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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/
|
||||||
|
|||||||
@@ -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"
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ buildscript{
|
|||||||
}
|
}
|
||||||
|
|
||||||
dependencies{
|
dependencies{
|
||||||
|
//note that later versions, like alpha05, fail to work correctly
|
||||||
classpath 'com.android.tools.build:gradle:7.1.0-alpha02'
|
classpath 'com.android.tools.build:gradle:7.1.0-alpha02'
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -18,7 +19,6 @@ 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 +100,9 @@ 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>
|
||||||
@@ -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}]}
|
||||||
@@ -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 }
|
||||||
@@ -341,7 +341,11 @@ 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 +505,11 @@ 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 |
|
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: 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 |
BIN
core/assets-raw/sprites/effects/clear-effect.png
Normal file
|
After Width: | Height: | Size: 83 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 |
@@ -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
|
||||||
@@ -214,6 +215,7 @@ 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 +317,7 @@ 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 +345,9 @@ 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}
|
||||||
@@ -537,6 +539,7 @@ 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 +564,13 @@ 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:
|
||||||
@@ -724,7 +730,7 @@ 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
|
||||||
@@ -793,7 +799,7 @@ 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 +812,7 @@ 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 +838,19 @@ 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 +859,8 @@ 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 +878,9 @@ 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 +1003,8 @@ 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 +1023,15 @@ 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 +1110,12 @@ 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
|
||||||
@@ -1133,8 +1146,8 @@ 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
|
||||||
@@ -1143,7 +1156,7 @@ 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 +1301,6 @@ 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 +1321,11 @@ 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 +1360,7 @@ 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.
|
||||||
@@ -1399,7 +1412,7 @@ 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 +1438,8 @@ 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 +1558,8 @@ 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 +1594,11 @@ 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 +1614,7 @@ 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
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -565,6 +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:
|
||||||
@@ -724,7 +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
|
||||||
@@ -793,7 +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
|
||||||
@@ -806,6 +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
|
||||||
@@ -844,7 +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
|
||||||
@@ -853,7 +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
|
||||||
@@ -871,7 +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
|
||||||
@@ -994,6 +998,7 @@ 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.polygoncoreprotection = Polygonaler Kernschutz
|
||||||
rules.enemyCheat = Unbegrenzte Ressourcen für die KI (Rotes Team)
|
rules.enemyCheat = Unbegrenzte Ressourcen für die KI (Rotes Team)
|
||||||
@@ -1102,7 +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
|
||||||
@@ -1133,8 +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
|
||||||
@@ -1143,7 +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
|
||||||
@@ -1288,7 +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
|
||||||
@@ -1309,11 +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
|
||||||
@@ -1543,6 +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.
|
||||||
@@ -1577,6 +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.
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -214,6 +215,7 @@ 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 = Open Games & Serveurs Locaux
|
||||||
servers.remote = Serveurs distants
|
servers.remote = Serveurs distants
|
||||||
servers.global = Serveurs communautaires
|
servers.global = Serveurs communautaires
|
||||||
|
|
||||||
@@ -725,7 +727,7 @@ 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
|
||||||
@@ -794,7 +796,8 @@ 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 +810,7 @@ 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
|
||||||
@@ -840,14 +844,12 @@ 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 +858,8 @@ 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 +877,8 @@ 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.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 +1008,7 @@ 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)
|
||||||
@@ -1112,7 +1117,7 @@ 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
|
||||||
@@ -1143,8 +1148,8 @@ 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.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
|
||||||
@@ -1153,7 +1158,7 @@ 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 +1303,6 @@ 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 +1323,11 @@ 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 +1341,7 @@ 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 +1360,9 @@ 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.
|
||||||
@@ -1409,6 +1414,7 @@ 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.derelict = [lightgray] Vestiges
|
||||||
block.resupply-point.description = Approvisionne les unités proches en munitions. Pas compatible avec celles qui ont besoin d'énergie pour tirer.
|
block.resupply-point.description = Approvisionne les unités proches en munitions. Pas compatible avec celles qui ont besoin d'énergie pour tirer.
|
||||||
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.
|
||||||
@@ -1517,7 +1523,7 @@ 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 +1536,7 @@ block.foreshadow.description = Une tourelle massive tirant une puissante balle s
|
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block.repair-point.description = Soigne l'unité endommagée la plus proche.
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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.
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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.
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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.
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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.
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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.
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||||||
block.disassembler.description = Cette version avancée du séparateur peut produire du thorium.
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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.
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block.overdrive-dome.description = Accélère le fonctionnement des bâtiments autour de lui. Requiert du silicium et du tissu phasé pour fonctionner.
|
||||||
@@ -1553,6 +1559,8 @@ block.memory-bank.description = Stocke des informations pour un processeur logiq
|
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block.logic-display.description = Affiche des images à partir des instructions d'un processeur logique.
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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.
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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.
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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.
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||||||
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block.repair-turret.description = Répare en continu l'unité endommagée la plus proche dans son périmètre. Accepte le liquide de refroidissement en option.
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||||||
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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.
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||||||
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|
||||||
unit.dagger.description = Tire des balles normales aux ennemis proches.
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unit.dagger.description = Tire des balles normales aux ennemis proches.
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||||||
unit.mace.description = Tire des jets de flammes aux ennemis proches.
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unit.mace.description = Tire des jets de flammes aux ennemis proches.
|
||||||
@@ -1587,6 +1595,11 @@ unit.omura.description = Tire avec un canon à rails à longue portée, une puis
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unit.alpha.description = Défend le Noyau fragment contre les ennemis. Peut construire des structures.
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unit.alpha.description = Défend le Noyau fragment contre les ennemis. Peut construire des structures.
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||||||
unit.beta.description = Défend le Noyau fondation contre les ennemis. Peut construire des structures.
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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.
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unit.gamma.description = Défend le Noyau épicentre contre les ennemis. Peut construire des structures.
|
||||||
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unit.retusa.description = Pose des mines de proximité. Répare les unités alliées.
|
||||||
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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.
|
||||||
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unit.cyerce.description = Tire des missiles à fragmentation sur les ennemis. Répare les unités alliées.
|
||||||
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unit.aegires.description = Secoue toutes les unités et structures ennemies qui entrent dans son champ d'énergie. Répare tous les alliés.
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||||||
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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.
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||||||
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||||||
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
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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.
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lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
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||||||
@@ -1601,6 +1614,8 @@ lst.sensor = Récupère des données depuis un bâtiment ou une unité.
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lst.set = Définit une variable.
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lst.set = Définit une variable.
|
||||||
lst.operation = Effectue une opération sur 1 ou 2 variables.
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lst.operation = Effectue une opération sur 1 ou 2 variables.
|
||||||
lst.end = Saute au sommet de la série d’instructions.
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lst.end = Saute au sommet de la série d’instructions.
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||||||
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lst.wait = Attendre un certain nombre de secondes.
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||||||
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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[]
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||||||
lst.jump = Saute conditionnellement vers une autre instruction.
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lst.jump = Saute conditionnellement vers une autre instruction.
|
||||||
lst.unitbind = Se lie à une unité du type donné et la stocke dans [accent]@unit[].
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lst.unitbind = Se lie à une unité du type donné et la stocke dans [accent]@unit[].
|
||||||
lst.unitcontrol = Contrôle l'unité actuellement liée.
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lst.unitcontrol = Contrôle l'unité actuellement liée.
|
||||||
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@@ -1044,7 +1044,7 @@ block.cliff.name = Cliff
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block.sand-boulder.name = Sand Boulder
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block.sand-boulder.name = Sand Boulder
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||||||
block.basalt-boulder.name = Basalt Boulder
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block.basalt-boulder.name = Basalt Boulder
|
||||||
block.grass.name = Grass
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block.grass.name = Grass
|
||||||
block.slag.name = Slag
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block.molten-slag.name = Slag
|
||||||
block.space.name = Space
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block.space.name = Space
|
||||||
block.salt.name = Salt
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block.salt.name = Salt
|
||||||
block.salt-wall.name = Salt Wall
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block.salt-wall.name = Salt Wall
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||||||
@@ -1075,8 +1075,8 @@ block.spawn.name = Enemy Spawn
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block.core-shard.name = Core: Shard
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block.core-shard.name = Core: Shard
|
||||||
block.core-foundation.name = Core: Foundation
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block.core-foundation.name = Core: Foundation
|
||||||
block.core-nucleus.name = Core: Nucleus
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block.core-nucleus.name = Core: Nucleus
|
||||||
block.deepwater.name = Deep Water
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block.deep-water.name = Deep Water
|
||||||
block.water.name = Water
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block.shallow-water.name = Water
|
||||||
block.tainted-water.name = Tainted Water
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block.tainted-water.name = Tainted Water
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||||||
block.darksand-tainted-water.name = Dark Sand Tainted Water
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block.darksand-tainted-water.name = Dark Sand Tainted Water
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||||||
block.tar.name = Tar
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block.tar.name = Tar
|
||||||
@@ -1085,7 +1085,7 @@ block.sand.name = Sand
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block.darksand.name = Dark Sand
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block.darksand.name = Dark Sand
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||||||
block.ice.name = Ice
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block.ice.name = Ice
|
||||||
block.snow.name = Snow
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block.snow.name = Snow
|
||||||
block.craters.name = Craters
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block.crater-stone.name = Craters
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||||||
block.sand-water.name = Sand water
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block.sand-water.name = Sand water
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||||||
block.darksand-water.name = Dark Sand Water
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block.darksand-water.name = Dark Sand Water
|
||||||
block.char.name = Char
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block.char.name = Char
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||||||
|
|||||||
@@ -101,6 +101,7 @@ customgame = Permainan Modifikasi
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|||||||
newgame = Permainan Baru
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newgame = Permainan Baru
|
||||||
none = <kosong>
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none = <kosong>
|
||||||
none.found = [lightgray]<tidak ditemukan>
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none.found = [lightgray]<tidak ditemukan>
|
||||||
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none.inmap = [lightgray]<tidak ada di dalam peta>
|
||||||
minimap = Peta Kecil
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minimap = Peta Kecil
|
||||||
position = Posisi
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position = Posisi
|
||||||
close = Tutup
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close = Tutup
|
||||||
@@ -199,8 +200,8 @@ server.kicked.customClient = Server ini tidak mendukung versi modifikasi. Unduh
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server.kicked.gameover = Permainan telah berakhir!
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server.kicked.gameover = Permainan telah berakhir!
|
||||||
server.kicked.serverRestarting = Server sedang mengulang kembali.
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server.kicked.serverRestarting = Server sedang mengulang kembali.
|
||||||
server.versions = Versi Anda:[accent] {0}[]\nVersi server:[accent] {1}[]
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server.versions = Versi Anda:[accent] {0}[]\nVersi server:[accent] {1}[]
|
||||||
host.info = Tombol [accent]host[] akan membuat server sementara di port [scarlet]6567[]. \nSemua orang yang memiliki [lightgray]Wi-Fi atau jaringan lokal[] akan bisa melihat server anda di daftar server mereka.\n\nJika Anda ingin pemain dari mana saja memasuki servermu dengan IP, dibutuhkan untuk melakukan [accent]port forwarding[].\n\n[lightgray]Diingat: Jika seseorang mengalami masalah memasuki permainan lokalmu, pastikan Anda telah mengizinkan Mindustry akses ke jaringan lokalmu di pengaturan firewall.
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host.info = Tombol [accent]host[] akan membuat server sementara di port [scarlet]6567[]. \nSemua orang yang memiliki [lightgray]Wi-Fi atau jaringan lokal[] akan bisa melihat server Anda di daftar server mereka.\n\nJika Anda ingin pemain dari mana saja memasuki server Anda dengan IP, [accent]port forwarding[] sangat diperlukan.\n\n[lightgray]Catatan: Jika seseorang mengalami masalah memasuki permainan lokal Anda, pastikan Anda telah mengizinkan Mindustry akses ke jaringan lokalmu di pengaturan firewall. Perlu diingat bahwa jaringan publik terkadang tidak mengizinkan pencarian server.
|
||||||
join.info = Disini, Anda bisa memasuki [accent]server IP[], atau menemukan [accent]server lokal[] untuk bermain bersama.\nLAN dan WAN mendukung permainan bersama.\n\n[lightgray]Ingat: Tidak ada daftar server global; jika anda ingin bergabung dengan seseorang memakai IP, Anda perlu menanyakan host tentang IP mereka.
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join.info = Disini, Anda bisa memasuki [accent]server IP[], atau menemukan [accent]server lokal[] untuk bermain bersama.\nLAN dan WAN mendukung permainan bersama.\n\n[lightgray]Jika Anda ingin bergabung dengan seseorang dengan IP, Anda perlu menanyakan host tentang IP mereka, yang dapat dicari dengan meng-google "my ip" melalui perangkat mereka.
|
||||||
hostserver = Host Permainan
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hostserver = Host Permainan
|
||||||
invitefriends = Undang Teman
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invitefriends = Undang Teman
|
||||||
hostserver.mobile = Host\nPermainan
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hostserver.mobile = Host\nPermainan
|
||||||
@@ -214,6 +215,7 @@ hosts.none = [lightgray]Tidak ditemukan game lokal!
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|||||||
host.invalid = [scarlet]Tidak bisa menyambung dengan pemilik.
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host.invalid = [scarlet]Tidak bisa menyambung dengan pemilik.
|
||||||
|
|
||||||
servers.local = Server Lokal
|
servers.local = Server Lokal
|
||||||
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servers.local.steam = Permainan Publik & Server Lokal
|
||||||
servers.remote = Server Jarak Jauh (Simpanan)
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servers.remote = Server Jarak Jauh (Simpanan)
|
||||||
servers.global = Server Komunitas
|
servers.global = Server Komunitas
|
||||||
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|
||||||
@@ -222,10 +224,10 @@ servers.showhidden = Tampilkan Server Tersembunyi
|
|||||||
server.shown = Ditampilkan
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server.shown = Ditampilkan
|
||||||
server.hidden = Disembunyikan
|
server.hidden = Disembunyikan
|
||||||
|
|
||||||
trace = Melacak Pemain
|
trace = Lacak Pemain
|
||||||
trace.playername = Nama pemain: [accent]{0}
|
trace.playername = Nama pemain: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID Unik: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.mobile = Client Mobile: [accent]{0}
|
trace.mobile = Client Mobile: [accent]{0}
|
||||||
trace.modclient = Client Modifikasi: [accent]{0}
|
trace.modclient = Client Modifikasi: [accent]{0}
|
||||||
trace.times.joined = Total Bergabung: [accent]{0}
|
trace.times.joined = Total Bergabung: [accent]{0}
|
||||||
@@ -238,9 +240,9 @@ server.admins.none = Tidak ada admin!
|
|||||||
server.add = Tambahkan Server
|
server.add = Tambahkan Server
|
||||||
server.delete = Anda yakin ingin menghapus server ini?
|
server.delete = Anda yakin ingin menghapus server ini?
|
||||||
server.edit = Sunting Server
|
server.edit = Sunting Server
|
||||||
server.outdated = [crimson]Server Kadaluarsa![]
|
server.outdated = [scarlet]Server Kadaluarsa![]
|
||||||
server.outdated.client = [crimson]Client Kadaluarsa![]
|
server.outdated.client = [scarlet]Client Kadaluarsa![]
|
||||||
server.version = [lightgray]Versi: {0} {1}
|
server.version = [gray]v{0} {1}
|
||||||
server.custombuild = [accent]Bentuk Modifikasi
|
server.custombuild = [accent]Bentuk Modifikasi
|
||||||
confirmban = Anda yakin ingin melarang pemain ini untuk masuk lagi?
|
confirmban = Anda yakin ingin melarang pemain ini untuk masuk lagi?
|
||||||
confirmkick = Anda yakin ingin mengeluarkan pemain ini?
|
confirmkick = Anda yakin ingin mengeluarkan pemain ini?
|
||||||
@@ -353,12 +355,12 @@ map.publish.confirm = Apakah Anda yakin untuk menerbitkan peta ini?\n\n[lightgra
|
|||||||
workshop.menu = Pilih apa yang Anda ingin lakukan dengan item ini.
