set = Establece una variable.
|
||||||
|
lst.operation = Realiza una operación sobre 1-2 variables.
|
||||||
|
lst.end = Salta al inicio de la lista de instrucciones.
|
||||||
|
lst.wait = Espera unos segundos.
|
||||||
|
lst.lookup = Busca un objeto/líquido/unidad/tipo de bloque por ID.\nSe puede acceder al número total de cada tipo con:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
|
lst.jump = Salta a otra instrucción.
|
||||||
|
lst.unitbind = Se enlaza a la siguiente unidad de un tipo, y la almacena en [accent]@unit[].
|
||||||
|
lst.unitcontrol = Controla la unidad actualmente enlazada.
|
||||||
|
lst.unitradar = Localiza unidades alrededor de la unidad actualmente enlazada.
|
||||||
|
lst.unitlocate = Localiza un tipo específico de posición/bloque en cualquier lugar del mapa.\nRequiere una unidad enlazada.
|
||||||
|
|
||||||
|
logic.nounitbuild = [red]No se permite la construcción de bloques de categoría lógica.
|
||||||
|
|
||||||
|
lenum.type = El tipo de bloque/unidad\nEjemplo: "para cualquier enrutador", devolverá [accent]@router[].\nNo es una cadena de texto.
|
||||||
|
lenum.shoot = Dispara a una posición.
|
||||||
|
lenum.shootp = Dispara a una unidad/bloque con predicción de velocidad.
|
||||||
|
lenum.config = Configuración de bloque, por ejemplo: clasificador.
|
||||||
|
lenum.enabled = Si el bloque está activado o no.
|
||||||
|
|
||||||
|
laccess.color = Color del iluminador.
|
||||||
|
laccess.controller = Controlador de unidad. Si se controla mediante un procesador, devuelve dicho procesador.\nSi está en formación, devuelve su líder.\nDe otra forma, devuelve la misma unidad.
|
||||||
|
laccess.dead = Si una unidad/bloque es destruída o inválida.
|
||||||
|
laccess.controlled = Devuelve:\n[accent]@ctrlProcessor[] si el control de la unidad lo tiene un procesador\n[accent]@ctrlPlayer[] si el control de la unidad/bloque lo tiene un jugador\n[accent]@ctrlFormation[] si la unidad está en formación\nDe otra forma, devuelve 0.
|
||||||
|
laccess.commanded = [red]En desuso. ¡Será eliminado![]\nUsa [accent]controlado[] en su lugar.
|
||||||
|
laccess.progress = Progreso de una acción, 0 a 1.\nDevuelve de una producción, recarga de una torreta o progreso de una construcción.
|
||||||
|
|
||||||
|
graphicstype.clear = Llena el monitor con un color.
|
||||||
|
graphicstype.color = Establece el color para próximas operaciones de gráficos.
|
||||||
|
graphicstype.stroke = Establece el ancho de la línea.
|
||||||
|
graphicstype.line = Segmento de la línea del gráfico.
|
||||||
|
graphicstype.rect = Rellena un rectángulo.
|
||||||
|
graphicstype.linerect = Dibuja las aristas de un rectángulo.
|
||||||
|
graphicstype.poly = Rellena un polígono regular.
|
||||||
|
graphicstype.linepoly = Dibuja las aristas de un polígono regular.
|
||||||
|
graphicstype.triangle = Rellena un triángulo.
|
||||||
|
graphicstype.image = Dibuja una imágen de un contenido.\nEjemplo: [accent]@router[] o [accent]@dagger[].
|
||||||
|
|
||||||
|
lenum.always = Siempre "true".
|
||||||
|
lenum.idiv = División de un número entero.
|
||||||
|
lenum.div = División.\nDevuelve [accent]null[] al dividir entre cero.
|
||||||
|
lenum.mod = Modulo.
|
||||||
|
lenum.equal = Igual. Coacciona tipos.\nObjetos no-nulos coaccionados con números pasan a 1, si no coinciden pasan a 0.
|
||||||
|
lenum.notequal = No igual. Coacciona tipos.
|
||||||
|
lenum.strictequal = Igualdad estricta. No coacciona tipos.\nSe puede usar para comprobar si un resultado es [accent]null[].
|
||||||
|
lenum.shl = Cambia bits a izquierda.
|
||||||
|
lenum.shr = Cambia bits a derecha.
|
||||||
|
lenum.or = Comprobación bit a bit OR.
|
||||||
|
lenum.land = Comprobación lógica AND.
|
||||||
|
lenum.and = Comprobación bit a bit AND.
|
||||||
|
lenum.not = Comprobación bit a bit invertida.
|
||||||
|
lenum.xor = Comprobación bit a bit XOR.
|
||||||
|
|
||||||
|
lenum.min = Mínimo de dos números.
|
||||||
|
lenum.max = Máximo de dos números.
|
||||||
|
lenum.angle = Ángulo del vector en grados.
|
||||||
|
lenum.len = Longitud del vector.
|
||||||
|
|
||||||
|
lenum.sin = Seno, en grados.
|
||||||
|
lenum.cos = Coseno, en grados.
|
||||||
|
lenum.tan = Tangente, en grados.
|
||||||
|
|
||||||
|
lenum.asin = Arco seno, en grados.
|
||||||
|
lenum.acos = Arco coseno, en grados.
|
||||||
|
lenum.atan = Arco tangente, en grados.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
|
lenum.rand = Número decimal aleatorio en un rango [0, valor).
|
||||||
|
lenum.log = Logaritmo natural (ln).
|
||||||
|
lenum.log10 = Logaritmo en base 10.
|
||||||
|
lenum.noise = Ruido simplex 2D.
|
||||||
|
lenum.abs = Valor absoluto.
|
||||||
|
lenum.sqrt = Raíz cuadrada.
|
||||||
|
|
||||||
|
lenum.any = Cualquier unidad.
|
||||||
|
lenum.ally = Unidad aliada.
|
||||||
|
lenum.attacker = Unidad con un arma.
|
||||||
|
lenum.enemy = Unidad enemiga.
|
||||||
|
lenum.boss = Unidad guardián (Jefe).
|
||||||
|
lenum.flying = Unidad aérea.
|
||||||
|
lenum.ground = Unidad terrestre.
|
||||||
|
lenum.player = Unidad controlada por un jugador.
|
||||||
|
|
||||||
|
lenum.ore = Depósito mineral.
|
||||||
|
lenum.damaged = Bloque aliado dañado.
|
||||||
|
lenum.spawn = Punto de aterrizaje enemigo.\nPuede ser un núcleo o una posición.
|
||||||
|
lenum.building = Un bloque de una categoría específica.
|
||||||
|
|
||||||
|
lenum.core = Cualquier núcleo.
|
||||||
|
lenum.storage = Bloque de almacenamiento, ejemplo: Contenedor.
|
||||||
|
lenum.generator = Bloques que generan energía.
|
||||||
|
lenum.factory = Bloques que transforman recursos.
|
||||||
|
lenum.repair = Puntos de reparación.
|
||||||
|
lenum.rally = Centro de comando.
|
||||||
|
lenum.battery = Cualquier batería.
|
||||||
|
lenum.resupply = Puntos de reabastecimiento.\nSólo es relevante cuando [accent]"Unidades necesitan munición"[] está activada.
|
||||||
|
lenum.reactor = Reactor de Impacto/Torio.
|
||||||
|
lenum.turret = Cualquier torreta.
|
||||||
|
|
||||||
|
sensor.in = El bloque/unidad a detectar.
|
||||||
|
|
||||||
|
radar.from = Bloque del que detectar.\nEl rango del sensor está limitado por el rango de dicha construcción.
|
||||||
|
radar.target = Filtro de unidades a detectar.