|
workshop.menu = Pilih apa yang Anda ingin lakukan dengan item ini.
|
||||||
workshop.info = Informasi item
|
workshop.info = Informasi item
|
||||||
changelog = Catatan Pembaruan (opsional):
|
changelog = Catatan Pembaruan (opsional):
|
||||||
eula = Steam EULA
|
eula = EULA Steam
|
||||||
missing = Item ini telah dihapus atau dipindah.\n[lightgray]Daftar Workshop sekarang telah tidak terhubung secara otomatis.
|
missing = Item ini telah dihapus atau dipindah.\n[lightgray]Daftar Workshop sekarang telah tidak terhubung secara otomatis.
|
||||||
publishing = [accent]Menerbitkan...
|
publishing = [accent]Menerbitkan...
|
||||||
publish.confirm = Apakah Anda yakin untuk menerbitkan item ini?\n\n[lightgray]Pastikan Anda setuju dengan Workshop EULA terlebih dahulu, atau item Anda tidak akan muncul!
|
publish.confirm = Apakah Anda yakin untuk menerbitkan item ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau item Anda tidak akan muncul!
|
||||||
publish.error = Terjadi kesalahan saat menerbitkan item: {0}
|
publish.error = Terjadi kesalahan saat menerbitkan item: {0}
|
||||||
steam.error = Gagal untuk menginisialisasi layanan Steam.\nError: {0}
|
steam.error = Gagal untuk menjalankan layanan Steam.\nKesalahan: {0}
|
||||||
|
|
||||||
editor.brush = Kuas
|
editor.brush = Kuas
|
||||||
editor.openin = Buka di Penyunting
|
editor.openin = Buka di Penyunting
|
||||||
@@ -464,7 +466,7 @@ filters.empty = [lightgray]Tidak ada filter! Tambahkan dengan tombol dibawah.
|
|||||||
filter.distort = Kerusakkan
|
filter.distort = Kerusakkan
|
||||||
filter.noise = Kebisingan
|
filter.noise = Kebisingan
|
||||||
filter.enemyspawn = Pilih Munculnya Musuh
|
filter.enemyspawn = Pilih Munculnya Musuh
|
||||||
filter.spawnpath = Path To Spawn
|
filter.spawnpath = Jalur ke Titik Muncul
|
||||||
filter.corespawn = Pilih Inti
|
filter.corespawn = Pilih Inti
|
||||||
filter.median = Median
|
filter.median = Median
|
||||||
filter.oremedian = Median Bijih
|
filter.oremedian = Median Bijih
|
||||||
@@ -522,8 +524,8 @@ mapeditor = Penyunting Peta
|
|||||||
abandon = Tinggalkan
|
abandon = Tinggalkan
|
||||||
abandon.text = Zona ini dan semua sumber daya didalamnya akan berada di tangan musuh.
|
abandon.text = Zona ini dan semua sumber daya didalamnya akan berada di tangan musuh.
|
||||||
locked = Terkunci
|
locked = Terkunci
|
||||||
complete = [lightgray]Mencapai:
|
complete = [lightgray]Selesaikan:
|
||||||
requirement.wave = Capai gelombang {0} dalam {1}
|
requirement.wave = Raih gelombang {0} dalam {1}
|
||||||
requirement.core = Hancurkan inti musuh dalam {0}
|
requirement.core = Hancurkan inti musuh dalam {0}
|
||||||
requirement.research = Kembangkan {0}
|
requirement.research = Kembangkan {0}
|
||||||
requirement.produce = Produksi {0}
|
requirement.produce = Produksi {0}
|
||||||
@@ -541,7 +543,7 @@ addall = Tambah Semua
|
|||||||
launch.from = Meluncurkan Dari: [accent]{0}
|
launch.from = Meluncurkan Dari: [accent]{0}
|
||||||
launch.destination = Destinasi: {0}
|
launch.destination = Destinasi: {0}
|
||||||
configure.invalid = Jumlah harus berupa angka diantara 0 dan {0}.
|
configure.invalid = Jumlah harus berupa angka diantara 0 dan {0}.
|
||||||
add = Menambahkan...
|
add = Tambahkan...
|
||||||
guardian = Penjaga
|
guardian = Penjaga
|
||||||
|
|
||||||
connectfail = [scarlet]Gagal menyambung ke server:\n\n[accent]{0}
|
connectfail = [scarlet]Gagal menyambung ke server:\n\n[accent]{0}
|
||||||
@@ -553,7 +555,7 @@ error.alreadyconnected = Sudah tersambung.
|
|||||||
error.mapnotfound = File peta tidak ditemaukan!
|
error.mapnotfound = File peta tidak ditemaukan!
|
||||||
error.io = Terjadi kesalahan jaringan I/O.
|
error.io = Terjadi kesalahan jaringan I/O.
|
||||||
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
||||||
error.bloom = Gagal untuk menginisialisasi bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
|
|
||||||
weather.rain.name = Hujan
|
weather.rain.name = Hujan
|
||||||
weather.snow.name = Salju
|
weather.snow.name = Salju
|
||||||
@@ -565,6 +567,7 @@ sectors.unexplored = [lightgray]Belum Ditelusuri
|
|||||||
sectors.resources = Sumber Daya:
|
sectors.resources = Sumber Daya:
|
||||||
sectors.production = Produksi:
|
sectors.production = Produksi:
|
||||||
sectors.export = Ekspor:
|
sectors.export = Ekspor:
|
||||||
|
sectors.import = Impor:
|
||||||
sectors.time = Waktu:
|
sectors.time = Waktu:
|
||||||
sectors.threat = Tingkat:
|
sectors.threat = Tingkat:
|
||||||
sectors.wave = Gelombang:
|
sectors.wave = Gelombang:
|
||||||
@@ -672,7 +675,7 @@ unsupported.environment = [scarlet]Ruang Lingkup Tidak Cocok
|
|||||||
yes = Ya
|
yes = Ya
|
||||||
no = Tidak
|
no = Tidak
|
||||||
info.title = Info
|
info.title = Info
|
||||||
error.title = [crimson]Sebuah kesalahan telah terjadi
|
error.title = [scarlet]Sebuah kesalahan telah terjadi
|
||||||
error.crashtitle = Sebuah kesalahan telah terjadi
|
error.crashtitle = Sebuah kesalahan telah terjadi
|
||||||
unit.nobuild = [scarlet]Unit tidak dapat membangun
|
unit.nobuild = [scarlet]Unit tidak dapat membangun
|
||||||
lastaccessed = [lightgray]Terakhir Diakses: {0}
|
lastaccessed = [lightgray]Terakhir Diakses: {0}
|
||||||
@@ -806,6 +809,7 @@ bullet.reload = [stat]{0}[lightgray]x laju tembakan
|
|||||||
unit.blocks = blok
|
unit.blocks = blok
|
||||||
unit.blockssquared = blok²
|
unit.blockssquared = blok²
|
||||||
unit.powersecond = unit tenaga/detik
|
unit.powersecond = unit tenaga/detik
|
||||||
|
unit.tilessecond = petak/detik
|
||||||
unit.liquidsecond = unit zat cair/detik
|
unit.liquidsecond = unit zat cair/detik
|
||||||
unit.itemssecond = bahan/detik
|
unit.itemssecond = bahan/detik
|
||||||
unit.liquidunits = unit zat cair
|
unit.liquidunits = unit zat cair
|
||||||
@@ -831,29 +835,29 @@ category.items = Barang
|
|||||||
category.crafting = Pemasukan/Pengeluaran
|
category.crafting = Pemasukan/Pengeluaran
|
||||||
category.function = Fungsi
|
category.function = Fungsi
|
||||||
category.optional = Peningkatan Opsional
|
category.optional = Peningkatan Opsional
|
||||||
|
setting.skipcoreanimation.name = Lewati Animasi Peluncuran/Pendaratan Inti
|
||||||
setting.landscape.name = Kunci Pemandangan
|
setting.landscape.name = Kunci Pemandangan
|
||||||
setting.shadows.name = Bayangan
|
setting.shadows.name = Bayangan
|
||||||
setting.blockreplace.name = Usulan Blok Otomatis
|
setting.blockreplace.name = Usulan Blok Otomatis
|
||||||
setting.linear.name = Filter Bergaris
|
setting.linear.name = Filter Bergaris
|
||||||
setting.hints.name = Petunjuk
|
setting.hints.name = Petunjuk
|
||||||
setting.logichints.name = Petunjuk Logika
|
setting.logichints.name = Petunjuk Logika
|
||||||
setting.flow.name = Tampilan Laju Aliran Sumber Daya
|
|
||||||
setting.backgroundpause.name = Jeda di Latar
|
setting.backgroundpause.name = Jeda di Latar
|
||||||
setting.buildautopause.name = Jeda Otomatis saat Membangun
|
setting.buildautopause.name = Jeda Otomatis saat Membangun
|
||||||
setting.doubletapmine.name = Dua-kali Sentuh untuk Menambang
|
setting.doubletapmine.name = Dua-kali Sentuh untuk Menambang
|
||||||
setting.modcrashdisable.name = Matikan Mod Ketika Ada Masalah Saat Memulai Permainan
|
setting.modcrashdisable.name = Matikan Mod Ketika Ada Masalah Saat Memulai Permainan
|
||||||
setting.animatedwater.name = Animasi Perairan
|
setting.animatedwater.name = Animasi Perairan
|
||||||
setting.animatedshields.name = Animasi Perisai
|
setting.animatedshields.name = Animasi Perisai
|
||||||
setting.antialias.name = Antialiasi[lightgray] (membutuhkan restart)[]
|
|
||||||
setting.playerindicators.name = Indikasi Pemain
|
setting.playerindicators.name = Indikasi Pemain
|
||||||
setting.indicators.name = Indikasi Musuh/Teman Lain
|
setting.indicators.name = Indikasi Musuh/Teman Lain
|
||||||
setting.autotarget.name = Target Secara Otomatis
|
setting.autotarget.name = Target Secara Otomatis
|
||||||
setting.keyboard.name = Kontrol Mouse+Papan Ketik
|
setting.keyboard.name = Kontrol Mouse+Papan Ketik
|
||||||
setting.touchscreen.name = Kontrol Layar Sentuh
|
setting.touchscreen.name = Kontrol Layar Sentuh
|
||||||
setting.fpscap.name = Pembatasan FPS
|
setting.fpscap.name = Batas FPS
|
||||||
setting.fpscap.none = Tidak Ada
|
setting.fpscap.none = Tidak Ada
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = Skala UI[lightgray] (butuh untuk mengulang game)[]
|
setting.uiscale.name = Skala UI
|
||||||
|
setting.uiscale.description = Mulai ulang diperlukan untuk menerapkan perubahan.
|
||||||
setting.swapdiagonal.name = Selalu Penaruhan Diagonal
|
setting.swapdiagonal.name = Selalu Penaruhan Diagonal
|
||||||
setting.difficulty.training = Latihan
|
setting.difficulty.training = Latihan
|
||||||
setting.difficulty.easy = Mudah
|
setting.difficulty.easy = Mudah
|
||||||
@@ -871,7 +875,8 @@ setting.saveinterval.name = Jarak Menyimpan
|
|||||||
setting.seconds = {0} detik
|
setting.seconds = {0} detik
|
||||||
setting.milliseconds = {0} milidetik
|
setting.milliseconds = {0} milidetik
|
||||||
setting.fullscreen.name = Layar Penuh
|
setting.fullscreen.name = Layar Penuh
|
||||||
setting.borderlesswindow.name = Jendela tak Berbatas[lightgray] (mungkin memerlukan mengulang kembali)
|
setting.borderlesswindow.name = Jendela tak Berbatas[lightgray]
|
||||||
|
setting.borderlesswindow.description = Mulai ulang mungkin diperlukan untuk menerapkan perubahan.
|
||||||
setting.fps.name = Tunjukkan FPS
|
setting.fps.name = Tunjukkan FPS
|
||||||
setting.smoothcamera.name = Kamera Halus
|
setting.smoothcamera.name = Kamera Halus
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
@@ -901,7 +906,7 @@ uiscale.reset = Skala UI telah diubah.\nTekan "OK" untuk mengonfirmasi.\n[scarle
|
|||||||
uiscale.cancel = Batal & Keluar
|
uiscale.cancel = Batal & Keluar
|
||||||
setting.bloom.name = Bloom
|
setting.bloom.name = Bloom
|
||||||
keybind.title = Ganti Tombol
|
keybind.title = Ganti Tombol
|
||||||
keybinds.mobile = [scarlet]Mayoritas tombol tidak didukung oleh perangkat ponsel Hanya gerakan dasar yang didukung.
|
keybinds.mobile = [scarlet]Mayoritas tombol tidak didukung oleh perangkat ponsel. Hanya gerakan dasar yang didukung.
|
||||||
category.general.name = Umum
|
category.general.name = Umum
|
||||||
category.view.name = Melihat
|
category.view.name = Melihat
|
||||||
category.multiplayer.name = Bermain Bersama
|
category.multiplayer.name = Bermain Bersama
|
||||||
@@ -994,6 +999,7 @@ rules.wavetimer = Pengaturan Waktu Gelombang
|
|||||||
rules.waves = Gelombang
|
rules.waves = Gelombang
|
||||||
rules.attack = Mode Penyerangan
|
rules.attack = Mode Penyerangan
|
||||||
rules.buildai = Bangunan A.I.
|
rules.buildai = Bangunan A.I.