|
||||||
|
radar.and = Filtros adicionales.
|
||||||
|
radar.order = Orden para ordenar. 0 para invertir.
|
||||||
|
radar.sort = Métrica a usar al ordenar resultados.
|
||||||
|
radar.output = Variable en la que escribir la salida de una unidad.
|
||||||
|
|
||||||
|
unitradar.target = Filtro para detectar unidades.
|
||||||
|
unitradar.and = Filtros adicionales.
|
||||||
|
unitradar.order = Orden para ordenar. 0 para invertir.
|
||||||
|
unitradar.sort = Métrica a usar al ordenar resultados.
|
||||||
|
unitradar.output = Variable en la que escribir la salida de una unidad.
|
||||||
|
|
||||||
|
control.of = Bloque a controlar.
|
||||||
|
control.unit = Unidad/bloque al que apuntar.
|
||||||
|
control.shoot = Cuándo disparar.
|
||||||
|
|
||||||
|
unitlocate.enemy = Cuándo localizar construcciones enemigas.
|
||||||
|
unitlocate.found = Cuándo el objeto es encontrado.
|
||||||
|
unitlocate.building = Variable de salida para contrucciones localizadas.
|
||||||
|
unitlocate.outx = Coordenada X devuelta.
|
||||||
|
unitlocate.outy = Coordenada Y devuelta.
|
||||||
|
unitlocate.group = Grupo de bloque a buscar.
|
||||||
|
|
||||||
|
lenum.idle = No se mueve, pero seguirá construyendo/extrayendo minerales.\nEs el estado por defecto.
|
||||||
|
lenum.stop = Deja de moverse/extraer minerales/contruir.
|
||||||
|
lenum.move = Moverse a una posición exacta.
|
||||||
|
lenum.approach = Aproximarse a una posición con un radio.
|
||||||
|
lenum.pathfind = Establece una ruta hasta el punto de aterrizaje enemigo.
|
||||||
|
lenum.target = Dispara a una posición.
|
||||||
|
lenum.targetp = Dispara a un objetivo con predicción de velocidad.
|
||||||
|
lenum.itemdrop = Suelta un objeto.
|
||||||
|
lenum.itemtake = Recoge un objeto de una construcción.
|
||||||
|
lenum.paydrop = Suelta la carga actual.
|
||||||
|
lenum.paytake = Recoge bloques o unidades en la posición actual como carga a trasnportar.
|
||||||
|
lenum.flag = Etiqueta numérica de la unidad.
|
||||||
|
lenum.mine = Extrae minerales de una posición.
|
||||||
|
lenum.build = Construye una estructura.
|
||||||
|
lenum.getblock = Obtiene la construcción y su categoría en unas coordenadas específicas.\nLa unidad debe estar en el rango de su posición.\nLos bloques no-construcciones tendrán el tipo [accent]@solid[].
|
||||||
|
lenum.within = Comprueba si una unidad se encuentra cerca de una posición.
|
||||||
|
lenum.boost = Inicia/Detiene potenciación.
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Liivakamakas
|
block.sand-boulder.name = Liivakamakas
|
||||||
block.grass.name = Rohi
|
block.grass.name = Rohi
|
||||||
block.slag.name = Slag
|
block.molten-slag.name = Slag
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Sool
|
block.salt.name = Sool
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Vaenlaste maandumisala
|
|||||||
block.core-shard.name = Tuumik: Osake
|
block.core-shard.name = Tuumik: Osake
|
||||||
block.core-foundation.name = Tuumik: Arenenud
|
block.core-foundation.name = Tuumik: Arenenud
|
||||||
block.core-nucleus.name = Tuumik: Täielik
|
block.core-nucleus.name = Tuumik: Täielik
|
||||||
block.deepwater.name = Sügav vesi
|
block.deep-water.name = Sügav vesi
|
||||||
block.water.name = Vesi
|
block.shallow-water.name = Vesi
|
||||||
block.tainted-water.name = Riknenud vesi
|
block.tainted-water.name = Riknenud vesi
|
||||||
block.darksand-tainted-water.name = Riknenud vesi tumedal liival
|
block.darksand-tainted-water.name = Riknenud vesi tumedal liival
|
||||||
block.tar.name = Tõrv
|
block.tar.name = Tõrv
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Liiv
|
|||||||
block.darksand.name = Tume liiv
|
block.darksand.name = Tume liiv
|
||||||
block.ice.name = Jää
|
block.ice.name = Jää
|
||||||
block.snow.name = Lumi
|
block.snow.name = Lumi
|
||||||
block.craters.name = Kraatrid
|
block.crater-stone.name = Kraatrid
|
||||||
block.sand-water.name = Vesi liival
|
block.sand-water.name = Vesi liival
|
||||||
block.darksand-water.name = Vesi tumedal liival
|
block.darksand-water.name = Vesi tumedal liival
|
||||||
block.char.name = Puusüsi
|
block.char.name = Puusüsi
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Hondar harkaitza
|
block.sand-boulder.name = Hondar harkaitza
|
||||||
block.grass.name = Belarra
|
block.grass.name = Belarra
|
||||||
block.slag.name = Slag
|
block.molten-slag.name = Slag
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Gatza
|
block.salt.name = Gatza
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Etsai-sorrera
|
|||||||
block.core-shard.name = Muina: Maskorra
|
block.core-shard.name = Muina: Maskorra
|
||||||
block.core-foundation.name = Muina: Fundazioa
|
block.core-foundation.name = Muina: Fundazioa
|
||||||
block.core-nucleus.name = Muina: Nukleoa
|
block.core-nucleus.name = Muina: Nukleoa
|
||||||
block.deepwater.name = Ur sakona
|
block.deep-water.name = Ur sakona
|
||||||
block.water.name = Ura
|
block.shallow-water.name = Ura
|
||||||
block.tainted-water.name = Ur kutsatua
|
block.tainted-water.name = Ur kutsatua
|
||||||
block.darksand-tainted-water.name = Hondar ilunez kutsatutako ura
|
block.darksand-tainted-water.name = Hondar ilunez kutsatutako ura
|
||||||
block.tar.name = Mundruna
|
block.tar.name = Mundruna
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Hondarra
|
|||||||
block.darksand.name = Hondar iluna
|
block.darksand.name = Hondar iluna
|
||||||
block.ice.name = Izotza
|
block.ice.name = Izotza
|
||||||
block.snow.name = Elurra
|
block.snow.name = Elurra
|
||||||
block.craters.name = Kraterrak
|
block.crater-stone.name = Kraterrak
|
||||||
block.sand-water.name = Hondar ura
|
block.sand-water.name = Hondar ura
|
||||||
block.darksand-water.name = Hondar ilun ura
|
block.darksand-water.name = Hondar ilun ura
|
||||||
block.char.name = Kokea
|
block.char.name = Kokea
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Vuoren
|
block.cliff.name = Vuoren
|
||||||
block.sand-boulder.name = Hiekkalohkare
|
block.sand-boulder.name = Hiekkalohkare
|
||||||
block.grass.name = Ruoho
|
block.grass.name = Ruoho
|
||||||
block.slag.name = Kuono
|
block.molten-slag.name = Kuono
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Suolapitoisuus
|
block.salt.name = Suolapitoisuus
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Vihollisten syntymispiste
|
|||||||
block.core-shard.name = Ydin: Siru
|
block.core-shard.name = Ydin: Siru
|
||||||
block.core-foundation.name = Ydin: Pohjaus
|
block.core-foundation.name = Ydin: Pohjaus
|
||||||
block.core-nucleus.name = Ydin: Tuma
|
block.core-nucleus.name = Ydin: Tuma
|
||||||
block.deepwater.name = Syvää vettä