|
||||||
|
rules.cleanupdeadteams = Bersihkan Bangunan Tim yang Kalah (PvP)
|
||||||
rules.corecapture = Tangkap Inti Saat Kehancuran
|
rules.corecapture = Tangkap Inti Saat Kehancuran
|
||||||
rules.polygoncoreprotection = Poligon Pelindung Inti
|
rules.polygoncoreprotection = Poligon Pelindung Inti
|
||||||
rules.enemyCheat = Sumber Daya A.I. Musuh (Tim Merah) Tak Terbatas
|
rules.enemyCheat = Sumber Daya A.I. Musuh (Tim Merah) Tak Terbatas
|
||||||
@@ -1009,7 +1015,7 @@ rules.wavespacing = Jarak Gelombang:[lightgray] (detik)
|
|||||||
rules.buildcostmultiplier = Penggandaan Harga Bangunan
|
rules.buildcostmultiplier = Penggandaan Harga Bangunan
|
||||||
rules.buildspeedmultiplier = Penggandaan Waktu Pembuatan Bangunan
|
rules.buildspeedmultiplier = Penggandaan Waktu Pembuatan Bangunan
|
||||||
rules.deconstructrefundmultiplier = Penggandaan Kembalinya Bahan Bangunan yang Dihancurkan
|
rules.deconstructrefundmultiplier = Penggandaan Kembalinya Bahan Bangunan yang Dihancurkan
|
||||||
rules.waitForWaveToEnd = Gelombang menunggu musuh
|
rules.waitForWaveToEnd = Gelombang Menunggu Musuh
|
||||||
rules.dropzoneradius = Radius Titik Muncul:[lightgray] (Blok)
|
rules.dropzoneradius = Radius Titik Muncul:[lightgray] (Blok)
|
||||||
rules.unitammo = Unit Membutuhkan Amunisi
|
rules.unitammo = Unit Membutuhkan Amunisi
|
||||||
rules.title.waves = Gelombang
|
rules.title.waves = Gelombang
|
||||||
@@ -1102,7 +1108,7 @@ block.cliff.name = Cliff
|
|||||||
block.sand-boulder.name = Batu Pasir Besar
|
block.sand-boulder.name = Batu Pasir Besar
|
||||||
block.basalt-boulder.name = Batu Basal Besar
|
block.basalt-boulder.name = Batu Basal Besar
|
||||||
block.grass.name = Rumput
|
block.grass.name = Rumput
|
||||||
block.slag.name = Lahar
|
block.molten-slag.name = Lahar
|
||||||
block.space.name = Luar Angkasa
|
block.space.name = Luar Angkasa
|
||||||
block.salt.name = Garam
|
block.salt.name = Garam
|
||||||
block.salt-wall.name = Bukit Garam
|
block.salt-wall.name = Bukit Garam
|
||||||
@@ -1133,8 +1139,8 @@ block.spawn.name = Muncul Musuh
|
|||||||
block.core-shard.name = Inti: Bagian
|
block.core-shard.name = Inti: Bagian
|
||||||
block.core-foundation.name = Inti: Pondasi
|
block.core-foundation.name = Inti: Pondasi
|
||||||
block.core-nucleus.name = Inti: Nukleus
|
block.core-nucleus.name = Inti: Nukleus
|
||||||
block.deepwater.name = Air Dalam
|
block.deep-water.name = Air Dalam
|
||||||
block.water.name = Air
|
block.shallow-water.name = Air
|
||||||
block.tainted-water.name = Air Ternoda
|
block.tainted-water.name = Air Ternoda
|
||||||
block.darksand-tainted-water.name = Air Ternodai Pasir Hitam
|
block.darksand-tainted-water.name = Air Ternodai Pasir Hitam
|
||||||
block.tar.name = Minyak Mentah
|
block.tar.name = Minyak Mentah
|
||||||
@@ -1143,7 +1149,7 @@ block.sand.name = Pasir
|
|||||||
block.darksand.name = Pasir Hitam
|
block.darksand.name = Pasir Hitam
|
||||||
block.ice.name = Es
|
block.ice.name = Es
|
||||||
block.snow.name = Salju
|
block.snow.name = Salju
|
||||||
block.craters.name = Kawah
|
block.crater-stone.name = Kawah
|
||||||
block.sand-water.name = Air Pasir
|
block.sand-water.name = Air Pasir
|
||||||
block.darksand-water.name = Air Pasir Hitam
|
block.darksand-water.name = Air Pasir Hitam
|
||||||
block.char.name = Bara
|
block.char.name = Bara
|
||||||
@@ -1288,7 +1294,6 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Kontainer
|
block.container.name = Kontainer
|
||||||
block.launch-pad.name = Alas Peluncur
|
block.launch-pad.name = Alas Peluncur
|
||||||
block.launch-pad-large.name = Alas Peluncur Besar
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.command-center.name = Pusat Perintah
|
block.command-center.name = Pusat Perintah
|
||||||
block.ground-factory.name = Pabrik Unit Darat
|
block.ground-factory.name = Pabrik Unit Darat
|
||||||
@@ -1309,11 +1314,11 @@ block.payload-source.name = Sumber Muatan
|
|||||||
block.disassembler.name = Pembongkar
|
block.disassembler.name = Pembongkar
|
||||||
block.silicon-crucible.name = Pelebur Raksasa
|
block.silicon-crucible.name = Pelebur Raksasa
|
||||||
block.overdrive-dome.name = Kubah Projektor Pemercepat
|
block.overdrive-dome.name = Kubah Projektor Pemercepat
|
||||||
|
block.interplanetary-accelerator.name = Akselerator Antarplanet
|
||||||
#experimental, may be removed
|
#experimental, may be removed
|
||||||
block.block-forge.name = Pemadu Blok
|
block.block-forge.name = Pemadu Blok
|
||||||
block.block-loader.name = Pemuat Blok
|
block.block-loader.name = Pemuat Blok
|
||||||
block.block-unloader.name = Pembongkar Blok
|
block.block-unloader.name = Pembongkar Blok
|
||||||
block.interplanetary-accelerator.name = Akselerator Antarplanet
|
|
||||||
|
|
||||||
block.switch.name = Saklar
|
block.switch.name = Saklar
|
||||||
block.micro-processor.name = Prosesor Mikro
|
block.micro-processor.name = Prosesor Mikro
|
||||||
@@ -1348,6 +1353,7 @@ hint.placeTurret = Taruh \uf861 [accent]Menara[] untuk mempertahankan basismu da
|
|||||||
hint.breaking = [accent]Klik kanan[] dan tarik untuk menghancurkan blok.
|
hint.breaking = [accent]Klik kanan[] dan tarik untuk menghancurkan blok.
|
||||||
hint.breaking.mobile = Aktifkan \ue817 [accent]palu[] di kanan bawah dan tekan untuk menghancurkan blok.\n\nTahan jari kamu sebentar dan seret untuk menghancurkannya.
|
hint.breaking.mobile = Aktifkan \ue817 [accent]palu[] di kanan bawah dan tekan untuk menghancurkan blok.\n\nTahan jari kamu sebentar dan seret untuk menghancurkannya.
|
||||||
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangun[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangun[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
||||||
|
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya.
|
||||||
hint.research = Gunakan tombol \ue875 [accent]Riset[] untuk mempelajari teknologi baru.
|
hint.research = Gunakan tombol \ue875 [accent]Riset[] untuk mempelajari teknologi baru.
|
||||||
hint.research.mobile = Gunakan tombol \ue875 [accent]Riset[] di \ue88c [accent]Menu[] untuk mempelajari teknologi baru.
|
hint.research.mobile = Gunakan tombol \ue875 [accent]Riset[] di \ue88c [accent]Menu[] untuk mempelajari teknologi baru.
|
||||||
hint.unitControl = Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret teman.
|
hint.unitControl = Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret teman.
|
||||||
@@ -1399,6 +1405,7 @@ liquid.slag.description = Dapat dipadatkan menjadi logam tertentu, atau disempro
|
|||||||
liquid.oil.description = Digunakan di produksi material lanjutan dan sebagai amunisi yang mudah terbakar.
|
liquid.oil.description = Digunakan di produksi material lanjutan dan sebagai amunisi yang mudah terbakar.
|
||||||
liquid.cryofluid.description = Digunakan sebagai pendingin di reaktor, menara, dan pabrik.
|
liquid.cryofluid.description = Digunakan sebagai pendingin di reaktor, menara, dan pabrik.
|
||||||
|
|
||||||
|
block.derelict = [lightgray] Derelik
|
||||||
block.resupply-point.description = Mengisi ulang amunisi unit terdekat dengan tembaga. Tidak dapat mengisi ulang unit yang menggunakan tenaga baterai.
|
block.resupply-point.description = Mengisi ulang amunisi unit terdekat dengan tembaga. Tidak dapat mengisi ulang unit yang menggunakan tenaga baterai.
|
||||||
block.armored-conveyor.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
block.armored-conveyor.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
||||||
block.illuminator.description = Memancarkan cahaya.
|
block.illuminator.description = Memancarkan cahaya.
|
||||||
@@ -1543,6 +1550,8 @@ block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas
|
|||||||
block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
||||||
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar.
|
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar.
|
||||||
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
|
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
|
||||||
|
block.repair-turret.description = Memperbaiki unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin.
|
||||||
|
block.payload-propulsion-tower.description = Bangunan transportasi muatan jarak jauh. Menembakkan muatan pada menara penggerak muatan lainnya yang terhubung.
|
||||||
|
|
||||||
unit.dagger.description = Menembak musuh terdekat dengan amunisi standar.
|
unit.dagger.description = Menembak musuh terdekat dengan amunisi standar.
|
||||||
unit.mace.description = Menyerang musuh terdekat dengan cara membakarnya.
|
unit.mace.description = Menyerang musuh terdekat dengan cara membakarnya.
|
||||||
@@ -1552,7 +1561,7 @@ unit.reign.description = Menembak semua musuh terdekat dengan gugusan peluru taj
|
|||||||
unit.nova.description = Menembak baut laser yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat terbang.
|
unit.nova.description = Menembak baut laser yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat terbang.
|
||||||
unit.pulsar.description = Menembak petir yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat terbang.
|
unit.pulsar.description = Menembak petir yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat terbang.
|
||||||
unit.quasar.description = Menembak sinar laser yang dapat menembus bangunan yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat terbang. Memiliki perisai.
|
unit.quasar.description = Menembak sinar laser yang dapat menembus bangunan yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat terbang. Memiliki perisai.
|
||||||
unit.vela.description = Menembak sinar laser besar dan kontinu yang dapat merusak musuh, membakarnya dan memperbaiki bangunan musuh. Dapat terbang.
|
unit.vela.description = Menembak sinar laser besar dan kontinu yang dapat merusak musuh, membakarnya dan memperbaiki bangunan teman. Dapat terbang.
|
||||||
unit.corvus.description = Menembak sinar laser besar yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat berjalan diatas hampir semua medan.
|
unit.corvus.description = Menembak sinar laser besar yang dapat merusak musuh dan memperbaiki bangunan teman. Dapat berjalan diatas hampir semua medan.
|
||||||
unit.crawler.description = Berlari menuju musuh dan menghancurkan dirinya, yang dapat menghasilkan ledakan besar.
|
unit.crawler.description = Berlari menuju musuh dan menghancurkan dirinya, yang dapat menghasilkan ledakan besar.
|
||||||
unit.atrax.description = Menembak musuh dengan cairan lava kepada target darat. Dapat berjalan diatas hampir semua medan.
|
unit.atrax.description = Menembak musuh dengan cairan lava kepada target darat. Dapat berjalan diatas hampir semua medan.
|
||||||
@@ -1577,6 +1586,11 @@ unit.omura.description = Menembak railgun jarak jauh kepada musuh. Dapat memprod
|
|||||||
unit.alpha.description = Melindungi Inti Bagian dari musuh. Dapat membangun.
|
unit.alpha.description = Melindungi Inti Bagian dari musuh. Dapat membangun.
|
||||||
unit.beta.description = Melindungi Inti Fondasi dari musuh. Dapat membangun.
|
unit.beta.description = Melindungi Inti Fondasi dari musuh. Dapat membangun.
|
||||||
unit.gamma.description = Melindungi Inti Nukleus dari musuh. Dapat membangun.
|
unit.gamma.description = Melindungi Inti Nukleus dari musuh. Dapat membangun.
|
||||||
|
unit.retusa.description = Menempatkan ranjau berjarak. Memperbaiki unit teman.
|
||||||
|
unit.oxynoe.description = Menembak aliran api pada musuh terdekat. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan.
|
||||||
|
unit.cyerce.description = Menembak misil yang membidik otomatis secara beruntun pada musuh. Memperbaiki unit teman.
|
||||||
|
unit.aegires.description = Mengkejutkan semua bangunan dan unit musuh yang ada di dalam medan energi. Memperbaiki seluruh unit teman.
|
||||||
|
unit.navanax.description = Menembak proyektil elektromagnetik yang meledak, memberikan kerusakan yang signifikan pada jaringan tenaga musuh dan memperbaiki bangunan teman. Melelehkan musuh terdekat dengan 4 menara laser secara otomatis.
|
||||||
|
|
||||||
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
||||||
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
||||||
|
|||||||
@@ -1024,7 +1024,7 @@ block.cliff.name = Scogliera
|
|||||||
block.sand-boulder.name = Masso di Sabbia
|
block.sand-boulder.name = Masso di Sabbia
|
||||||
block.basalt-boulder.name = Masso di Basalto
|
block.basalt-boulder.name = Masso di Basalto
|
||||||
block.grass.name = Erba
|
block.grass.name = Erba
|
||||||
block.slag.name = Scoria
|
block.molten-slag.name = Scoria
|
||||||
block.space.name = Spazio
|
block.space.name = Spazio
|
||||||
block.salt.name = Sale
|
block.salt.name = Sale
|
||||||
block.salt-wall.name = Muro di Sale
|
block.salt-wall.name = Muro di Sale
|
||||||
@@ -1055,8 +1055,8 @@ block.spawn.name = Punto di Generazione Nemico
|
|||||||
block.core-shard.name = Nucleo: Frammento
|
block.core-shard.name = Nucleo: Frammento
|
||||||
block.core-foundation.name = Nucleo: Fondamento
|
block.core-foundation.name = Nucleo: Fondamento
|
||||||
block.core-nucleus.name = Nucleo: Kernel
|
block.core-nucleus.name = Nucleo: Kernel
|
||||||
block.deepwater.name = Acqua Profonda
|
block.deep-water.name = Acqua Profonda
|
||||||
block.water.name = Acqua
|
block.shallow-water.name = Acqua
|
||||||
block.tainted-water.name = Acqua Contaminata
|
block.tainted-water.name = Acqua Contaminata
|
||||||
block.darksand-tainted-water.name = Acqua Contaminata Scura
|
block.darksand-tainted-water.name = Acqua Contaminata Scura
|
||||||
block.tar.name = Catrame
|
block.tar.name = Catrame
|
||||||
@@ -1065,7 +1065,7 @@ block.sand.name = Sabbia
|
|||||||
block.darksand.name = Sabbia Scura
|
block.darksand.name = Sabbia Scura
|
||||||
block.ice.name = Ghiaccio
|
block.ice.name = Ghiaccio
|
||||||
block.snow.name = Neve
|
block.snow.name = Neve
|
||||||
block.craters.name = Crateri
|
block.crater-stone.name = Crateri
|
||||||
block.sand-water.name = Acqua Sabbiosa
|
block.sand-water.name = Acqua Sabbiosa
|
||||||
block.darksand-water.name = Acqua Sabbiosa Scura
|
block.darksand-water.name = Acqua Sabbiosa Scura
|
||||||
block.char.name = Carbone
|
block.char.name = Carbone
|
||||||
|
|||||||
@@ -1037,7 +1037,7 @@ block.cliff.name = 崖
|
|||||||
block.sand-boulder.name = 巨大な礫
|
block.sand-boulder.name = 巨大な礫
|
||||||
block.basalt-boulder.name = 玄武岩の礫
|
block.basalt-boulder.name = 玄武岩の礫
|
||||||
block.grass.name = 草
|
block.grass.name = 草
|
||||||
block.slag.name = スラグ
|
block.molten-slag.name = スラグ
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = 岩塩氷河
|
block.salt.name = 岩塩氷河
|
||||||
block.salt-wall.name = 塩の壁
|
block.salt-wall.name = 塩の壁
|
||||||
@@ -1068,8 +1068,8 @@ block.spawn.name = 敵の出現場所
|
|||||||
block.core-shard.name = コア: シャード
|
block.core-shard.name = コア: シャード
|
||||||
block.core-foundation.name = コア: ファンデーション
|
block.core-foundation.name = コア: ファンデーション
|
||||||
block.core-nucleus.name = コア: ニュークリアス
|
block.core-nucleus.name = コア: ニュークリアス
|
||||||
block.deepwater.name = 深層水
|
block.deep-water.name = 深層水
|
||||||
block.water.name = 水
|
block.shallow-water.name = 水
|
||||||
block.tainted-water.name = 汚れた水
|
block.tainted-water.name = 汚れた水
|
||||||
block.darksand-tainted-water.name = 黒い砂で汚れた水
|
block.darksand-tainted-water.name = 黒い砂で汚れた水
|
||||||
block.tar.name = タール
|
block.tar.name = タール
|
||||||
@@ -1078,7 +1078,7 @@ block.sand.name = 砂
|
|||||||
block.darksand.name = 黒い砂
|
block.darksand.name = 黒い砂
|
||||||
block.ice.name = 氷
|
block.ice.name = 氷
|
||||||
block.snow.name = 雪
|
block.snow.name = 雪
|
||||||
block.craters.name = クレーター
|
block.crater-stone.name = クレーター
|
||||||
block.sand-water.name = 濁った水
|
block.sand-water.name = 濁った水
|
||||||
block.darksand-water.name = 黒い砂で濁った水
|
block.darksand-water.name = 黒い砂で濁った水
|
||||||
block.char.name = 焦げ跡
|
block.char.name = 焦げ跡
|
||||||
|
|||||||
@@ -37,15 +37,15 @@ load.scripts = 스크립트
|
|||||||
be.update = 새로운 Bleeding Edge 버전 사용 가능:
|
be.update = 새로운 Bleeding Edge 버전 사용 가능:
|
||||||
be.update.confirm = 지금 내려받고 다시 시작하시겠습니까?
|
be.update.confirm = 지금 내려받고 다시 시작하시겠습니까?
|
||||||
be.updating = 업데이트 중….
|
be.updating = 업데이트 중….
|
||||||
be.ignore = 무시
|
be.ignore = 무시하기
|
||||||
be.noupdates = 업데이트가 없습니다.
|
be.noupdates = 업데이트가 없습니다.