|
block.deep-water.name = Syvää vettä
|
||||||
block.water.name = Vettä
|
block.shallow-water.name = Vettä
|
||||||
block.tainted-water.name = Saastevettä
|
block.tainted-water.name = Saastevettä
|
||||||
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
||||||
block.tar.name = Terva
|
block.tar.name = Terva
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Hiekka
|
|||||||
block.darksand.name = Tumma hiekka
|
block.darksand.name = Tumma hiekka
|
||||||
block.ice.name = Jää
|
block.ice.name = Jää
|
||||||
block.snow.name = Lumi
|
block.snow.name = Lumi
|
||||||
block.craters.name = Kraatterit
|
block.crater-stone.name = Kraatterit
|
||||||
block.sand-water.name = Sand water
|
block.sand-water.name = Sand water
|
||||||
block.darksand-water.name = Dark Sand Water
|
block.darksand-water.name = Dark Sand Water
|
||||||
block.char.name = Char
|
block.char.name = Char
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Sand Boulder
|
block.sand-boulder.name = Sand Boulder
|
||||||
block.grass.name = Grass
|
block.grass.name = Grass
|
||||||
block.slag.name = Slag
|
block.molten-slag.name = Slag
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Salt
|
block.salt.name = Salt
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Enemy Spawn
|
|||||||
block.core-shard.name = Core: Shard
|
block.core-shard.name = Core: Shard
|
||||||
block.core-foundation.name = Core: Foundation
|
block.core-foundation.name = Core: Foundation
|
||||||
block.core-nucleus.name = Core: Nucleus
|
block.core-nucleus.name = Core: Nucleus
|
||||||
block.deepwater.name = Deep Water
|
block.deep-water.name = Deep Water
|
||||||
block.water.name = Water
|
block.shallow-water.name = Water
|
||||||
block.tainted-water.name = Tainted Water
|
block.tainted-water.name = Tainted Water
|
||||||
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
||||||
block.tar.name = Tar
|
block.tar.name = Tar
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Sand
|
|||||||
block.darksand.name = Dark Sand
|
block.darksand.name = Dark Sand
|
||||||
block.ice.name = Ice
|
block.ice.name = Ice
|
||||||
block.snow.name = Snow
|
block.snow.name = Snow
|
||||||
block.craters.name = Craters
|
block.crater-stone.name = Craters
|
||||||
block.sand-water.name = Sand water
|
block.sand-water.name = Sand water
|
||||||
block.darksand-water.name = Dark Sand Water
|
block.darksand-water.name = Dark Sand Water
|
||||||
block.char.name = Char
|
block.char.name = Char
|
||||||
|
|||||||
@@ -78,13 +78,12 @@ schematic.tagexists = Ce mot-clé existe déjà.
|
|||||||
|
|
||||||
stats = Statistiques
|
stats = Statistiques
|
||||||
stat.wave = Vagues vaincues : [accent] {0}
|
stat.wave = Vagues vaincues : [accent] {0}
|
||||||
|
stat.unitsCreated = Unités créées :[accent] {0}
|
||||||
stat.enemiesDestroyed = Ennemis détruits : [accent] {0}
|
stat.enemiesDestroyed = Ennemis détruits : [accent] {0}
|
||||||
stat.built = Bâtiments construits : [accent] {0}
|
stat.built = Bâtiments construits : [accent] {0}
|
||||||
stat.destroyed = Bâtiments détruits : [accent] {0}
|
stat.destroyed = Bâtiments détruits : [accent] {0}
|
||||||
stat.deconstructed = Bâtiments déconstruits : [accent] {0}
|
stat.deconstructed = Bâtiments déconstruits : [accent] {0}
|
||||||
stat.delivered = Ressources transférées :
|
|
||||||
stat.playtime = Temps de jeu : [accent] {0}
|
stat.playtime = Temps de jeu : [accent] {0}
|
||||||
stat.rank = Rang Final : [accent]{0}
|
|
||||||
|
|
||||||
globalitems = [accent]Ressources globales
|
globalitems = [accent]Ressources globales
|
||||||
map.delete = Êtes-vous sûr de vouloir supprimer cette carte ?"[accent]{0}[]" ?
|
map.delete = Êtes-vous sûr de vouloir supprimer cette carte ?"[accent]{0}[]" ?
|
||||||
@@ -94,6 +93,7 @@ level.mode = Mode de jeu :
|
|||||||
coreattack = [scarlet]< Le Noyau est attaqué ! >
|
coreattack = [scarlet]< Le Noyau est attaqué ! >
|
||||||
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
||||||
database = Base de données
|
database = Base de données
|
||||||
|
database.button = Base de données
|
||||||
savegame = Sauvegarder la partie
|
savegame = Sauvegarder la partie
|
||||||
loadgame = Charger une partie
|
loadgame = Charger une partie
|
||||||
joingame = Rejoindre une partie
|
joingame = Rejoindre une partie
|
||||||
@@ -101,6 +101,7 @@ customgame = Partie personnalisée
|
|||||||
newgame = Nouvelle partie
|
newgame = Nouvelle partie
|
||||||
none = <Vide>
|
none = <Vide>
|
||||||
none.found = [lightgray]<Introuvable>
|
none.found = [lightgray]<Introuvable>
|
||||||
|
none.inmap = [lightgray]<Introuvable dans la carte>
|
||||||
minimap = Mini-carte
|
minimap = Mini-carte
|
||||||
position = Position
|
position = Position
|
||||||
close = Fermer
|
close = Fermer
|
||||||
@@ -168,6 +169,7 @@ launchcore = Lancer le Noyau
|
|||||||
filename = Nom du fichier :
|
filename = Nom du fichier :
|
||||||
unlocked = Nouveau contenu débloqué !
|
unlocked = Nouveau contenu débloqué !
|
||||||
available = Nouvelle recherche disponible !
|
available = Nouvelle recherche disponible !
|
||||||
|
unlock.incampaign = < Débloquer dans la campagne pour plus de détails >
|
||||||
completed = [accent]Complété
|
completed = [accent]Complété
|
||||||
techtree = Arbre technologique
|
techtree = Arbre technologique
|
||||||
research.legacy = Des données de recherche de la [accent]5.0[] ont été trouvées.\nVoulez-vous [accent]charger ces données[] ou [accent]les ignorer[] et recommencer la recherche dans la nouvelle campagne ? (recommandé)
|
research.legacy = Des données de recherche de la [accent]5.0[] ont été trouvées.\nVoulez-vous [accent]charger ces données[] ou [accent]les ignorer[] et recommencer la recherche dans la nouvelle campagne ? (recommandé)
|
||||||
@@ -214,6 +216,7 @@ hosts.none = [lightgray]Aucune partie en LAN trouvée !
|
|||||||
host.invalid = [scarlet]Impossible de se connecter à l'hôte.
|
host.invalid = [scarlet]Impossible de se connecter à l'hôte.
|
||||||
|
|
||||||
servers.local = Serveurs locaux
|
servers.local = Serveurs locaux
|
||||||
|
servers.local.steam = Jeux Libres & Serveurs Locaux
|
||||||
servers.remote = Serveurs distants
|
servers.remote = Serveurs distants
|
||||||
servers.global = Serveurs communautaires
|
servers.global = Serveurs communautaires
|
||||||
|
|
||||||
@@ -315,7 +318,7 @@ data.invalid = Ce ne sont pas des données de jeu valides.
|
|||||||
data.import.confirm = L'importation des données externes va effacer[scarlet] toutes[] vos données de jeu actuelles.\n[accent]Ceci ne pourra pas être annulé ![]\n\nUne fois les données importées, le jeu se fermera immédiatement.
|
data.import.confirm = L'importation des données externes va effacer[scarlet] toutes[] vos données de jeu actuelles.\n[accent]Ceci ne pourra pas être annulé ![]\n\nUne fois les données importées, le jeu se fermera immédiatement.
|
||||||
quit.confirm = Êtes-vous sûr de vouloir quitter ?
|
quit.confirm = Êtes-vous sûr de vouloir quitter ?
|
||||||
loading = [accent]Chargement...
|
loading = [accent]Chargement...
|
||||||
reloading = [accent]Rechargement des Mods...
|
downloading = [accent]Téléchargement...
|
||||||
saving = [accent]Sauvegarde...
|
saving = [accent]Sauvegarde...
|
||||||
respawn = [accent][[{0}][] pour réapparaître dans le Noyau
|
respawn = [accent][[{0}][] pour réapparaître dans le Noyau
|
||||||
cancelbuilding = [accent][[{0}][] pour effacer le plan
|
cancelbuilding = [accent][[{0}][] pour effacer le plan
|
||||||
@@ -383,6 +386,7 @@ waves.waves = vague(s)
|
|||||||
waves.perspawn = par apparition
|
waves.perspawn = par apparition
|
||||||
waves.shields = boucliers/vague
|
waves.shields = boucliers/vague
|
||||||
waves.to = à
|
waves.to = à
|
||||||
|
waves.max = Unités maximum
|
||||||
waves.guardian = Gardien
|
waves.guardian = Gardien
|
||||||
waves.preview = Prévisualiser
|
waves.preview = Prévisualiser
|
||||||
waves.edit = Modifier...
|
waves.edit = Modifier...
|
||||||
@@ -391,6 +395,13 @@ waves.load = Coller depuis le presse-papiers
|
|||||||
waves.invalid = Vagues invalides dans le presse-papiers.
|
waves.invalid = Vagues invalides dans le presse-papiers.
|
||||||
waves.copied = Vagues copiées
|
waves.copied = Vagues copiées
|
||||||
waves.none = Aucun ennemi défini.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut.
|
waves.none = Aucun ennemi défini.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut.
|
||||||
|
waves.sort = Trier Par
|
||||||
|
waves.sort.reverse = Tri inversé
|
||||||
|
waves.sort.begin = Commence par
|
||||||
|
waves.sort.health = Santé
|
||||||
|
waves.sort.type = Type
|
||||||
|
waves.units.hide = Tout masquer
|
||||||
|
waves.units.show = Tout afficher
|
||||||
|
|
||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = compte
|
wavemode.counts = compte
|
||||||
@@ -537,6 +548,7 @@ configure = Modifier le chargement
|
|||||||
loadout = Chargement
|
loadout = Chargement
|
||||||
resources = Ressources
|
resources = Ressources
|
||||||
bannedblocks = Blocs bannis
|
bannedblocks = Blocs bannis
|
||||||
|
bannedunits = Unités bannies
|
||||||
addall = Ajouter TOUT
|
addall = Ajouter TOUT
|
||||||
launch.from = Décollage depuis : [accent]{0}
|
launch.from = Décollage depuis : [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
@@ -615,6 +627,8 @@ sector.biomassFacility.name = Biomass Synthesis Facility
|
|||||||
sector.windsweptIslands.name = Windswept Islands
|
sector.windsweptIslands.name = Windswept Islands
|
||||||
sector.extractionOutpost.name = Extraction Outpost
|
sector.extractionOutpost.name = Extraction Outpost
|
||||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||||
|
sector.coastline.name = Coastline
|
||||||
|
sector.navalFortress.name = Naval Fortress
|
||||||
|
|
||||||
sector.groundZero.description = Un endroit optimal pour commencer. Avec une menace ennemie faible et le peu de ressources disponibles, rassemblez autant de cuivre et de plomb que possible pour continuer votre exploration.
|
sector.groundZero.description = Un endroit optimal pour commencer. Avec une menace ennemie faible et le peu de ressources disponibles, rassemblez autant de cuivre et de plomb que possible pour continuer votre exploration.
|
||||||
sector.frozenForest.description = Même ici, près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir indéfiniment.\n\nCommencez votre production d'énergie en construisant des générateurs à combustion et apprenez à utiliser les bâtiments de soin.
|
sector.frozenForest.description = Même ici, près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir indéfiniment.\n\nCommencez votre production d'énergie en construisant des générateurs à combustion et apprenez à utiliser les bâtiments de soin.
|
||||||
@@ -643,10 +657,12 @@ status.sapped.name = Sapé
|
|||||||
status.electrified.name = Electrifié
|
status.electrified.name = Electrifié
|
||||||
status.spore-slowed.name = Spore ralentie
|
status.spore-slowed.name = Spore ralentie
|
||||||
status.tarred.name = Goudronné
|
status.tarred.name = Goudronné
|
||||||
|
status.overdrive.name = Surmultiplié
|
||||||
status.overclock.name = Surcadençage
|
status.overclock.name = Surcadençage
|
||||||
status.shocked.name = Étourdie
|
status.shocked.name = Étourdie
|
||||||
status.blasted.name = Foudroyé
|
status.blasted.name = Foudroyé
|
||||||
status.unmoving.name = Immobilisé
|
status.unmoving.name = Immobilisé
|
||||||
|
status.boss.name = Gardien
|
||||||
|
|
||||||
settings.language = Langage
|
settings.language = Langage
|
||||||
settings.data = Données du Jeu
|
settings.data = Données du Jeu
|
||||||
@@ -725,7 +741,7 @@ stat.maxconsecutive = Max Consécutif
|
|||||||
stat.buildcost = Coût de construction
|
stat.buildcost = Coût de construction
|
||||||
stat.inaccuracy = Précision
|
stat.inaccuracy = Précision
|
||||||
stat.shots = Tirs
|
stat.shots = Tirs
|
||||||
stat.reload = Tirs/Seconde
|
stat.reload = Cadence de tir
|
||||||
stat.ammo = Munitions
|
stat.ammo = Munitions
|
||||||
stat.shieldhealth = Santé du bouclier
|
stat.shieldhealth = Santé du bouclier
|
||||||
stat.cooldowntime = Temps de refroidissement
|
stat.cooldowntime = Temps de refroidissement
|
||||||
@@ -771,7 +787,7 @@ bar.corereq = Noyau de base requis
|
|||||||
bar.drillspeed = Vitesse de Forage: {0}/s
|
bar.drillspeed = Vitesse de Forage: {0}/s
|
||||||
bar.pumpspeed = Vitesse de Pompage: {0}/s
|
bar.pumpspeed = Vitesse de Pompage: {0}/s
|
||||||
bar.efficiency = Efficacité: {0}%
|
bar.efficiency = Efficacité: {0}%
|
||||||
bar.boost = Boost: {0}%
|
bar.boost = Boost: +{0}%
|
||||||
bar.powerbalance = Énergie: {0}/s
|
bar.powerbalance = Énergie: {0}/s
|
||||||
bar.powerstored = Réserves d'Énergie: {0}/{1}
|
bar.powerstored = Réserves d'Énergie: {0}/{1}
|
||||||
bar.poweramount = Énergie: {0}
|
bar.poweramount = Énergie: {0}
|
||||||
@@ -794,7 +810,8 @@ bullet.damage = [stat]{0}[lightgray] dégâts
|
|||||||
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
|
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
|
||||||
bullet.incendiary = [stat]incendiaire
|
bullet.incendiary = [stat]incendiaire
|
||||||
bullet.homing = [stat]autoguidé
|
bullet.homing = [stat]autoguidé
|
||||||
bullet.frag = [stat]fragmentation
|