|
||||||
be.check = 업데이트 확인
|
be.check = 업데이트 확인하기
|
||||||
|
|
||||||
mods.browser = 모드 탐색기
|
mods.browser = 모드 탐색기
|
||||||
mods.browser.selected = 선택된 모드
|
mods.browser.selected = 선택된 모드
|
||||||
mods.browser.add = 설치
|
mods.browser.add = 설치
|
||||||
mods.browser.reinstall = 재설치
|
mods.browser.reinstall = 재설치
|
||||||
mods.github.open = 레포지토리 보기
|
mods.github.open = 저장소 보기
|
||||||
mods.browser.sortdate = 최근 업데이트
|
mods.browser.sortdate = 최근 업데이트
|
||||||
mods.browser.sortstars = 추천(스타) 수
|
mods.browser.sortstars = 추천(스타) 수
|
||||||
|
|
||||||
@@ -92,7 +92,7 @@ level.highscore = 최고 점수: [accent]{0}
|
|||||||
level.select = 맵 선택
|
level.select = 맵 선택
|
||||||
level.mode = 게임 모드:
|
level.mode = 게임 모드:
|
||||||
coreattack = < 코어가 공격을 받고 있습니다! >
|
coreattack = < 코어가 공격을 받고 있습니다! >
|
||||||
nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나십시오[] ]\n단계가 시작하는 순간 인근 건물들과 유닛들이 소멸합니다!
|
nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나십시오[] ]\n단계가 시작하는 순간 인근 건물들과 유닛들이 파괴됩니다!
|
||||||
database = 코어 데이터베이스
|
database = 코어 데이터베이스
|
||||||
savegame = 게임 저장
|
savegame = 게임 저장
|
||||||
loadgame = 게임 불러오기
|
loadgame = 게임 불러오기
|
||||||
@@ -100,7 +100,8 @@ joingame = 게임 참여
|
|||||||
customgame = 사용자 지정 게임
|
customgame = 사용자 지정 게임
|
||||||
newgame = 새 게임
|
newgame = 새 게임
|
||||||
none = < 없음 >
|
none = < 없음 >
|
||||||
none.found = [lightgray]< 없거나 찾을 수 없음 >
|
none.found = [lightgray]< 찾을 수 없음 >
|
||||||
|
none.inmap = [lightgray]< 맵에 없음 >
|
||||||
minimap = 미니맵
|
minimap = 미니맵
|
||||||
position = 위치
|
position = 위치
|
||||||
close = 닫기
|
close = 닫기
|
||||||
@@ -121,7 +122,7 @@ committingchanges = 바뀐 점 적용
|
|||||||
done = 완료
|
done = 완료
|
||||||
feature.unsupported = 기기가 이 기능을 지원하지 않습니다.
|
feature.unsupported = 기기가 이 기능을 지원하지 않습니다.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[]이전 Mindustry 인스턴스를 초기화하지 못했습니다. 잘못된 모드로 인해 발생한 것일 수 있습니다.\n\n 게임 충돌 무한반복을 막기 위해, [red]모든 모드가 비활성화되었습니다.[]\n\n이 시스템을 비활성화할려면, [accent]설정->게임->로딩 중 충돌 시 모드 비활성화[]설정을 끄세요.
|
mods.initfailed = [red]⚠[]이전 민더스트리 실행과정에서 모드를 초기화하지 못했습니다. 잘못된 모드로 인해 발생한 것일 수 있습니다.\n\n 게임 충돌 무한반복을 막기 위해, [red]모든 모드가 비활성화되었습니다.[]\n\n이 시스템을 비활성화하려면, [accent]설정->게임->로딩 중 충돌 시 모드 비활성화[]설정을 끄세요.
|
||||||
mods = 모드
|
mods = 모드
|
||||||
mods.none = [lightgray]모드를 찾을 수 없습니다!
|
mods.none = [lightgray]모드를 찾을 수 없습니다!
|
||||||
mods.guide = 모드 제작 가이드
|
mods.guide = 모드 제작 가이드
|
||||||
@@ -139,7 +140,7 @@ mod.disable = 비활성화
|
|||||||
mod.content = 콘텐츠:
|
mod.content = 콘텐츠:
|
||||||
mod.delete.error = 모드를 삭제할 수 없습니다. 파일이 사용 중일 수 있습니다.
|
mod.delete.error = 모드를 삭제할 수 없습니다. 파일이 사용 중일 수 있습니다.
|
||||||
mod.requiresversion = [scarlet]필요한 최소 게임 버전: [accent]{0}
|
mod.requiresversion = [scarlet]필요한 최소 게임 버전: [accent]{0}
|
||||||
mod.outdated = [scarlet]V6 버전과 호환되지 않음 (minGameVersion: 105 이상이 아님)
|
mod.outdated = [scarlet]6.0 버전과 호환되지 않음 (minGameVersion: 105 이상이 아님)
|
||||||
mod.missingdependencies = [scarlet]누락된 필요 모드: {0}
|
mod.missingdependencies = [scarlet]누락된 필요 모드: {0}
|
||||||
mod.erroredcontent = [scarlet]콘텐츠 오류
|
mod.erroredcontent = [scarlet]콘텐츠 오류
|
||||||
mod.errors = 콘텐츠를 불러오는 중에 오류가 발생함.
|
mod.errors = 콘텐츠를 불러오는 중에 오류가 발생함.
|
||||||
@@ -214,6 +215,7 @@ hosts.none = [lightgray]LAN 게임을 찾을 수 없습니다!
|
|||||||
host.invalid = [scarlet]서버에 연결할 수 없습니다!
|
host.invalid = [scarlet]서버에 연결할 수 없습니다!
|
||||||
|
|
||||||
servers.local = 로컬 서버
|
servers.local = 로컬 서버
|
||||||
|
servers.local.steam = 공개 서버 & 로컬 서버
|
||||||
servers.remote = 원격 서버
|
servers.remote = 원격 서버
|
||||||
servers.global = 커뮤니티 서버
|
servers.global = 커뮤니티 서버
|
||||||
|
|
||||||
@@ -315,7 +317,7 @@ data.invalid = 유효한 게임 데이터가 아닙니다.
|
|||||||
data.import.confirm = 외부 데이터를 가져오면 현재 게임 데이터를 [scarlet]모두[] 덮어쓰게 됩니다.\n[accent]이 작업은 취소할 수 없습니다![]\n\n데이터를 가져오면 게임이 즉시 종료됩니다.
|
data.import.confirm = 외부 데이터를 가져오면 현재 게임 데이터를 [scarlet]모두[] 덮어쓰게 됩니다.\n[accent]이 작업은 취소할 수 없습니다![]\n\n데이터를 가져오면 게임이 즉시 종료됩니다.
|
||||||
quit.confirm = 정말로 종료하시겠습니까?
|
quit.confirm = 정말로 종료하시겠습니까?
|
||||||
loading = [accent]불러오는중...
|
loading = [accent]불러오는중...
|
||||||
reloading = [accent]모드 새로고침하는중...
|
downloading = [accent]다운로드중...
|
||||||
saving = [accent]저장중...
|
saving = [accent]저장중...
|
||||||
respawn = [accent][[{0}][] 키를 눌러 코어에서 부활
|
respawn = [accent][[{0}][] 키를 눌러 코어에서 부활
|
||||||
cancelbuilding = [accent][[{0}][] 키를 눌러 건설 계획을 초기화
|
cancelbuilding = [accent][[{0}][] 키를 눌러 건설 계획을 초기화
|
||||||
@@ -343,9 +345,9 @@ custom = 사용자 정의
|
|||||||
builtin = 내장
|
builtin = 내장
|
||||||
map.delete.confirm = 정말로 이 맵을 삭제하시겠습니까? 이 명령은 취소할 수 없습니다!
|
map.delete.confirm = 정말로 이 맵을 삭제하시겠습니까? 이 명령은 취소할 수 없습니다!
|
||||||
map.random = [accent]무작위 맵
|
map.random = [accent]무작위 맵
|
||||||
map.nospawn = 이 맵에 플레이어가 생성될 코어가 없습니다! 편집기에서 [accent]주황색[] 코어를 맵에 추가하세요.
|
map.nospawn = 이 맵에 플레이어가 생성될 코어가 없습니다! 편집기에서 [#{0}]{1}[] 코어를 맵에 추가하세요.
|
||||||
map.nospawn.pvp = 이 맵에는 적 플레이어가 생성될 코어가 없습니다! 편집기에서 [royal]주황색 팀이 아닌[] 코어를 추가하세요.
|
map.nospawn.pvp = 이 맵에는 적 플레이어가 생성될 코어가 없습니다! 편집기에서 [royal]주황색 팀이 아닌[] 코어를 추가하세요.
|
||||||
map.nospawn.attack = 이 맵에는 플레이어가 공격할 수 있는 적 코어가 없습니다! 편집기에서 [royal]빨간색[] 코어들을 맵에 추가하세요.
|
map.nospawn.attack = 이 맵에는 플레이어가 공격할 수 있는 적 코어가 없습니다! 편집기에서 [#{0}]{1}[] 코어들을 맵에 추가하세요.
|
||||||
map.invalid = 맵 로드 오류: 맵 파일이 손상되었거나 잘못된 파일입니다.
|
map.invalid = 맵 로드 오류: 맵 파일이 손상되었거나 잘못된 파일입니다.
|
||||||
workshop.update = 아이템 업데이트
|
workshop.update = 아이템 업데이트
|
||||||
workshop.error = 창작마당 세부 사항을 가져오는 중 오류가 발생했습니다: {0}
|
workshop.error = 창작마당 세부 사항을 가져오는 중 오류가 발생했습니다: {0}
|
||||||
@@ -537,14 +539,15 @@ configure = 초기자원 설정
|
|||||||
loadout = 출격
|
loadout = 출격
|
||||||
resources = 자원
|
resources = 자원
|
||||||
bannedblocks = 금지된 블록들
|
bannedblocks = 금지된 블록들
|
||||||
|
bannedunits = 금지된 유닛들
|
||||||
addall = 모두 추가
|
addall = 모두 추가
|
||||||
launch.from = 출격 출발지 : [accent]{0}
|
launch.from = 출격 출발지: [accent]{0}[]
|
||||||
launch.destination = 목적지: {0}
|
launch.destination = 목적지: {0}
|
||||||
configure.invalid = 해당 값은 0에서 {0} 사이의 숫자여야 합니다.
|
configure.invalid = 해당 값은 0에서 {0} 사이의 숫자여야 합니다.
|
||||||
add = 추가...
|
add = 추가...
|
||||||
guardian = 수호자
|
guardian = 수호자
|
||||||
|
|
||||||
connectfail = [scarlet]연결 오류:\n\n[accent]{0}
|
connectfail = [scarlet]연결 오류:[]\n\n[][accent]{0}[]
|
||||||
error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요?
|
error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요?
|
||||||
error.invalidaddress = 잘못된 주소입니다.
|
error.invalidaddress = 잘못된 주소입니다.
|
||||||
error.timedout = 시간 초과!\n서버에 포트 포워딩이 설정되어 있고 주소가 올바른지 확인하세요.
|
error.timedout = 시간 초과!\n서버에 포트 포워딩이 설정되어 있고 주소가 올바른지 확인하세요.
|
||||||
@@ -561,10 +564,13 @@ weather.sandstorm.name = 모래 폭풍
|
|||||||
weather.sporestorm.name = 포자 폭풍
|
weather.sporestorm.name = 포자 폭풍
|
||||||
weather.fog.name = 안개
|
weather.fog.name = 안개
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]미개척지
|
sectorlist = 지역 목록
|
||||||
|
sectorlist.attacked = {0} 공격받는 중
|
||||||
|
sectors.unexplored = [lightgray]미개척지[]
|
||||||
sectors.resources = 자원:
|
sectors.resources = 자원:
|
||||||
sectors.production = 생산량:
|
sectors.production = 생산량:
|
||||||
sectors.export = 수출량:
|
sectors.export = 수출량:
|
||||||
|
sectors.import = 수입량:
|
||||||
sectors.time = 진행 시간:
|
sectors.time = 진행 시간:
|
||||||
sectors.threat = 위험도:
|
sectors.threat = 위험도:
|
||||||
sectors.wave = 단계:
|
sectors.wave = 단계:
|
||||||
@@ -572,20 +578,20 @@ sectors.stored = 저장량:
|
|||||||
sectors.resume = 재개
|
sectors.resume = 재개
|
||||||
sectors.launch = 출격
|
sectors.launch = 출격
|
||||||
sectors.select = 선택
|
sectors.select = 선택
|
||||||
sectors.nonelaunch = [lightgray]없음 (sun)
|
sectors.nonelaunch = [lightgray]없음 (sun)[]
|
||||||
sectors.rename = 지역 이름 변경
|
sectors.rename = 지역 이름 변경하기
|
||||||
sectors.enemybase = [scarlet]적 기지
|
sectors.enemybase = [scarlet]적 기지[]
|
||||||
sectors.vulnerable = [scarlet]취약함
|
sectors.vulnerable = [scarlet]취약함[]
|
||||||
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨.
|
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨[][]
|
||||||
sectors.survives = [accent]{0} 단계 이상 버티세요.
|
sectors.survives = [accent]{0} 단계 이상 버티세요.[]
|
||||||
sectors.go =진입
|
sectors.go =진입
|
||||||
sector.curcapture = 지역 점령됨
|
sector.curcapture = 지역 점령됨
|
||||||
sector.curlost = 지역 잃음
|
sector.curlost = 지역 잃음
|
||||||
sector.missingresources = [scarlet]자원 부족
|
sector.missingresources = [scarlet]자원 부족[]
|
||||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다!
|
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||||
sector.lost = [accent]{0}[white] 지역을 잃었습니다!
|
sector.lost = [accent]{0}[white] 지역을 잃었습니다![]
|
||||||
#note: the missing space in the line below is intentional
|
#note: the missing space in the line below is intentional
|
||||||
sector.captured = [accent]{0}[white] 지역을 점령했습니다!
|
sector.captured = [accent]{0}[white] 지역을 점령했습니다![]
|
||||||
sector.changeicon = 아이콘 바꾸기
|
sector.changeicon = 아이콘 바꾸기
|
||||||
|
|
||||||
threat.low = 낮음
|
threat.low = 낮음
|
||||||
@@ -658,25 +664,25 @@ settings.sound = 소리
|
|||||||
settings.graphics = 그래픽
|
settings.graphics = 그래픽
|
||||||
settings.cleardata = 게임 데이터 초기화
|
settings.cleardata = 게임 데이터 초기화
|
||||||
settings.clear.confirm = 정말로 이 데이터를 지우시겠습니까?\n되돌릴 수 없습니다!
|
settings.clear.confirm = 정말로 이 데이터를 지우시겠습니까?\n되돌릴 수 없습니다!
|
||||||
settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장된 맵, 맵파일, 잠금 해제된 목록과 조작키 설정, 그리고 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다.
|
settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장된 맵, 맵파일, 잠금 해제된 목록과 조작키 설정, 그리고 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다.[]
|
||||||
settings.clearsaves.confirm = 정말로 모든 저장된 파일들을 삭제하시겠습니까?
|
settings.clearsaves.confirm = 정말로 모든 저장된 파일들을 삭제하시겠습니까?
|
||||||
settings.clearsaves = 저장 초기화
|
settings.clearsaves = 저장 초기화
|
||||||
settings.clearresearch = 연구 초기화
|
settings.clearresearch = 연구 초기화
|
||||||
settings.clearresearch.confirm = 정말로 모든 연구를 삭제하시겠습니까?
|
settings.clearresearch.confirm = 정말로 모든 연구를 삭제하시겠습니까?
|
||||||
settings.clearcampaignsaves = 캠페인 맵 초기화
|
settings.clearcampaignsaves = 캠페인 맵 초기화
|
||||||
settings.clearcampaignsaves.confirm = 정말로 캠페인을 초기화하시겠습니까?
|
settings.clearcampaignsaves.confirm = 정말로 캠페인을 초기화하시겠습니까?