bullet.fragbullets = [stat]{0}[lightgray]x balles à fragmentation
|
||||||
|
bullet.frag.stats = [stat]Balle à fragmentation:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
||||||
bullet.knockback = [stat]{0}[lightgray] recul
|
bullet.knockback = [stat]{0}[lightgray] recul
|
||||||
@@ -807,6 +824,7 @@ bullet.reload = [stat]{0}[lightgray]x vitesse de tir
|
|||||||
unit.blocks = blocs
|
unit.blocks = blocs
|
||||||
unit.blockssquared = blocs²
|
unit.blockssquared = blocs²
|
||||||
unit.powersecond = unités d'énergie/seconde
|
unit.powersecond = unités d'énergie/seconde
|
||||||
|
unit.tilessecond = tuiles/seconde
|
||||||
unit.liquidsecond = unités de liquide/seconde
|
unit.liquidsecond = unités de liquide/seconde
|
||||||
unit.itemssecond = objets/seconde
|
unit.itemssecond = objets/seconde
|
||||||
unit.liquidunits = unités de liquide
|
unit.liquidunits = unités de liquide
|
||||||
@@ -834,20 +852,19 @@ category.crafting = Fabrication
|
|||||||
category.function = Fonction
|
category.function = Fonction
|
||||||
category.optional = Améliorations facultatives
|
category.optional = Améliorations facultatives
|
||||||
|
|
||||||
|
setting.skipcoreanimation.name = Ignorer l'animation du lancement du noyau et de l'atterrissage
|
||||||
setting.landscape.name = Verrouiller la rotation en mode paysage
|
setting.landscape.name = Verrouiller la rotation en mode paysage
|
||||||
setting.shadows.name = Ombres
|
setting.shadows.name = Ombres
|
||||||
setting.blockreplace.name = Suggestion automatique des Blocs
|
setting.blockreplace.name = Suggestion automatique des Blocs
|
||||||
setting.linear.name = Filtrage linéaire
|
setting.linear.name = Filtrage linéaire
|
||||||
setting.hints.name = Astuces
|
setting.hints.name = Astuces
|
||||||
setting.logichints.name = Astuces pour les commandes des processeurs
|
setting.logichints.name = Astuces pour les commandes des processeurs
|
||||||
setting.flow.name = Afficher le Débit des ressources
|
|
||||||
setting.backgroundpause.name = Pause en Arrière-plan
|
setting.backgroundpause.name = Pause en Arrière-plan
|
||||||
setting.buildautopause.name = Confirmation avant construction
|
setting.buildautopause.name = Confirmation avant construction
|
||||||
setting.doubletapmine.name = Double-clic pour Miner
|
setting.doubletapmine.name = Double-clic pour Miner
|
||||||
setting.modcrashdisable.name = Désactiver les mods lors d'un crash au démarrage
|
setting.modcrashdisable.name = Désactiver les mods lors d'un crash au démarrage
|
||||||
setting.animatedwater.name = Surfaces Animées
|
setting.animatedwater.name = Surfaces Animées
|
||||||
setting.animatedshields.name = Boucliers Animés
|
setting.animatedshields.name = Boucliers Animés
|
||||||
setting.antialias.name = Anticrénelage[lightgray] (redémarrage du jeu nécessaire)[]
|
|
||||||
setting.playerindicators.name = Indicateurs alliés
|
setting.playerindicators.name = Indicateurs alliés
|
||||||
setting.indicators.name = Indicateurs ennemis
|
setting.indicators.name = Indicateurs ennemis
|
||||||
setting.autotarget.name = Visée automatique
|
setting.autotarget.name = Visée automatique
|
||||||
@@ -856,7 +873,8 @@ setting.touchscreen.name = Commandes d'écran tactile
|
|||||||
setting.fpscap.name = Max FPS
|
setting.fpscap.name = Max FPS
|
||||||
setting.fpscap.none = Illimité
|
setting.fpscap.none = Illimité
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécessaire)[]
|
setting.uiscale.name = Échelle de l'interface
|
||||||
|
setting.uiscale.description = Redémarrage du jeu nécessaire pour appliquer les changements.
|
||||||
setting.swapdiagonal.name = Autoriser le placement en diagonale
|
setting.swapdiagonal.name = Autoriser le placement en diagonale
|
||||||
setting.difficulty.training = Entraînement
|
setting.difficulty.training = Entraînement
|
||||||
setting.difficulty.easy = Facile
|
setting.difficulty.easy = Facile
|
||||||
@@ -874,7 +892,9 @@ setting.saveinterval.name = Intervalle des Sauvegardes automatiques
|
|||||||
setting.seconds = {0} secondes
|
setting.seconds = {0} secondes
|
||||||
setting.milliseconds = {0} millisecondes
|
setting.milliseconds = {0} millisecondes
|
||||||
setting.fullscreen.name = Plein Écran
|
setting.fullscreen.name = Plein Écran
|
||||||
setting.borderlesswindow.name = Fenêtre sans bords[lightgray] (peut nécessiter le redémarrage du jeu)
|
setting.borderlesswindow.name = Fenêtré sans bordures
|
||||||
|
setting.borderlesswindow.name.windows = Plein écran sans bordure
|
||||||
|
setting.borderlesswindow.description = Un redémarrage peut être nécessaire pour appliquer les changements.
|
||||||
setting.fps.name = Afficher FPS et Ping
|
setting.fps.name = Afficher FPS et Ping
|
||||||
setting.smoothcamera.name = Lissage de la Caméra
|
setting.smoothcamera.name = Lissage de la Caméra
|
||||||
setting.vsync.name = Synchronisation Verticale
|
setting.vsync.name = Synchronisation Verticale
|
||||||
@@ -1004,6 +1024,7 @@ rules.wavetimer = Compte à rebours des vagues
|
|||||||
rules.waves = Vagues
|
rules.waves = Vagues
|
||||||
rules.attack = Mode « Attaque »
|
rules.attack = Mode « Attaque »
|
||||||
rules.buildai = Constructions de l'IA
|
rules.buildai = Constructions de l'IA
|
||||||
|
rules.cleanupdeadteams = Détruire les structures des équipes vaincues (JcJ)
|
||||||
rules.corecapture = Capture du Noyau lors de sa Destruction
|
rules.corecapture = Capture du Noyau lors de sa Destruction
|
||||||
rules.polygoncoreprotection = Protection du noyau polygonal
|
rules.polygoncoreprotection = Protection du noyau polygonal
|
||||||
rules.enemyCheat = Ressources infinies pour l'IA (équipe rouge)
|
rules.enemyCheat = Ressources infinies pour l'IA (équipe rouge)
|
||||||
@@ -1106,13 +1127,12 @@ unit.reign.name = Éradicateur
|
|||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
block.resupply-point.name = Point de Rechargement
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Falaise
|
block.cliff.name = Falaise
|
||||||
block.sand-boulder.name = Bloc de Sable
|
block.sand-boulder.name = Bloc de Sable
|
||||||
block.basalt-boulder.name = Rocher de Basalte
|
block.basalt-boulder.name = Rocher de Basalte
|
||||||
block.grass.name = Herbe
|
block.grass.name = Herbe
|
||||||
block.slag.name = Scories
|
block.molten-slag.name = Scories
|
||||||
block.space.name = Espace
|
block.space.name = Espace
|
||||||
block.salt.name = Sel
|
block.salt.name = Sel
|
||||||
block.salt-wall.name = Mur de Sel
|
block.salt-wall.name = Mur de Sel
|
||||||
@@ -1143,9 +1163,10 @@ block.spawn.name = Point d'Apparition Ennemi
|
|||||||
block.core-shard.name = Noyau: Fragment
|
block.core-shard.name = Noyau: Fragment
|
||||||
block.core-foundation.name = Noyau: Fondation
|
block.core-foundation.name = Noyau: Fondation
|
||||||
block.core-nucleus.name = Noyau: Épicentre
|
block.core-nucleus.name = Noyau: Épicentre
|
||||||
block.deepwater.name = Eau profonde
|
block.deep-water.name = Eau Profonde
|
||||||
block.water.name = Eau
|
block.shallow-water.name = Eau
|
||||||
block.tainted-water.name = Eau Contaminée
|
block.tainted-water.name = Eau Contaminée
|
||||||
|
block.deep-tainted-water.name = Eau Profonde Contaminée
|
||||||
block.darksand-tainted-water.name = Eau Contaminée avec fond de Sable sombre
|
block.darksand-tainted-water.name = Eau Contaminée avec fond de Sable sombre
|
||||||
block.tar.name = Goudron
|
block.tar.name = Goudron
|
||||||
block.stone.name = Roche
|
block.stone.name = Roche
|
||||||
@@ -1153,7 +1174,7 @@ block.sand.name = Sable
|
|||||||
block.darksand.name = Sable sombre
|
block.darksand.name = Sable sombre
|
||||||
block.ice.name = Glace
|
block.ice.name = Glace
|
||||||
block.snow.name = Neige
|
block.snow.name = Neige
|
||||||
block.craters.name = Cratères
|
block.crater-stone.name = Cratères
|
||||||
block.sand-water.name = Eau avec fond de Sable
|
block.sand-water.name = Eau avec fond de Sable
|
||||||
block.darksand-water.name = Eau avec fond de Sable sombre
|
block.darksand-water.name = Eau avec fond de Sable sombre
|
||||||
block.char.name = Cendres
|
block.char.name = Cendres
|
||||||
@@ -1298,7 +1319,6 @@ block.meltdown.name = Fusion
|
|||||||
block.foreshadow.name = Présage
|
block.foreshadow.name = Présage
|
||||||
block.container.name = Conteneur
|
block.container.name = Conteneur
|
||||||
block.launch-pad.name = Rampe de lancement
|
block.launch-pad.name = Rampe de lancement
|
||||||
block.launch-pad-large.name = Grande rampe de lancement
|
|
||||||
block.segment.name = Diviseur
|
block.segment.name = Diviseur
|
||||||
block.command-center.name = Centre de Commande
|
block.command-center.name = Centre de Commande
|
||||||
block.ground-factory.name = Usine d'Unités Terrestres
|
block.ground-factory.name = Usine d'Unités Terrestres
|
||||||
@@ -1319,11 +1339,11 @@ block.payload-source.name = Source de Charge utile
|
|||||||
block.disassembler.name = Désassembleur
|
block.disassembler.name = Désassembleur
|
||||||
block.silicon-crucible.name = Grande Fonderie de Silicium
|
block.silicon-crucible.name = Grande Fonderie de Silicium
|
||||||
block.overdrive-dome.name = Dôme Accélérant
|
block.overdrive-dome.name = Dôme Accélérant
|
||||||
|
block.interplanetary-accelerator.name = Accélérateur Interplanétaire
|
||||||
#experimental, may be removed
|
#experimental, may be removed
|
||||||
block.block-forge.name = Forgeur de Blocs
|
block.block-forge.name = Forgeur de Blocs
|
||||||
block.block-loader.name = Chargeur de Blocs
|
block.block-loader.name = Chargeur de Blocs
|
||||||
block.block-unloader.name = Déchargeur de Blocs
|
block.block-unloader.name = Déchargeur de Blocs
|
||||||
block.interplanetary-accelerator.name = Accélérateur Interplanétaire
|
|
||||||
|
|
||||||
block.switch.name = Interrupteur
|
block.switch.name = Interrupteur
|
||||||
block.micro-processor.name = Micro Processeur
|
block.micro-processor.name = Micro Processeur
|
||||||
@@ -1337,7 +1357,7 @@ block.memory-bank.name = Banque de mémoire
|
|||||||
team.blue.name = bleu
|
team.blue.name = bleu
|
||||||
team.crux.name = crux
|
team.crux.name = crux
|
||||||
team.sharded.name = sharded
|
team.sharded.name = sharded
|
||||||
team.derelict.name = derelict
|
team.derelict.name = Vestige
|
||||||
team.green.name = vert
|
team.green.name = vert
|
||||||
team.purple.name = mauve
|
team.purple.name = mauve
|
||||||
|
|
||||||
@@ -1356,8 +1376,9 @@ hint.placeConveyor = Les Convoyeurs transportent les ressources des foreuses ver
|
|||||||
hint.placeConveyor.mobile = Les Convoyeurs transportent les ressources des foreuses vers d'autres blocs. Sélectionnez un \uf896 [accent]Convoyeur[] dans l'onglet \ue814 [accent]Distribution[].\n\nMaintenez votre doigt et déplacez-le pour placer plusieurs convoyeurs.
|
hint.placeConveyor.mobile = Les Convoyeurs transportent les ressources des foreuses vers d'autres blocs. Sélectionnez un \uf896 [accent]Convoyeur[] dans l'onglet \ue814 [accent]Distribution[].\n\nMaintenez votre doigt et déplacez-le pour placer plusieurs convoyeurs.
|
||||||
hint.placeTurret = Placez des \uf861 [accent]Tourelles[] pour défendre votre base contre les ennemis.\n\nLes Tourelles nécessitent des munitions (dans ce cas, du \uf838Cuivre).\nUtilisez les convoyeurs et les foreuses pour les ravitailler.
|
hint.placeTurret = Placez des \uf861 [accent]Tourelles[] pour défendre votre base contre les ennemis.\n\nLes Tourelles nécessitent des munitions (dans ce cas, du \uf838Cuivre).\nUtilisez les convoyeurs et les foreuses pour les ravitailler.
|
||||||
hint.breaking = Maintenez [accent]Clic-droit[] pour détruire des blocs.
|
hint.breaking = Maintenez [accent]Clic-droit[] pour détruire des blocs.
|
||||||
hint.breaking.mobile = Activez le \ue817 [accent]marteau[] en bas à droite Touchez pour détruire des blocs.\n\nRetenez votre doigt pendant une seconde et déplacez-le pour détruire les blocs dans la zone de sélection.
|
hint.breaking.mobile = Activez le \ue817 [accent]marteau[] en bas à droite, Touchez pour détruire des blocs.\n\nRetenez votre doigt pendant une seconde et déplacez-le pour détruire les blocs dans la zone de sélection.
|
||||||
hint.blockInfo = Pour afficher les informations relatives à un bloc, il suffit de le sélectionner dans le [accent]menu de construction[], puis de cliquer sur le bouton [accent][[?][] à droite.
|
hint.blockInfo = Pour afficher les informations relatives à un bloc, il suffit de le sélectionner dans le [accent]menu de construction[], puis de cliquer sur le bouton [accent][[?][] à droite.
|
||||||
|
hint.derelict = [accent]Les structures abandonnées[] sont des vestiges brisés d'anciennes bases qui ne fonctionnent plus. Ces structures peuvent être [accent]déconstruites pour obtenir des ressources.
|
||||||
hint.research = Utilisez le bouton \ue875 [accent]Recherche[] pour rechercher de nouvelles technologies.
|
hint.research = Utilisez le bouton \ue875 [accent]Recherche[] pour rechercher de nouvelles technologies.
|
||||||
hint.research.mobile = Utilisez le bouton \ue875 [accent]Recherche[] dans le \ue88c [accent]Menu[] pour rechercher de nouvelles technologies.
|
hint.research.mobile = Utilisez le bouton \ue875 [accent]Recherche[] dans le \ue88c [accent]Menu[] pour rechercher de nouvelles technologies.