|
||||||
paused = [accent]< 일시정지 >
|
paused = [accent]< 일시정지 >[]
|
||||||
clear = 초기화
|
clear = 초기화
|
||||||
banned = [scarlet]금지됨
|
banned = [scarlet]금지됨
|
||||||
unsupported.environment = [scarlet]지원되지 않는 환경
|
unsupported.environment = [scarlet]지원되지 않는 환경[]
|
||||||
yes = O
|
yes = O
|
||||||
no = X
|
no = X
|
||||||
info.title = 정보
|
info.title = 정보
|
||||||
error.title = [scarlet]오류가 발생했습니다
|
error.title = [scarlet]오류가 발생했습니다[]
|
||||||
error.crashtitle = 오류가 발생했습니다
|
error.crashtitle = 오류가 발생했습니다
|
||||||
unit.nobuild = [scarlet]건설 불가
|
unit.nobuild = [scarlet]건설 불가[]
|
||||||
lastaccessed = [lightgray]마지막 접근: {0}
|
lastaccessed = [lightgray]마지막 접근: {0}[]
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???[]
|
||||||
|
|
||||||
stat.showinmap = <맵을 먼저 불러와야 합니다>
|
stat.showinmap = <맵을 먼저 불러와야 합니다>
|
||||||
stat.description = 특성
|
stat.description = 특성
|
||||||
@@ -724,7 +730,7 @@ stat.maxconsecutive = 최대 체인
|
|||||||
stat.buildcost = 건설 비용
|
stat.buildcost = 건설 비용
|
||||||
stat.inaccuracy = 오차각
|
stat.inaccuracy = 오차각
|
||||||
stat.shots = 발사 수
|
stat.shots = 발사 수
|
||||||
stat.reload = 초당 발사 수
|
stat.reload = 발사 주기
|
||||||
stat.ammo = 탄약
|
stat.ammo = 탄약
|
||||||
stat.shieldhealth = 보호막 내구도
|
stat.shieldhealth = 보호막 내구도
|
||||||
stat.cooldowntime = 쿨타임
|
stat.cooldowntime = 쿨타임
|
||||||
@@ -785,27 +791,28 @@ bar.power = 전력
|
|||||||
bar.progress = 건설 진행도
|
bar.progress = 건설 진행도
|
||||||
bar.input = 입력
|
bar.input = 입력
|
||||||
bar.output = 출력
|
bar.output = 출력
|
||||||
bar.strength = [stat]{0}[lightgray]x 치료 속도
|
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]프로세서 제어됨
|
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] 피해량
|
bullet.damage = [stat]{0}[lightgray] 피해량[][]
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일
|
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][]
|
||||||
bullet.incendiary = [stat]방화
|
bullet.incendiary = [stat]방화[]
|
||||||
bullet.homing = [stat]유도
|
bullet.homing = [stat]유도[]
|
||||||
bullet.frag = [stat]파편
|
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량
|
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량
|
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
|
||||||
bullet.knockback = [stat]{0}[lightgray] 넉백
|
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
|
||||||
bullet.pierce = [stat]{0}[lightgray]번 관통
|
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
|
||||||
bullet.infinitepierce = [stat]관통
|
bullet.infinitepierce = [stat]관통[]
|
||||||
bullet.healpercent = [stat]{0}[lightgray]% 회복
|
bullet.healpercent = [stat]{0}[lightgray]% 회복[][]
|
||||||
bullet.multiplier = [stat]{0}[lightgray]배 탄약 배수
|
bullet.multiplier = [stat]{0}[lightgray]배 탄약 배수[][]
|
||||||
bullet.reload = [stat]{0}[lightgray]배 발사 속도
|
bullet.reload = [stat]{0}[lightgray]배 발사 속도[][]
|
||||||
|
|
||||||
unit.blocks = 블록
|
unit.blocks = 블록
|
||||||
unit.blockssquared = 블록²
|
unit.blockssquared = 블록²
|
||||||
unit.powersecond = 전력/초
|
unit.powersecond = 전력/초
|
||||||
|
unit.tilessecond = 타일/초
|
||||||
unit.liquidsecond = 액체/초
|
unit.liquidsecond = 액체/초
|
||||||
unit.itemssecond = 자원/초
|
unit.itemssecond = 자원/초
|
||||||
unit.liquidunits = 액체
|
unit.liquidunits = 액체
|
||||||
@@ -831,20 +838,19 @@ category.items = 자원
|
|||||||
category.crafting = 입력/출력
|
category.crafting = 입력/출력
|
||||||
category.function = 기능
|
category.function = 기능
|
||||||
category.optional = 선택적 향상
|
category.optional = 선택적 향상
|
||||||
|
setting.skipcoreanimation.name = 코어 발사/착륙 애니메이션 건너뛰기
|
||||||
setting.landscape.name = 가로화면 잠금
|
setting.landscape.name = 가로화면 잠금
|
||||||
setting.shadows.name = 그림자
|
setting.shadows.name = 그림자
|
||||||
setting.blockreplace.name = 자동 블록 제안
|
setting.blockreplace.name = 자동 블록 제안
|
||||||
setting.linear.name = 선형 필터링
|
setting.linear.name = 선형 필터링
|
||||||
setting.hints.name = 힌트 표시
|
setting.hints.name = 힌트 표시
|
||||||
setting.logichints.name = 로직 힌트 표시
|
setting.logichints.name = 로직 힌트 표시
|
||||||
setting.flow.name = 자원 흐름량 표시
|
|
||||||
setting.backgroundpause.name = 백그라운드에서 일시정지
|
setting.backgroundpause.name = 백그라운드에서 일시정지
|
||||||
setting.buildautopause.name = 건설 자동 일시정지
|
setting.buildautopause.name = 건설 자동 일시정지
|
||||||
setting.doubletapmine.name = 연속 터치로 채광
|
setting.doubletapmine.name = 연속 터치로 채광
|
||||||
setting.modcrashdisable.name = 로딩 중 충돌 시 모드 비활성화
|
setting.modcrashdisable.name = 로딩 중 충돌 시 모드 비활성화
|
||||||
setting.animatedwater.name = 액체 애니메이션 효과
|
setting.animatedwater.name = 액체 애니메이션 효과
|
||||||
setting.animatedshields.name = 보호막 애니메이션 효과
|
setting.animatedshields.name = 보호막 애니메이션 효과
|
||||||
setting.antialias.name = 위신호 제거 필터[lightgray] (재시작 필요)[]
|
|
||||||
setting.playerindicators.name = 플레이어 위치 표시기
|
setting.playerindicators.name = 플레이어 위치 표시기
|
||||||
setting.indicators.name = 적 위치 표시기
|
setting.indicators.name = 적 위치 표시기
|
||||||
setting.autotarget.name = 자동 조준
|
setting.autotarget.name = 자동 조준
|
||||||
@@ -853,12 +859,13 @@ setting.touchscreen.name = 터치스크린 조작
|
|||||||
setting.fpscap.name = 최대 FPS
|
setting.fpscap.name = 최대 FPS
|
||||||
setting.fpscap.none = 없음
|
setting.fpscap.none = 없음
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = UI 스케일링[lightgray] (재시작 필요)[]
|
setting.uiscale.name = UI 스케일링
|
||||||
|
setting.uiscale.description = 적용하려면 재시작이 필요합니다.
|
||||||
setting.swapdiagonal.name = 항상 대각선 배치
|
setting.swapdiagonal.name = 항상 대각선 배치
|
||||||
setting.difficulty.training = 훈련
|
setting.difficulty.training = 훈련
|
||||||
setting.difficulty.easy = 무난
|
setting.difficulty.easy = 쉬움
|
||||||
setting.difficulty.normal = 보통
|
setting.difficulty.normal = 보통
|
||||||
setting.difficulty.hard = 혼돈
|
setting.difficulty.hard = 어려움
|
||||||
setting.difficulty.insane = 박멸
|
setting.difficulty.insane = 박멸
|
||||||
setting.difficulty.name = 난이도:
|
setting.difficulty.name = 난이도:
|
||||||
setting.screenshake.name = 화면 흔들림
|
setting.screenshake.name = 화면 흔들림
|
||||||
@@ -871,7 +878,9 @@ setting.saveinterval.name = 저장 간격
|
|||||||
setting.seconds = {0} 초
|
setting.seconds = {0} 초
|
||||||
setting.milliseconds = {0} 밀리초
|
setting.milliseconds = {0} 밀리초
|
||||||
setting.fullscreen.name = 전체 화면
|
setting.fullscreen.name = 전체 화면
|
||||||
setting.borderlesswindow.name = 테두리 없는 창 모드[lightgray] (재시작이 필요할 수 있습니다)
|
setting.borderlesswindow.name = 테두리 없는 창 모드
|
||||||
|
setting.borderlesswindow.name.windows = 테두리 없는 전체화면
|
||||||
|
setting.borderlesswindow.description = 적용하려면 재시작이 필요할 수도 있습니다.
|
||||||
setting.fps.name = FPS와 핑 표시
|
setting.fps.name = FPS와 핑 표시
|
||||||
setting.smoothcamera.name = 부드러운 시점
|
setting.smoothcamera.name = 부드러운 시점
|
||||||
setting.vsync.name = 수직 동기화
|
setting.vsync.name = 수직 동기화
|
||||||
@@ -994,6 +1003,8 @@ rules.wavetimer = 시간 제한이 있는 단계
|
|||||||
rules.waves = 단계
|
rules.waves = 단계
|
||||||
rules.attack = 공격 모드
|
rules.attack = 공격 모드
|
||||||
rules.buildai = AI 건설
|
rules.buildai = AI 건설
|
||||||
|
rules.aitier = AI 등급
|
||||||
|
rules.cleanupdeadteams = 패배한 팀 건물 정리하기 (PvP)
|
||||||
rules.corecapture = 코어 파괴 시 점령
|
rules.corecapture = 코어 파괴 시 점령
|
||||||
rules.polygoncoreprotection = 다각형 코어 건설 금지구역
|
rules.polygoncoreprotection = 다각형 코어 건설 금지구역
|
||||||
rules.enemyCheat = 적Ai 무한자원
|
rules.enemyCheat = 적Ai 무한자원
|
||||||
@@ -1012,12 +1023,15 @@ rules.deconstructrefundmultiplier = 철거 환불 배수
|
|||||||
rules.waitForWaveToEnd = 한 단계가 끝날때까지 대기
|
rules.waitForWaveToEnd = 한 단계가 끝날때까지 대기
|
||||||
rules.dropzoneradius = 스폰 구역 범위: [lightgray] (타일)
|
rules.dropzoneradius = 스폰 구역 범위: [lightgray] (타일)
|
||||||
rules.unitammo = 유닛 탄약 필요
|
rules.unitammo = 유닛 탄약 필요
|
||||||
|
rules.enemyteam = 상대 팀
|
||||||
|
rules.playerteam = 플레이어 팀
|
||||||
rules.title.waves = 단계
|
rules.title.waves = 단계
|
||||||
rules.title.resourcesbuilding = 자원 & 건축
|
rules.title.resourcesbuilding = 자원 & 건축
|
||||||
rules.title.enemy = 적
|
rules.title.enemy = 적
|
||||||
rules.title.unit = 유닛
|
rules.title.unit = 유닛
|
||||||
rules.title.experimental = 실험적인 기능
|
rules.title.experimental = 실험적인 기능
|
||||||
rules.title.environment = 환경
|
rules.title.environment = 환경
|
||||||
|
rules.title.teams = 팀
|
||||||
rules.lighting = 조명 표시
|
rules.lighting = 조명 표시
|
||||||
rules.enemyLights = 상대에게 조명 표시
|
rules.enemyLights = 상대에게 조명 표시
|
||||||
rules.fire = 방화 허용
|
rules.fire = 방화 허용
|
||||||
@@ -1045,7 +1059,7 @@ item.silicon.name = 실리콘
|
|||||||
item.plastanium.name = 플라스터늄
|
item.plastanium.name = 플라스터늄
|
||||||
item.phase-fabric.name = 메타
|
item.phase-fabric.name = 메타
|
||||||
item.surge-alloy.name = 설금
|
item.surge-alloy.name = 설금
|
||||||
item.spore-pod.name = 포자
|
item.spore-pod.name = 포자 꼬투리
|
||||||
item.sand.name = 모래
|
item.sand.name = 모래
|
||||||
item.blast-compound.name = 폭발물
|
item.blast-compound.name = 폭발물
|
||||||
item.pyratite.name = 파이라타이트
|
item.pyratite.name = 파이라타이트
|
||||||
@@ -1096,13 +1110,12 @@ unit.reign.name = 레인
|
|||||||
unit.vela.name = 벨라
|
unit.vela.name = 벨라
|
||||||
unit.corvus.name = 코르버스
|
unit.corvus.name = 코르버스
|
||||||
|
|
||||||
block.resupply-point.name = 보급 지점
|
|
||||||
block.parallax.name = 패럴랙스
|
block.parallax.name = 패럴랙스
|
||||||
block.cliff.name = 언덕
|
block.cliff.name = 언덕
|
||||||
block.sand-boulder.name = 사암 바위
|
block.sand-boulder.name = 사암 바위
|
||||||
block.basalt-boulder.name = 현무암 바위
|
block.basalt-boulder.name = 현무암 바위
|
||||||
block.grass.name = 잔디
|
block.grass.name = 잔디
|
||||||
block.slag.name = 용암
|
block.molten-slag.name = 용암
|
||||||
block.space.name = 우주
|
block.space.name = 우주
|
||||||
block.salt.name = 소금
|
block.salt.name = 소금
|
||||||
block.salt-wall.name = 소금 벽
|
block.salt-wall.name = 소금 벽
|
||||||
@@ -1133,8 +1146,8 @@ block.spawn.name = 적 소환지점
|
|||||||
block.core-shard.name = 코어: 조각
|
block.core-shard.name = 코어: 조각
|
||||||
block.core-foundation.name = 코어: 기반
|
block.core-foundation.name = 코어: 기반
|
||||||
block.core-nucleus.name = 코어: 핵심
|
block.core-nucleus.name = 코어: 핵심
|
||||||
block.deepwater.name = 깊은 물
|
block.deep-water.name = 깊은 물
|
||||||
block.water.name = 물
|
block.shallow-water.name = 물
|
||||||
block.tainted-water.name = 오염된 물
|
block.tainted-water.name = 오염된 물
|
||||||
block.darksand-tainted-water.name = 오염된 젖은 검은 모래
|
block.darksand-tainted-water.name = 오염된 젖은 검은 모래
|
||||||
block.tar.name = 타르
|
block.tar.name = 타르
|
||||||
@@ -1143,7 +1156,7 @@ block.sand.name = 모래
|
|||||||
block.darksand.name = 검은 모래
|
block.darksand.name = 검은 모래
|
||||||
block.ice.name = 얼음
|
block.ice.name = 얼음
|
||||||
block.snow.name = 눈
|
block.snow.name = 눈
|
||||||
block.craters.name = 구덩이
|
block.crater-stone.name = 구덩이
|
||||||
block.sand-water.name = 젖은 모래
|
block.sand-water.name = 젖은 모래
|
||||||
block.darksand-water.name = 젖은 검은 모래
|
block.darksand-water.name = 젖은 검은 모래
|
||||||
block.char.name = 숯
|
block.char.name = 숯
|
||||||
@@ -1288,7 +1301,6 @@ block.meltdown.name = 멜트다운
|
|||||||
block.foreshadow.name = 포어쉐도우
|
block.foreshadow.name = 포어쉐도우
|
||||||
block.container.name = 컨테이너
|
block.container.name = 컨테이너
|
||||||
block.launch-pad.name = 지역 자원 수송기
|
block.launch-pad.name = 지역 자원 수송기
|
||||||
block.launch-pad-large.name = 대형 지역 자원 수송기
|
|
||||||
block.segment.name = 세그먼트
|
block.segment.name = 세그먼트
|
||||||
block.command-center.name = 유닛 지휘소
|
block.command-center.name = 유닛 지휘소
|
||||||
block.ground-factory.name = 지상 공장
|
block.ground-factory.name = 지상 공장
|
||||||
@@ -1309,11 +1321,11 @@ block.payload-source.name = 화물 공급기
|
|||||||
block.disassembler.name = 광재 분해기
|
block.disassembler.name = 광재 분해기
|
||||||
block.silicon-crucible.name = 실리콘 도가니
|
block.silicon-crucible.name = 실리콘 도가니
|
||||||
block.overdrive-dome.name = 대형 과부하 프로젝터
|
block.overdrive-dome.name = 대형 과부하 프로젝터
|
||||||
|
block.interplanetary-accelerator.name = 성간 코어 가속기
|
||||||
#experimental, may be removed / 이 아래의 블록들은 테스트용 임시 블록들이였습니다.