|
||||||
hint.unitControl = Retenez [accent][[Ctrl-gauche][] et [accent]cliquez[] pour contrôler une tourelle ou une unité alliée.
|
hint.unitControl = Retenez [accent][[Ctrl-gauche][] et [accent]cliquez[] pour contrôler une tourelle ou une unité alliée.
|
||||||
@@ -1379,6 +1400,7 @@ hint.generator = \uf879 Les [accent]Générateurs à combustion[] brûlent du Ch
|
|||||||
hint.guardian = Les [accent]Gardiens[] sont protégés par un bouclier. Les munitions faibles telles que le [accent]Cuivre[] et le [accent]Plomb[] ne seront [scarlet]pas efficaces[].\n\nUtilisez des tourelles de plus haut niveau, ou de meilleures munitions comme le \uf835 [accent]Graphite[] avec un \uf861Duo/\uf859Salve pour pouvoir tuer le gardien.
|
hint.guardian = Les [accent]Gardiens[] sont protégés par un bouclier. Les munitions faibles telles que le [accent]Cuivre[] et le [accent]Plomb[] ne seront [scarlet]pas efficaces[].\n\nUtilisez des tourelles de plus haut niveau, ou de meilleures munitions comme le \uf835 [accent]Graphite[] avec un \uf861Duo/\uf859Salve pour pouvoir tuer le gardien.
|
||||||
hint.coreUpgrade = Les Noyaux peuvent être améliorés [accent]en plaçant un Noyau de plus haut niveau sur eux[].\n\nPlacez un Noyau [accent]Fondation[] sur le Noyau [accent]Fragment[]. Soyez sûrs que rien n'obstrue la construction.
|
hint.coreUpgrade = Les Noyaux peuvent être améliorés [accent]en plaçant un Noyau de plus haut niveau sur eux[].\n\nPlacez un Noyau [accent]Fondation[] sur le Noyau [accent]Fragment[]. Soyez sûrs que rien n'obstrue la construction.
|
||||||
hint.presetLaunch = Les [accent]secteurs[] gris, tels que [accent]Frozen Forest[], peuvent être lançés de n'importe où. Ils ne requièrent pas la capture d'un secteur adjacent.\n\n[accent]Il y a beaucoup de secteurs[] comme celui-ci, qui sont [accent]optionels[].
|
hint.presetLaunch = Les [accent]secteurs[] gris, tels que [accent]Frozen Forest[], peuvent être lançés de n'importe où. Ils ne requièrent pas la capture d'un secteur adjacent.\n\n[accent]Il y a beaucoup de secteurs[] comme celui-ci, qui sont [accent]optionels[].
|
||||||
|
hint.presetDifficulty = Ce secteur a un niveau de menace ennemi [scarlet]élevé[].\nIl n'est [accent]pas recommandé[] de se lancer dans de tels secteurs sans la technologie et la préparation appropriées.
|
||||||
hint.coreIncinerate = Lorsqu'un Noyau est rempli d'une ressource en particulier, le surplus qui rentrera dans celui-ci sera [accent]incinéré[].
|
hint.coreIncinerate = Lorsqu'un Noyau est rempli d'une ressource en particulier, le surplus qui rentrera dans celui-ci sera [accent]incinéré[].
|
||||||
hint.coopCampaign = Quand vous jouez en [accent]campagne multijoueur[], les ressources produites dans le secteur dans lequel vous jouez sera aussi envoyé [accent]dans vos secteurs[].\n\nLes recherches faites par l'hôte sont aussi partagées.
|
hint.coopCampaign = Quand vous jouez en [accent]campagne multijoueur[], les ressources produites dans le secteur dans lequel vous jouez sera aussi envoyé [accent]dans vos secteurs[].\n\nLes recherches faites par l'hôte sont aussi partagées.
|
||||||
|
|
||||||
@@ -1409,7 +1431,7 @@ liquid.slag.description = Différents types de métaux en fusion mélangés. Peu
|
|||||||
liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être transformé en charbon ou pulvérisé sur les ennemis, puis enflammé.
|
liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être transformé en charbon ou pulvérisé sur les ennemis, puis enflammé.
|
||||||
liquid.cryofluid.description = Un liquide inerte, non corrosif, créé à partir d’eau et de titane. Possède une capacité d'absorption de chaleur extrêmement élevée. Largement utilisé comme liquide de refroidissement.
|
liquid.cryofluid.description = Un liquide inerte, non corrosif, créé à partir d’eau et de titane. Possède une capacité d'absorption de chaleur extrêmement élevée. Largement utilisé comme liquide de refroidissement.
|
||||||
|
|
||||||
block.resupply-point.description = Approvisionne les unités proches en munitions. Pas compatible avec celles qui ont besoin d'énergie pour tirer.
|
block.derelict = [lightgray]Vestiges
|
||||||
block.illuminator.description = Une petite source lumineuse compacte et configurable. Nécessite de l'énergie pour fonctionner.
|
block.illuminator.description = Une petite source lumineuse compacte et configurable. Nécessite de l'énergie pour fonctionner.
|
||||||
block.armored-conveyor.description = Déplace les objets à la même vitesse que les convoyeurs en titane, mais est plus résistant. Seulement d'autres convoyeurs peuvent faire entrer des ressources par ses côtés.
|
block.armored-conveyor.description = Déplace les objets à la même vitesse que les convoyeurs en titane, mais est plus résistant. Seulement d'autres convoyeurs peuvent faire entrer des ressources par ses côtés.
|
||||||
block.message.description = Enregistre un message. Utilisé pour la communication entre alliés. Le message contenu peut être modifié par un processeur logique.
|
block.message.description = Enregistre un message. Utilisé pour la communication entre alliés. Le message contenu peut être modifié par un processeur logique.
|
||||||
@@ -1435,6 +1457,8 @@ block.item-source.description = Produit des objets à l'infini. Bac à sable uni
|
|||||||
block.item-void.description = Désintègre n'importe quel objet qui va à l'intérieur. Bac à sable uniquement.
|
block.item-void.description = Désintègre n'importe quel objet qui va à l'intérieur. Bac à sable uniquement.
|
||||||
block.liquid-source.description = Source de liquide infinie. Bac à sable uniquement.
|
block.liquid-source.description = Source de liquide infinie. Bac à sable uniquement.
|
||||||
block.liquid-void.description = Détruit n'importe quel liquide. Bac à sable uniquement.
|
block.liquid-void.description = Détruit n'importe quel liquide. Bac à sable uniquement.
|
||||||
|
block.payload-source.description = Produit des charges utiles à l'infini. Bac à sable uniquement.
|
||||||
|
block.payload-void.description = Détruit toutes les charges utiles. Bac à sable uniquement.
|
||||||
block.copper-wall.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles lors des premières vagues.
|
block.copper-wall.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles lors des premières vagues.
|
||||||
block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles lors des premières vagues.
|
block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles lors des premières vagues.
|
||||||
block.titanium-wall.description = Un bloc défensif standard.\nProcure une protection modérée contre les attaques ennemies.
|
block.titanium-wall.description = Un bloc défensif standard.\nProcure une protection modérée contre les attaques ennemies.
|
||||||
@@ -1517,7 +1541,7 @@ block.scatter.description = Une tourelle anti-aérienne essentielle. Mitraille l
|
|||||||
block.scorch.description = Brûle les ennemis terrestres près de lui. Très efficace à courte portée.
|
block.scorch.description = Brûle les ennemis terrestres près de lui. Très efficace à courte portée.
|
||||||
block.hail.description = Une petite tourelle d'artillerie visant les ennemis terrestres. Efficace à longue portée.
|
block.hail.description = Une petite tourelle d'artillerie visant les ennemis terrestres. Efficace à longue portée.
|
||||||
block.wave.description = Une tourelle de taille moyenne tirant un jet de liquide. Peut éteindre les incendies automatiquement si elle est alimentée en eau.
|
block.wave.description = Une tourelle de taille moyenne tirant un jet de liquide. Peut éteindre les incendies automatiquement si elle est alimentée en eau.
|
||||||
block.lancer.description = Une tourelle de taille moyenne chargeant et tirant de puissants lasers aux ennemis terrestres.
|
block.lancer.description = Une tourelle de taille moyenne chargeant et tirant de puissants lasers sur les ennemis terrestres.
|
||||||
block.arc.description = Une petite tourelle tirant des arcs électriques sur les ennemis.
|
block.arc.description = Une petite tourelle tirant des arcs électriques sur les ennemis.
|
||||||
block.swarmer.description = Une tourelle de taille moyenne attaquant les ennemis terrestres et aériens à l'aide de missiles autoguidés. Consomme beaucoup de munitions.
|
block.swarmer.description = Une tourelle de taille moyenne attaquant les ennemis terrestres et aériens à l'aide de missiles autoguidés. Consomme beaucoup de munitions.
|
||||||
block.salvo.description = Une version plus grande et améliorée de la tourelle Duo. Tire par salves.
|
block.salvo.description = Une version plus grande et améliorée de la tourelle Duo. Tire par salves.
|
||||||
@@ -1530,7 +1554,7 @@ block.foreshadow.description = Une tourelle massive tirant une puissante balle s
|
|||||||
block.repair-point.description = Soigne l'unité endommagée la plus proche.
|
block.repair-point.description = Soigne l'unité endommagée la plus proche.
|
||||||
block.segment.description = Endommage et détruit les tirs ennemis. Les lasers ne peuvent pas être ciblés.
|
block.segment.description = Endommage et détruit les tirs ennemis. Les lasers ne peuvent pas être ciblés.
|
||||||
block.parallax.description = Tire un rayon tracteur qui attire les ennemis volants, infligeant aussi des dégâts.
|
block.parallax.description = Tire un rayon tracteur qui attire les ennemis volants, infligeant aussi des dégâts.
|
||||||
block.tsunami.description = Tire un puissant jet de liquide aux ennemis. Peut éteindre les incendies automatiquement si elle est alimentée en eau.
|
block.tsunami.description = Tire un puissant jet de liquide sur les ennemis. Peut éteindre les incendies automatiquement si elle est alimentée en eau.
|
||||||
block.silicon-crucible.description = Raffine du silicium avec du sable et du charbon en utilisant de la pyratite comme source de chaleur additionnelle. Cette usine est plus efficace dans les endroits chauds.
|
block.silicon-crucible.description = Raffine du silicium avec du sable et du charbon en utilisant de la pyratite comme source de chaleur additionnelle. Cette usine est plus efficace dans les endroits chauds.
|
||||||
block.disassembler.description = Cette version avancée du séparateur peut produire du thorium.
|
block.disassembler.description = Cette version avancée du séparateur peut produire du thorium.
|
||||||
block.overdrive-dome.description = Accélère le fonctionnement des bâtiments autour de lui. Requiert du silicium et du tissu phasé pour fonctionner.
|
block.overdrive-dome.description = Accélère le fonctionnement des bâtiments autour de lui. Requiert du silicium et du tissu phasé pour fonctionner.
|
||||||
@@ -1553,6 +1577,8 @@ block.memory-bank.description = Stocke des informations pour un processeur logiq
|
|||||||
block.logic-display.description = Affiche des images à partir des instructions d'un processeur logique.
|
block.logic-display.description = Affiche des images à partir des instructions d'un processeur logique.
|
||||||
block.large-logic-display.description = Affiche des images à partir des instructions d'un processeur logique. Possède une plus grande résolution qu'un écran.
|
block.large-logic-display.description = Affiche des images à partir des instructions d'un processeur logique. Possède une plus grande résolution qu'un écran.
|
||||||
block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettent un déploiement interplanétaire.
|
block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettent un déploiement interplanétaire.
|
||||||
|
block.repair-turret.description = Répare en continu l'unité endommagée la plus proche dans son périmètre. Accepte le liquide de refroidissement en option.
|
||||||
|
block.payload-propulsion-tower.description = Structure de transport de charges utiles à longue portée. Projette des charges utiles vers d'autres tours de propulsion de charges utiles reliées.
|
||||||
|
|
||||||
unit.dagger.description = Tire des balles normales aux ennemis proches.
|
unit.dagger.description = Tire des balles normales aux ennemis proches.
|
||||||
unit.mace.description = Tire des jets de flammes aux ennemis proches.
|
unit.mace.description = Tire des jets de flammes aux ennemis proches.
|
||||||
@@ -1587,6 +1613,11 @@ unit.omura.description = Tire avec un canon à rails à longue portée, une puis
|
|||||||
unit.alpha.description = Défend le Noyau fragment contre les ennemis. Peut construire des structures.
|
unit.alpha.description = Défend le Noyau fragment contre les ennemis. Peut construire des structures.
|
||||||
unit.beta.description = Défend le Noyau fondation contre les ennemis. Peut construire des structures.
|
unit.beta.description = Défend le Noyau fondation contre les ennemis. Peut construire des structures.
|
||||||
unit.gamma.description = Défend le Noyau épicentre contre les ennemis. Peut construire des structures.
|
unit.gamma.description = Défend le Noyau épicentre contre les ennemis. Peut construire des structures.
|
||||||
|
unit.retusa.description = Pose des mines de proximité. Répare les unités alliées.
|
||||||
|
unit.oxynoe.description = Tire des jets de flammes qui réparent les structures et endommage les ennemis proches. Cible les projectiles ennemis proches avec une tourelle de défense ponctuelle.
|
||||||
|
unit.cyerce.description = Tire des missiles à fragmentation sur les ennemis. Répare les unités alliées.
|
||||||
|
unit.aegires.description = Secoue toutes les unités et structures ennemies qui entrent dans son champ d'énergie. Répare tous les alliés.
|
||||||
|
unit.navanax.description = Tire des projectiles explosifs EMP, infligeant des dommages importants aux réseaux électriques ennemis et réparant les structures alliées. Fait fondre les ennemis proches avec 4 tourelles laser autonomes.
|
||||||
|
|
||||||
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
||||||
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
||||||
@@ -1601,6 +1632,8 @@ lst.sensor = Récupère des données depuis un bâtiment ou une unité.
|
|||||||
lst.set = Définit une variable.
|
lst.set = Définit une variable.
|
||||||
lst.operation = Effectue une opération sur 1 ou 2 variables.
|
lst.operation = Effectue une opération sur 1 ou 2 variables.
|
||||||
lst.end = Saute au sommet de la série d’instructions.
|
lst.end = Saute au sommet de la série d’instructions.
|
||||||
|
lst.wait = Attendre un certain nombre de secondes.
|
||||||
|
lst.lookup = Recherche d'un type d'objet/liquide/unité/bloc par ID.\nLe nombre total de chaque type peut être consulté avec:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Saute conditionnellement vers une autre instruction.
|
lst.jump = Saute conditionnellement vers une autre instruction.
|
||||||
lst.unitbind = Se lie à une unité du type donné et la stocke dans [accent]@unit[].
|
lst.unitbind = Se lie à une unité du type donné et la stocke dans [accent]@unit[].
|
||||||
lst.unitcontrol = Contrôle l'unité actuellement liée.
|
lst.unitcontrol = Contrôle l'unité actuellement liée.
|
||||||
|
|||||||