|
#experimental, may be removed / 이 아래의 블록들은 테스트용 임시 블록들이였습니다.
|
||||||
block.block-forge.name = 블록 제작대
|
block.block-forge.name = 블록 제작대
|
||||||
block.block-loader.name = 블록 로더
|
block.block-loader.name = 블록 로더
|
||||||
block.block-unloader.name = 블록 언로더
|
block.block-unloader.name = 블록 언로더
|
||||||
block.interplanetary-accelerator.name = 성간 코어 가속기
|
|
||||||
|
|
||||||
block.switch.name = 스위치
|
block.switch.name = 스위치
|
||||||
block.micro-processor.name = 마이크로 프로세서
|
block.micro-processor.name = 마이크로 프로세서
|
||||||
@@ -1348,6 +1360,7 @@ hint.placeTurret = 적에게서 기지를 막아내려면 \uf861 [accent]포탑[
|
|||||||
hint.breaking = 블록을 부수려면 [accent]우클릭[]이나 드래그를 하십시오.
|
hint.breaking = 블록을 부수려면 [accent]우클릭[]이나 드래그를 하십시오.
|
||||||
hint.breaking.mobile = 블록을 부수려면 오른쪽 아래의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오.
|
hint.breaking.mobile = 블록을 부수려면 오른쪽 아래의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오.
|
||||||
hint.blockInfo = [accent]건설 메뉴[]에서 블록을 선택해서 정보를 보십시오, 그다음 오른쪽의 [accent][[?][] 버튼을 선택하십시오.
|
hint.blockInfo = [accent]건설 메뉴[]에서 블록을 선택해서 정보를 보십시오, 그다음 오른쪽의 [accent][[?][] 버튼을 선택하십시오.
|
||||||
|
hint.derelict = [accent]잔해[] 구조물들은 더 이상 작동하지 않는 오래된 기지의 부서진 잔해입니다.\n\n이 구조물들은 자원으로 다시 [accent]철거[]될 수 있습니다.
|
||||||
hint.research = 새 기술을 연구하려면 \ue875 [accent]연구[]버튼을 누르십시오.
|
hint.research = 새 기술을 연구하려면 \ue875 [accent]연구[]버튼을 누르십시오.
|
||||||
hint.research.mobile = 새 기술을 연구하려면 \ue88c [accent]메뉴[] 아래의 \ue875 [accent]연구[]버튼을 누르십시오.
|
hint.research.mobile = 새 기술을 연구하려면 \ue88c [accent]메뉴[] 아래의 \ue875 [accent]연구[]버튼을 누르십시오.
|
||||||
hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 ctrl][]을 누른 채로 [accent]클릭[] 하십시오.
|
hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 ctrl][]을 누른 채로 [accent]클릭[] 하십시오.
|
||||||
@@ -1364,7 +1377,7 @@ hint.payloadPickup = 작은 블록이나 유닛을 집으려면 [accent][[[]를
|
|||||||
hint.payloadPickup.mobile = 작은 블록이나 유닛을 집으려면 [accent]잠깐 누르십시오[].
|
hint.payloadPickup.mobile = 작은 블록이나 유닛을 집으려면 [accent]잠깐 누르십시오[].
|
||||||
hint.payloadDrop = 다시 내려놓으려면 [accent]][]를 누르십시오.
|
hint.payloadDrop = 다시 내려놓으려면 [accent]][]를 누르십시오.
|
||||||
hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 [accent]화면을 잠깐 누르십시오[].
|
hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 [accent]화면을 잠깐 누르십시오[].
|
||||||
hint.waveFire = [accent]Wave[]포탑에 탄약으로 물을 넣으면 주변의 불을 자동으로 꺼줍니다.
|
hint.waveFire = [accent]파도[] 포탑에 탄약으로 물을 넣으면 주변의 불을 자동으로 꺼줍니다.
|
||||||
hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]Power Nodes[]를 사용하십시오.
|
hint.generator = \uf879 [accent]화력 발전기[]는 석탄을 태워서 주변 블록에 전력을 전달합니다.\n\n \uf87f 더 넓은 범위의 블록에 전력을 전달하려면 [accent]Power Nodes[]를 사용하십시오.
|
||||||
hint.guardian = [accent]수호자[] 유닛들은 방어력을 가집니다. [accent]구리[]와 [accent]납[] 같은 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n그런 수호자를 없애려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
|
hint.guardian = [accent]수호자[] 유닛들은 방어력을 가집니다. [accent]구리[]와 [accent]납[] 같은 약한 탄약으로는 [scarlet]아무런 효과도 없습니다[].\n\n그런 수호자를 없애려면 높은 단계의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
|
||||||
hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치함[]으로써 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지도 확인하십시오.
|
hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치함[]으로써 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지도 확인하십시오.
|
||||||
@@ -1399,7 +1412,7 @@ liquid.slag.description = 다양한 종류의 금속들이 함께 섞여 녹아
|
|||||||
liquid.oil.description = 고급 재료 생산에 사용되는 액체. 석탄으로 전환하거나 무기로 뿌려서 불을 지를 수 있습니다.
|
liquid.oil.description = 고급 재료 생산에 사용되는 액체. 석탄으로 전환하거나 무기로 뿌려서 불을 지를 수 있습니다.
|
||||||
liquid.cryofluid.description = 물과 티타늄으로 만든 비부식성 액체. 열용량이 매우 높으며 냉각수로 광범위하게 사용됩니다.
|
liquid.cryofluid.description = 물과 티타늄으로 만든 비부식성 액체. 열용량이 매우 높으며 냉각수로 광범위하게 사용됩니다.
|
||||||
|
|
||||||
block.resupply-point.description = 주변 유닛들에 구리 탄약을 보급합니다. 배터리 전력이 필요한 유닛들은 호환되지 않습니다.
|
block.derelict = [lightgray]잔해
|
||||||
block.armored-conveyor.description = 앞으로 자원들을 운반합니다. 측면에서 자원들을 받아들이지 않습니다.
|
block.armored-conveyor.description = 앞으로 자원들을 운반합니다. 측면에서 자원들을 받아들이지 않습니다.
|
||||||
block.illuminator.description = 발광합니다.
|
block.illuminator.description = 발광합니다.
|
||||||
block.message.description = 아군 간의 소통을 위한 메시지를 저장합니다.
|
block.message.description = 아군 간의 소통을 위한 메시지를 저장합니다.
|
||||||
@@ -1543,6 +1556,8 @@ block.memory-bank.description = 프로세서를 위한 데이터를 저장합니
|
|||||||
block.logic-display.description = 프로세서를 이용해 그래픽을 출력할 수 있습니다.
|
block.logic-display.description = 프로세서를 이용해 그래픽을 출력할 수 있습니다.
|
||||||
block.large-logic-display.description = 프로세서를 이용해 그래픽을 출력할 수 있습니다.
|
block.large-logic-display.description = 프로세서를 이용해 그래픽을 출력할 수 있습니다.
|
||||||
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 코어를 행성 간 이동을 위한 탈출 속도까지 가속합니다.
|
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 코어를 행성 간 이동을 위한 탈출 속도까지 가속합니다.
|
||||||
|
block.repair-turret.description = 가장 가까운 유닛을 지속적으로 수리합니다. 냉각수를 넣을 수 있습니다.
|
||||||
|
block.payload-propulsion-tower.description = 장거리 화물 운반 구조물. 화물을 연결된 다른 화물 추진탑으로 발사합니다.
|
||||||
|
|
||||||
unit.dagger.description = 주변 모든 적에게 일반적인 탄환을 발사합니다.
|
unit.dagger.description = 주변 모든 적에게 일반적인 탄환을 발사합니다.
|
||||||
unit.mace.description = 주변 모든 적에게 화염 줄기를 발사합니다.
|
unit.mace.description = 주변 모든 적에게 화염 줄기를 발사합니다.
|
||||||
@@ -1577,6 +1592,11 @@ unit.omura.description = 적에게 장거리 관통 레일건을 발사합니다
|
|||||||
unit.alpha.description = 적으로부터 코어: 조각을 방어합니다. 구조물을 짓습니다.
|
unit.alpha.description = 적으로부터 코어: 조각을 방어합니다. 구조물을 짓습니다.
|
||||||
unit.beta.description = 적으로부터 코어: 기반을 방어합니다. 구조물을 짓습니다.
|
unit.beta.description = 적으로부터 코어: 기반을 방어합니다. 구조물을 짓습니다.
|
||||||
unit.gamma.description = 적으로부터 코어: 핵심을 방어합니다. 구조물을 짓습니다.
|
unit.gamma.description = 적으로부터 코어: 핵심을 방어합니다. 구조물을 짓습니다.
|
||||||
|
unit.retusa.description = 근접 시한지뢰를 설치합니다. 아군 유닛을 수리할 수 있습니다.
|
||||||
|
unit.oxynoe.description = 주변 적에게 블록을 수리하는 화염을 발사합니다. 주변 적 탄환을 요격 포탑으로 요격할 수 있습니다.
|
||||||
|
unit.cyerce.description = 주변 적에게 유도 집속 미사일을 발사합니다. 아군 유닛을 수리할 수 있습니다.
|
||||||
|
unit.aegires.description = 애너지 필드 안의 모든 적 유닛과 블록을 감전시킵니다. 아군에겐 전격으로 수리합니다.
|
||||||
|
unit.navanax.description = 적 전력망에 상당한 피해를 주고 아군 블록을 수리하는 거대한 EMP 고폭탄을 발사합니다. 4개의 자율 레이저 포탑으로 주변 적을 녹입니다.
|
||||||
|
|
||||||
lst.read = 연결된 메모리 셀에서 숫자 읽기
|
lst.read = 연결된 메모리 셀에서 숫자 읽기
|
||||||
lst.write = 연결된 메모리 셀에 숫자 쓰기
|
lst.write = 연결된 메모리 셀에 숫자 쓰기
|
||||||
@@ -1629,7 +1649,7 @@ lenum.always = 항상 참
|
|||||||
lenum.idiv = 정수 나누기
|
lenum.idiv = 정수 나누기
|
||||||
lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다.
|
lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다.
|
||||||
lenum.mod = 나머지
|
lenum.mod = 나머지
|
||||||
lenum.equal = 동치 비교. 형변환 가능\nNull이 아닌 객체가 숫자와 비교할려면 1이 되고, Null이면 0이 됩니다.
|
lenum.equal = 동치 비교. 형변환 가능\nNull이 아닌 객체가 숫자와 비교하려면 1이 되고, Null이면 0이 됩니다.
|
||||||
lenum.notequal = 동치 부정. 형변환 가능
|
lenum.notequal = 동치 부정. 형변환 가능
|
||||||
lenum.strictequal = 엄격한 동치 비교. 형변환 불가능\n[accent]null[]를 확인하는데 쓸 수 있습니다.
|
lenum.strictequal = 엄격한 동치 비교. 형변환 불가능\n[accent]null[]를 확인하는데 쓸 수 있습니다.
|
||||||
lenum.shl = 왼쪽으로 비트 이동
|
lenum.shl = 왼쪽으로 비트 이동
|
||||||
@@ -1729,7 +1749,8 @@ lenum.build = 구조물 건설
|
|||||||
lenum.getblock = 특정 좌표의 빌딩과 블록을 반환합니다.\n위치는 유닛의 인지 범위 내여야 합니다.\n자연 지형은 [accent]@solid[]의 타입을 가집니다.
|
lenum.getblock = 특정 좌표의 빌딩과 블록을 반환합니다.\n위치는 유닛의 인지 범위 내여야 합니다.\n자연 지형은 [accent]@solid[]의 타입을 가집니다.
|
||||||
lenum.within = 좌표 주변 유닛 발견 여부
|
lenum.within = 좌표 주변 유닛 발견 여부
|
||||||
lenum.boost = 이륙 시작/중단
|
lenum.boost = 이륙 시작/중단
|
||||||
#1730 line matching / 줄 매칭
|
|
||||||
|
#1745 line matching / 줄 매칭
|
||||||
|
|
||||||
#-------------비공식 번역-------------
|
#-------------비공식 번역-------------
|
||||||
#팁, 패치 기록, 약간의 관련 드립을 넣는 곳입니다. 이미 쓰여진 줄이 있다면 \n\n를 입력한 다음 작성하고 끝에 깃허브 작성자 닉네임(또는 디스코드)을 적어주세요.
|
#팁, 패치 기록, 약간의 관련 드립을 넣는 곳입니다. 이미 쓰여진 줄이 있다면 \n\n를 입력한 다음 작성하고 끝에 깃허브 작성자 닉네임(또는 디스코드)을 적어주세요.
|
||||||
@@ -1741,7 +1762,7 @@ lenum.boost = 이륙 시작/중단
|
|||||||
#관련 문의는 공식 디스코드에서 절 불러주세요. Sharlotte#0018
|
#관련 문의는 공식 디스코드에서 절 불러주세요. Sharlotte#0018
|
||||||
|
|
||||||
#아이템
|
#아이템
|
||||||
item.metaglass.details = [lightgray][비공식][]쓰임세가 가장 적은 아이템
|
item.metaglass.details = [lightgray][비공식][]쓰임새가 가장 적은 아이템
|
||||||
item.graphite.details =
|
item.graphite.details =
|
||||||
item.sand.details =
|
item.sand.details =
|
||||||
item.titanium.details =
|
item.titanium.details =
|
||||||
@@ -1757,7 +1778,7 @@ item.pyratite.details =
|
|||||||
liquid.water.details =
|
liquid.water.details =
|
||||||
liquid.slag.details =
|
liquid.slag.details =
|
||||||
liquid.oil.details =
|
liquid.oil.details =
|
||||||
liquid.cryofluid.details = [lightgray][비공식][]티타늄을 갈아서 물에 희석했다는 소문이 있다.
|
liquid.cryofluid.details = [lightgray][비공식][]티타늄을 갈아서 물에 희석했다.
|
||||||
|
|
||||||
#블록
|
#블록
|
||||||
block.resupply-point.details =
|
block.resupply-point.details =
|
||||||
@@ -1816,7 +1837,7 @@ block.inverted-sorter.details =
|
|||||||
block.distributor.details =
|
block.distributor.details =
|
||||||
block.overflow-gate.details =
|
block.overflow-gate.details =
|
||||||
block.underflow-gate.details =
|
block.underflow-gate.details =
|
||||||
block.mass-driver.details = [lightgray][비공식][]발사할려면 최소 아이템 10개가 필요하다.
|
block.mass-driver.details = [lightgray][비공식][]발사하려면 최소 아이템 10개가 필요하다.
|
||||||
block.mechanical-pump.details =
|
block.mechanical-pump.details =
|
||||||
block.rotary-pump.details =
|
block.rotary-pump.details =
|
||||||
block.thermal-pump.details =
|
block.thermal-pump.details =
|
||||||
@@ -1832,8 +1853,8 @@ block.power-node.details =
|
|||||||
block.power-node-large.details =
|
block.power-node-large.details =
|
||||||
block.surge-tower.details =
|
block.surge-tower.details =
|
||||||
block.diode.details =
|
block.diode.details =
|
||||||
block.battery.details =
|
block.battery.details = [lightgray][비공식][]아크와 랜서같은 전기먹는하마 옆에 많이 설치해두자.
|
||||||
block.battery-large.details =
|
block.battery-large.details = [lightgray][비공식][]일반 베터리 9개보다 5000만큼의 전력을 더 저장할 수 있다.
|
||||||
block.combustion-generator.details =
|
block.combustion-generator.details =
|
||||||
block.thermal-generator.details =
|
block.thermal-generator.details =
|
||||||
block.steam-generator.details =
|
block.steam-generator.details =
|
||||||
@@ -1847,7 +1868,7 @@ block.mechanical-drill.details =
|
|||||||
block.pneumatic-drill.details =
|
block.pneumatic-drill.details =
|
||||||
block.laser-drill.details =
|
block.laser-drill.details =
|
||||||
block.blast-drill.details =
|
block.blast-drill.details =
|
||||||
block.water-extractor.details =
|
block.water-extractor.details = [lightgray][비공식][]맨 땅에서 물을 뽑아낸다. 이것이 바로 창조경제
|
||||||
block.oil-extractor.details =
|
block.oil-extractor.details =
|
||||||
block.vault.details =
|
block.vault.details =
|
||||||
block.container.details =
|
block.container.details =
|
||||||
@@ -1892,9 +1913,9 @@ block.multiplicative-reconstructor.details =
|
|||||||
block.exponential-reconstructor.details =
|
block.exponential-reconstructor.details =
|
||||||
block.tetrative-reconstructor.details =
|
block.tetrative-reconstructor.details =
|
||||||
block.switch.details =
|
block.switch.details =
|
||||||
block.micro-processor.details =
|
block.micro-processor.details = [lightgray][비공식][]Hello, World!
|
||||||
block.logic-processor.details =
|
block.logic-processor.details = [lightgray][비공식][]99병의 맥주가 벽장에 있네, 99병의 맥주라네
|
||||||
block.hyper-processor.details =
|
block.hyper-processor.details = [lightgray][비공식][]그것을 내려서 넘겼네, 더 이상 벽장에 맥주가 없네
|
||||||
block.memory-cell.details =
|
block.memory-cell.details =
|
||||||
block.memory-bank.details =
|
block.memory-bank.details =
|
||||||
block.logic-display.details =
|
block.logic-display.details =
|
||||||
@@ -1922,7 +1943,7 @@ unit.horizon.details =
|
|||||||
unit.zenith.details =
|
unit.zenith.details =
|
||||||
unit.antumbra.details =
|
unit.antumbra.details =
|
||||||
unit.eclipse.details =
|
unit.eclipse.details =
|
||||||
unit.mono.details =
|
unit.mono.details = [lightgray][비공식][]민더스트리 최고 귀요미.
|
||||||
unit.poly.details =
|
unit.poly.details =
|
||||||
unit.mega.details =
|
unit.mega.details =
|
||||||
unit.quad.details =
|
unit.quad.details =
|
||||||
@@ -1931,7 +1952,7 @@ unit.risso.details = [lightgray][비공식][]뭉치면 연사력이 무시무시
|
|||||||
unit.minke.details =
|
unit.minke.details =
|
||||||
unit.bryde.details =
|
unit.bryde.details =
|
||||||
unit.sei.details = [lightgray][비공식][]세이 sei!
|
unit.sei.details = [lightgray][비공식][]세이 sei!
|
||||||
unit.omura.details =
|
unit.omura.details = [lightgray][비공식][]오무라이스?
|
||||||
unit.retusa.details = [lightgray][비공식][]바다를 지뢰로 뒤덮어보죠.
|
unit.retusa.details = [lightgray][비공식][]바다를 지뢰로 뒤덮어보죠.
|
||||||
unit.oxynoe.details =
|
unit.oxynoe.details =
|
||||||
unit.cyerce.details = [lightgray][비공식][]폭죽놀이다!
|
unit.cyerce.details = [lightgray][비공식][]폭죽놀이다!
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Smėlio Riedulys
|
block.sand-boulder.name = Smėlio Riedulys
|
||||||
block.grass.name = Žolė
|
block.grass.name = Žolė
|
||||||
block.slag.name = Slag
|
block.molten-slag.name = Slag
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Druska
|
block.salt.name = Druska
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Priešų Atsiradimo Zona
|
|||||||
block.core-shard.name = Branduolys: Šerdis
|
block.core-shard.name = Branduolys: Šerdis
|
||||||
block.core-foundation.name = Branduolys: Pagrindas
|
block.core-foundation.name = Branduolys: Pagrindas
|
||||||
block.core-nucleus.name = Branduolys: Centras
|
block.core-nucleus.name = Branduolys: Centras
|
||||||
block.deepwater.name = Gilus Vanduo
|
block.deep-water.name = Gilus Vanduo
|
||||||
block.water.name = Vanduo
|
block.shallow-water.name = Vanduo
|
||||||
block.tainted-water.name = Užterštas Vanduo
|
block.tainted-water.name = Užterštas Vanduo
|
||||||
block.darksand-tainted-water.name = Tamsaus Smėlio Užterštas Vanduo
|
block.darksand-tainted-water.name = Tamsaus Smėlio Užterštas Vanduo
|
||||||
block.tar.name = Derva
|
block.tar.name = Derva
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Smėlis
|
|||||||
block.darksand.name = Tamsus Smėlis
|
block.darksand.name = Tamsus Smėlis
|
||||||
block.ice.name = Ledas
|
block.ice.name = Ledas
|
||||||
block.snow.name = Sniegas
|
block.snow.name = Sniegas
|
||||||
block.craters.name = Krateriai
|
block.crater-stone.name = Krateriai
|
||||||
block.sand-water.name = Smėlio vanduo
|
block.sand-water.name = Smėlio vanduo
|
||||||
block.darksand-water.name = Tamsaus Smėlio Vanduo
|
block.darksand-water.name = Tamsaus Smėlio Vanduo
|
||||||
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 = Zandkei
|
block.sand-boulder.name = Zandkei
|
||||||
block.grass.name = Gras
|
block.grass.name = Gras
|
||||||
block.slag.name = Slag
|
block.molten-slag.name = Slag
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Zout
|
block.salt.name = Zout
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Vijandelijke 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 = Diep Water
|
block.deep-water.name = Diep Water
|
||||||
block.water.name = Water
|
block.shallow-water.name = Water
|
||||||
block.tainted-water.name = Vervuild Water
|
block.tainted-water.name = Vervuild Water
|
||||||
block.darksand-tainted-water.name = Donker Zand Vervuild Water
|
block.darksand-tainted-water.name = Donker Zand Vervuild Water
|
||||||
block.tar.name = Olie
|
block.tar.name = Olie
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Donker Zand
|
|||||||
block.darksand.name = Donker Zand
|
block.darksand.name = Donker Zand
|
||||||
block.ice.name = Ijs
|
block.ice.name = Ijs
|
||||||
block.snow.name = Sneeuw
|
block.snow.name = Sneeuw
|
||||||
block.craters.name = Krarters
|
block.crater-stone.name = Krarters
|
||||||
block.sand-water.name = Zand water
|
block.sand-water.name = Zand water
|
||||||
block.darksand-water.name = Donker Zand Water
|
block.darksand-water.name = Donker Zand 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
|
||||||
|
|||||||
@@ -41,7 +41,7 @@ be.ignore = Zignoruj
|
|||||||
be.noupdates = Nie znaleziono aktualizacji.
|
be.noupdates = Nie znaleziono aktualizacji.
|
||||||
be.check = Sprawdź aktualizacje
|
be.check = Sprawdź aktualizacje
|
||||||
|
|
||||||
mod.featured.dialog.title = Przeglądarka Modów
|
mods.browser = Przeglądarka Modów
|
||||||
mods.browser.selected = Wybrany Mod
|
mods.browser.selected = Wybrany Mod
|
||||||
mods.browser.add = Zainsta-\nluj Moda
|
mods.browser.add = Zainsta-\nluj Moda
|
||||||
mods.browser.reinstall = Przeins-\ntaluj
|
mods.browser.reinstall = Przeins-\ntaluj
|
||||||
@@ -67,6 +67,14 @@ schematic.delete.confirm = Ten schemat zostanie usunięty.
|
|||||||
schematic.rename = Zmień nazwę schematu
|
schematic.rename = Zmień nazwę schematu
|
||||||
schematic.info = {0}x{1}, {2} bloków
|
schematic.info = {0}x{1}, {2} bloków
|
||||||
schematic.disabled = [scarlet]Schematy są wyłączone[]\nNie możesz używać schematów na tej [accent]mapie[] lub [accent]serwerze.
|
schematic.disabled = [scarlet]Schematy są wyłączone[]\nNie możesz używać schematów na tej [accent]mapie[] lub [accent]serwerze.
|
||||||
|
schematic.tags = Tagi:
|
||||||
|
schematic.edittags = Zmień Znacznik
|
||||||
|
schematic.addtag = Dodaj Znacznik
|
||||||
|
schematic.texttag = Tekst Znacznika
|
||||||
|
schematic.icontag = Ikona Znacznika
|
||||||
|
schematic.renametag = Zmień Nazwę Znacznika
|
||||||
|
schematic.tagdelconfirm = Czy kompletnie usunąć znacznik?
|
||||||
|
schematic.tagexists = Taki znacznik już istnieje.
|
||||||
|
|
||||||
stats = Statystyki
|
stats = Statystyki
|
||||||
stat.wave = Fale powstrzymane:[accent] {0}
|
stat.wave = Fale powstrzymane:[accent] {0}
|
||||||
@@ -502,7 +510,7 @@ memory = Pam: {0}mb
|
|||||||
memory2 = Pam:\n {0}mb +\n {1}mb
|
memory2 = Pam:\n {0}mb +\n {1}mb
|
||||||
language.restart = Uruchom grę ponownie, aby nowo ustawiony język zaczął funkcjonować.
|
language.restart = Uruchom grę ponownie, aby nowo ustawiony język zaczął funkcjonować.
|
||||||
settings = Ustawienia
|
settings = Ustawienia
|
||||||
tutorial = Poradnik
|
tutorial = Samouczek
|
||||||
tutorial.retake = Ponów Samouczek
|
tutorial.retake = Ponów Samouczek
|
||||||
editor = Edytor
|
editor = Edytor
|
||||||
mapeditor = Edytor Map
|
mapeditor = Edytor Map
|
||||||
@@ -530,7 +538,7 @@ launch.from = Wystrzelony z: [accent]{0}
|
|||||||
launch.destination = Cel: {0}
|
launch.destination = Cel: {0}
|
||||||
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
|
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
|
||||||
add = Dodaj...
|
add = Dodaj...
|
||||||
boss.health = Zdrowie Strażnika
|
guardian = Zdrowie Strażnika
|
||||||
|
|
||||||
connectfail = [crimson]Nie można połączyć się z serwerem:\n\n[accent]{0}
|
connectfail = [crimson]Nie można połączyć się z serwerem:\n\n[accent]{0}
|
||||||
error.unreachable = Serwer niedostępny.\nSprawdź, czy adres jest wpisany poprawnie.
|
error.unreachable = Serwer niedostępny.\nSprawdź, czy adres jest wpisany poprawnie.
|
||||||
@@ -620,6 +628,20 @@ sector.extractionOutpost.description = Odległa placówka zbudowana przez wroga
|
|||||||
sector.impact0078.description = Tutaj leżą pozostałości międzygwiezdnego statku transportowego, który jako pierwszy wszedł do tego układu.\n\nWydobądź jak najwięcej z wraku. Zbadaj każdą nienaruszoną technologię.
|
sector.impact0078.description = Tutaj leżą pozostałości międzygwiezdnego statku transportowego, który jako pierwszy wszedł do tego układu.\n\nWydobądź jak najwięcej z wraku. Zbadaj każdą nienaruszoną technologię.
|
||||||
sector.planetaryTerminal.description = Ostatni cel.\n\nTa baza przybrzeżna zawiera strukturę zdolną do wyrzucania rdzeni na lokalne planety. Jest wyjątkowo dobrze strzeżona.\n\nProdukuj jednostki morskie. Jak najszybciej wyeliminuj wroga. Zbadaj tą strukturę.
|
sector.planetaryTerminal.description = Ostatni cel.\n\nTa baza przybrzeżna zawiera strukturę zdolną do wyrzucania rdzeni na lokalne planety. Jest wyjątkowo dobrze strzeżona.\n\nProdukuj jednostki morskie. Jak najszybciej wyeliminuj wroga. Zbadaj tą strukturę.
|
||||||
|
|
||||||
|
status.burning.name = Podpalenie
|
||||||
|
status.freezing.name = Zamrożenie
|
||||||
|
status.wet.name = Mokrość
|
||||||
|
status.muddy.name = Zabłocenie
|
||||||
|
status.melting.name = Topnienie
|
||||||
|
status.sapped.name = Osłabienie
|
||||||
|
status.electrified.name = Naelektryzowanie
|
||||||
|
status.spore-slowed.name = Zarodnikowe Spowolnienie
|
||||||
|
status.tarred.name = Osmołowanie
|
||||||
|
status.overclock.name = Przyspieszenie
|
||||||
|
status.shocked.name = Porażenie
|
||||||
|
status.blasted.name = Wysadzenie
|
||||||
|
status.unmoving.name = Unieruchomienie
|
||||||
|
|
||||||
settings.language = Język
|
settings.language = Język
|
||||||
settings.data = Dane Gry
|
settings.data = Dane Gry
|
||||||
settings.reset = Przywróć Domyślne
|
settings.reset = Przywróć Domyślne
|
||||||
@@ -655,7 +677,8 @@ stat.input = Wejście
|
|||||||
stat.output = Wyjście
|
stat.output = Wyjście
|
||||||
stat.booster = Wzmacniacz
|
stat.booster = Wzmacniacz
|
||||||
stat.tiles = Wymagane Pola
|
stat.tiles = Wymagane Pola
|
||||||
stat.affinities = Uwydajnienie
|
stat.affinities = Uwydajnienia
|
||||||
|
stat.opposites = Przeciwieństwa
|
||||||
stat.powercapacity = Pojemność mocy
|
stat.powercapacity = Pojemność mocy
|
||||||
stat.powershot = moc/strzał
|
stat.powershot = moc/strzał
|
||||||
stat.damage = Obrażenia
|
stat.damage = Obrażenia
|
||||||
@@ -703,7 +726,7 @@ stat.lightningchance = Szansa Na Błyskawicę
|
|||||||
stat.lightningdamage = Obrażenia Błyskawic
|
stat.lightningdamage = Obrażenia Błyskawic
|
||||||
stat.flammability = Palność
|
stat.flammability = Palność
|
||||||
stat.radioactivity = Radioaktywność
|
stat.radioactivity = Radioaktywność
|
||||||
stat.charge = Charge
|
stat.charge = Naładowanie
|
||||||
stat.heatcapacity = Pojemność Cieplna
|
stat.heatcapacity = Pojemność Cieplna
|
||||||
stat.viscosity = Lepkość
|
stat.viscosity = Lepkość
|
||||||
stat.temperature = Temperatura
|
stat.temperature = Temperatura
|
||||||
@@ -717,13 +740,21 @@ stat.abilities = Umiejętności
|
|||||||
stat.canboost = Może przyspieszyć
|
stat.canboost = Może przyspieszyć
|
||||||
stat.flying = Może latać
|
stat.flying = Może latać
|
||||||
stat.ammouse = Zużycie Amunicji
|
stat.ammouse = Zużycie Amunicji
|
||||||
|
stat.damagemultiplier = Mnożnik Obrażeń
|
||||||
|
stat.healthmultiplier = Mnożnik Zdrowia
|
||||||
|
stat.speedmultiplier = Mnożnik Prędkości
|
||||||
|
stat.reloadmultiplier = Mnożnik Prędkości Przeładowywania
|
||||||
|
stat.buildspeedmultiplier = Mnożnik Prędkości Budowania
|
||||||
|
stat.reactive = Reaguje
|
||||||
|
stat.healing = Leczy
|
||||||
|
|
||||||
ability.forcefield = Pole Mocy
|
ability.forcefield = Pole Siłowe
|
||||||
ability.repairfield = Pole Naprawy
|
ability.repairfield = Pole Naprawy
|
||||||
ability.statusfield = Pole Statusu
|
ability.statusfield = Pole Statusu
|
||||||
ability.unitspawn = Fabryka Jednostek {0}
|
ability.unitspawn = Fabryka Jednostek {0}
|
||||||
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
||||||
ability.movelightning = Pioruny Poruszania
|
ability.movelightning = Pioruny Poruszania
|
||||||
|
ability.energyfield = Pole Energii: [accent]{0}[] obrażenia ~ [accent]{1}[] bloki / [accent]{2}[] cele
|
||||||
|
|
||||||
bar.drilltierreq = Wymagane Lepsze Wiertło
|
bar.drilltierreq = Wymagane Lepsze Wiertło
|
||||||
bar.noresources = Brak Zasobów
|
bar.noresources = Brak Zasobów
|
||||||
@@ -746,6 +777,7 @@ bar.power = Prąd
|
|||||||
bar.progress = Postęp Budowy
|
bar.progress = Postęp Budowy
|
||||||
bar.input = Wejście
|
bar.input = Wejście
|
||||||
bar.output = Wyjście
|
bar.output = Wyjście
|
||||||
|
bar.strength = [stat]{0}[lightgray]x siły
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
||||||
|
|
||||||
@@ -756,6 +788,7 @@ bullet.sapping = [stat]wyczerpujący
|
|||||||
bullet.homing = [stat]naprowadzający
|
bullet.homing = [stat]naprowadzający
|
||||||
bullet.shock = [stat]piorunowy
|
bullet.shock = [stat]piorunowy
|
||||||
bullet.frag = [stat]fragmentacyjny
|
bullet.frag = [stat]fragmentacyjny
|
||||||
|
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
||||||
bullet.knockback = [stat]{0}[lightgray] odrzut
|
bullet.knockback = [stat]{0}[lightgray] odrzut
|
||||||
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
||||||
@@ -769,6 +802,7 @@ bullet.reload = [stat]{0}[lightgray]x szybkość ataku
|
|||||||
unit.blocks = bloki
|
unit.blocks = bloki
|
||||||
unit.blockssquared = bloki²
|
unit.blockssquared = bloki²
|
||||||
unit.powersecond = jednostek prądu na sekundę
|
unit.powersecond = jednostek prądu na sekundę
|
||||||
|
unit.tilessecond = bloków na sekundę
|
||||||
unit.liquidsecond = jednostek płynu na sekundę
|
unit.liquidsecond = jednostek płynu na sekundę
|
||||||
unit.itemssecond = przedmiotów na sekundę
|
unit.itemssecond = przedmiotów na sekundę
|
||||||
unit.liquidunits = jednostek płynu
|
unit.liquidunits = jednostek płynu
|
||||||
@@ -991,7 +1025,8 @@ rules.weather.duration = Czas trwania:
|
|||||||
content.item.name = Przedmioty
|
content.item.name = Przedmioty
|
||||||
content.liquid.name = Płyny
|
content.liquid.name = Płyny
|
||||||
content.unit.name = Jednostki
|
content.unit.name = Jednostki
|
||||||
content.block.name = Klocki
|
content.block.name = Bloki
|
||||||
|
content.status.name = Efekty Statusu
|
||||||
content.sector.name = Sektory
|
content.sector.name = Sektory
|
||||||
|
|
||||||
item.copper.name = Miedź
|
item.copper.name = Miedź
|
||||||
@@ -1055,7 +1090,7 @@ block.cliff.name = Klif
|
|||||||
block.sand-boulder.name = Piaskowy Głaz
|
block.sand-boulder.name = Piaskowy Głaz
|
||||||
block.basalt-boulder.name = Bazaltowy Głaz
|
block.basalt-boulder.name = Bazaltowy Głaz
|
||||||
block.grass.name = Trawa
|
block.grass.name = Trawa
|
||||||
block.slag.name = Żużel
|
block.molten-slag.name = Żużel
|
||||||
block.space.name = Kosmos
|
block.space.name = Kosmos
|
||||||
block.salt.name = Sól
|
block.salt.name = Sól
|
||||||
block.salt-wall.name = Ściana Solna
|
block.salt-wall.name = Ściana Solna
|
||||||
@@ -1086,8 +1121,8 @@ block.spawn.name = Spawn wrogów
|
|||||||
block.core-shard.name = Rdzeń: Odłamek
|
block.core-shard.name = Rdzeń: Odłamek
|
||||||
block.core-foundation.name = Rdzeń: Podstawa
|
block.core-foundation.name = Rdzeń: Podstawa
|
||||||
block.core-nucleus.name = Rdzeń: Jądro
|
block.core-nucleus.name = Rdzeń: Jądro
|
||||||
block.deepwater.name = Głęboka Woda
|
block.deep-water.name = Głęboka Woda
|
||||||
block.water.name = Woda
|
block.shallow-water.name = Woda
|
||||||
block.tainted-water.name = Skażona Woda
|
block.tainted-water.name = Skażona Woda
|
||||||
block.darksand-tainted-water.name = Skażona Woda z Ciemnym Piaskiem
|
block.darksand-tainted-water.name = Skażona Woda z Ciemnym Piaskiem
|
||||||
block.tar.name = Smoła
|
block.tar.name = Smoła
|
||||||
@@ -1096,7 +1131,7 @@ block.sand.name = Piasek
|
|||||||
block.darksand.name = Czarny piasek
|
block.darksand.name = Czarny piasek
|
||||||
block.ice.name = Lód
|
block.ice.name = Lód
|
||||||
block.snow.name = Śnieg
|
block.snow.name = Śnieg
|
||||||
block.craters.name = Kratery
|
block.crater-stone.name = Kratery
|
||||||
block.sand-water.name = Woda z Piaskiem
|
block.sand-water.name = Woda z Piaskiem
|
||||||
block.darksand-water.name = Woda z Ciemnym Piaskiem
|
block.darksand-water.name = Woda z Ciemnym Piaskiem
|
||||||
block.char.name = Popiół
|
block.char.name = Popiół
|
||||||
@@ -1157,7 +1192,7 @@ block.distributor.name = Dystrybutor
|
|||||||
block.sorter.name = Sortownik
|
block.sorter.name = Sortownik
|
||||||
block.inverted-sorter.name = Odwrotny Sortownik
|
block.inverted-sorter.name = Odwrotny Sortownik
|
||||||
block.message.name = Wiadomość
|
block.message.name = Wiadomość
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Iluminator
|
||||||
block.overflow-gate.name = Brama Przepełnieniowa
|
block.overflow-gate.name = Brama Przepełnieniowa
|
||||||
block.underflow-gate.name = Brama Niedomiaru
|
block.underflow-gate.name = Brama Niedomiaru
|
||||||
block.silicon-smelter.name = Huta Krzemu
|
block.silicon-smelter.name = Huta Krzemu
|
||||||
@@ -1397,7 +1432,7 @@ block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiot
|
|||||||
block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki.
|
block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki.
|
||||||
block.inverted-sorter.description = Sortuje przedmioty jak zwykły sortownik, ale odpowiednie surowce wyciągane są na boki.
|
block.inverted-sorter.description = Sortuje przedmioty jak zwykły sortownik, ale odpowiednie surowce wyciągane są na boki.
|
||||||
block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów.\n\n[scarlet]Nigdy nie używaj przy punkcje wejścia materiałów produkcyjnych, ponieważ zostaną one zatkane przez materiały wyjściowe.[]
|
block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów.\n\n[scarlet]Nigdy nie używaj przy punkcje wejścia materiałów produkcyjnych, ponieważ zostaną one zatkane przez materiały wyjściowe.[]
|
||||||
block.router.details = Konieczne zło. Nie zaleca się stosowania obok nakładów produkcyjnych, ponieważ zostaną one zatkane.
|
block.router.details = Nieuniknione zło. Nie zaleca się stosowania obok nakładów produkcyjnych, ponieważ zostaną one zatkane.
|
||||||
block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków.
|
block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków.
|
||||||
block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona.
|
block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona.
|
||||||
block.underflow-gate.description = Odwrotność bramy przepełnieniowej, który przepuszcza przedmioty główną drogą, gdy boczne drogi są przepełnione.
|
block.underflow-gate.description = Odwrotność bramy przepełnieniowej, który przepuszcza przedmioty główną drogą, gdy boczne drogi są przepełnione.
|
||||||
@@ -1517,150 +1552,155 @@ unit.risso.description = Strzela sporą ilością pocisków i rakiet w najbliżs
|
|||||||
unit.minke.description = Strzela granatami i standardowymi pociskami w najbliższych przeciwników.
|
unit.minke.description = Strzela granatami i standardowymi pociskami w najbliższych przeciwników.
|
||||||
unit.bryde.description = Strzela granatami i rakietami na dużą odległość we wrogów.
|
unit.bryde.description = Strzela granatami i rakietami na dużą odległość we wrogów.
|
||||||
unit.sei.description = Strzela dużą ilością rakiet oraz przebijających zbroje pocisków we wrogów.
|
unit.sei.description = Strzela dużą ilością rakiet oraz przebijających zbroje pocisków we wrogów.
|
||||||
unit.omura.description = Strzela przebijającym superszybkim pociskiem we wrogów ze sporej odległości. Produkuje Błyski (jednostki).
|
unit.omura.description = Strzela przebijającym superszybkim pociskiem we wrogów ze sporej odległości. Produkuje jednostki Flare.
|
||||||
unit.alpha.description = Chroni Rdzeń: Odłamek przed wrogami. Buduje struktury.
|
unit.alpha.description = Chroni Rdzeń: Odłamek przed wrogami. Buduje struktury.
|
||||||
unit.beta.description = Chroni Rdzeń: Podstawa przed wrogami. Buduje struktury.
|
unit.beta.description = Chroni Rdzeń: Podstawa przed wrogami. Buduje struktury.
|
||||||
unit.gamma.description = Chroni Rdzeń: Jądro przed wrogami. Buduje struktury.
|
unit.gamma.description = Chroni Rdzeń: Jądro przed wrogami. Buduje struktury.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
|
||||||
lst.getlink = Get a processor link by index. Starts at 0.
|
lst.getlink = Zdobywa połączenie procesora przez indeks. Zaczyna się od 0.
|
||||||
lst.control = Control a building.
|
lst.control = Kontroluje budynek.
|
||||||
lst.radar = Locate units around a building with range.
|
lst.radar = Lokalizuje jednostki wokół budynku w jego zasięgu.
|
||||||
lst.sensor = Get data from a building or unit.
|
lst.sensor = Zdobywa dane z budynku lub jednostki.
|
||||||
lst.set = Set a variable.
|
lst.set = Ustawia zmienną.
|
||||||
lst.operation = Perform an operation on 1-2 variables.
|
lst.operation = Wykonuje operację na 1-2 zmiennych.
|
||||||
lst.end = Jump to the top of the instruction stack.
|
lst.end = Przeskakuje na początek stosu instrukcji.
|
||||||
lst.jump = Conditionally jump to another statement.
|
lst.wait = Czeka określoną liczbę sekund.
|
||||||
lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[].
|
lst.lookup = Znajduje typ przedmiotu/cieczy/jednostki/bloku poprzez ID.\nCałkowite zliczenia każdego typu można uzyskać za pomocą:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.unitcontrol = Control the currently bound unit.
|
lst.jump = Warunkowo przeskakuje do innego stanu.
|
||||||
lst.unitradar = Locate units around the currently bound unit.
|
lst.unitbind = Powiązuje z następną jednostką danego typu i przechowuje ją w [accent]@unit[].
|
||||||
lst.unitlocate = Locate a specific type of position/building anywhere on the map.\nRequires a bound unit.
|
lst.unitcontrol = Kontroluje obecnie powiązaną jednostkę.
|
||||||
|
lst.unitradar = Lokalizuje jednostki wokół obecnie powiązanej jednostki.
|
||||||
|
lst.unitlocate = Lokalizuje specyficzny typ pozycji/budynku gdziekolwiek na mapie.\nWymaga powiązanej jednostki.
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Typ budynku/jednostki.\nnp. dla każdego rozdzielacza, zwróci [accent]@router[].\nNie jest łańcuchem znaków (string).
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Strzel w określoną pozycje.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Strzel w jednostkę/budynek z przewidywaną prędkością.
|
||||||
lenum.configure = Building configuration, e.g. sorter item.
|
lenum.configure = Konfiguracja budowania, np. sortowany przedmiot w sortowniku.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Sprawdza czy blok jest włączony.
|
||||||
|
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Kolor iluminatora.
|
||||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
laccess.controller = Kontroler jednostki. Jeśli jest kontrolowana przez procesor, zwraca procesor.\nJeśli we formacji, zwracja przywódcę.\nW innym wypadku zwraca samą jednostkę.
|
||||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
laccess.dead = Sprawdza czy jednostka/budynek jest zniszczony lub już nie istnieje.
|
||||||
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
|
laccess.controlled = Zwraca:\n[accent]@ctrlProcessor[] jeśli kontrolerem jednostki jest procesor\n[accent]@ctrlPlayer[] jeśli kontrolerem jednostki/budynku jest gracz\n[accent]@ctrlFormation[] jeśli jednostka jest w formacji\nW innym wypadku 0.
|
||||||
laccess.commanded = [red]Deprecated. Will be removed![]\nUse [accent]controlled[] instead.
|
laccess.commanded = [red]Przestarzałe. Zostanie usunięte![]\nZamiast tego użyj [accent]controlled[].
|
||||||
|
laccess.progress = Postęp akcji, od 0 do 1.\nZwraca produkcję, przeładowanie wieżyczki lub postęp konstrukcji.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Wypełnia wyświetlacz kolorem.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Ustawia kolor następnych operacji rysujących.
|
||||||
graphicstype.stroke = Set line width.
|
graphicstype.stroke = Ustawia grubość linii.
|
||||||
graphicstype.line = Draw line segment.
|
graphicstype.line = Rysuje segment linii.
|
||||||
graphicstype.rect = Fill a rectangle.
|
graphicstype.rect = Wypełnia prostokąt.
|
||||||
graphicstype.linerect = Draw a rectangle outline.
|
graphicstype.linerect = Rysuje obwód prostokąta.
|
||||||
graphicstype.poly = Fill a regular polygon.
|
graphicstype.poly = Wypełnia regularny wielokąt.
|
||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Rysuje obwód regularnego wielokąta.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Wypełnia trójkąt.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Rysuje ikonę jakiejś treści.\nnp. [accent]@router[] lub [accent]@dagger[].
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Zawsze prawda.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Dzielenie liczb całkowitych.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Dzielenie.\nZwraca [accent]null[] w trakcie dzielenia przez zero.
|
||||||
lenum.mod = Modulo.
|
lenum.mod = Modulo.
|
||||||
lenum.equal = Equal. Coerces types.\nNon-null objects compared with numbers become 1, otherwise 0.
|
lenum.equal = Równość. Wymusza typ.\nNiezerowe objekty połączone z liczbami stają się 1, w innym wypadku 0.
|
||||||
lenum.notequal = Not equal. Coerces types.
|
lenum.notequal = Nierówność. Wymusza typ.
|
||||||
lenum.strictequal = Strict equality. Does not coerce types.\nCan be used to check for [accent]null[].
|
lenum.strictequal = Ścisła równość. Nie wymusza typów.\nMoże być użyte do wykrycia [accent]null[].
|
||||||
lenum.shl = Bit-shift left.
|
lenum.shl = Przesunięcie bitowe w lewo.
|
||||||
lenum.shr = Bit-shift right.
|
lenum.shr = Przesunięcie bitowe w prawo.
|
||||||
lenum.or = Bitwise OR.
|
lenum.or = Bitowe OR (lub).
|
||||||
lenum.land = Logical AND.
|
lenum.land = Logiczne AND (i).
|
||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitowe AND (i).
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitowe NOT.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitowe XOR.
|
||||||
|
|
||||||
|
lenum.min = Minimum dwóch liczb.
|
||||||
|
lenum.max = Maksimum dwóch liczb.
|
||||||
|
lenum.angle = Kąt wektoru w stopniach.
|
||||||
|
lenum.len = Długość wektoru.
|
||||||
|
|
||||||
|
lenum.sin = Sinus, w stopniach.
|
||||||
|
lenum.cos = Cosinus, w stopniach.
|
||||||
|
lenum.tan = Tangens, w stopniach.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
|
||||||
lenum.max = Maximum of two numbers.
|
|
||||||
lenum.angle = Angle of vector in degrees.
|
|
||||||
lenum.len = Length of vector.
|
|
||||||
lenum.sin = Sine, in degrees.
|
|
||||||
lenum.cos = Cosine, in degrees.
|
|
||||||
lenum.tan = Tangent, in degrees.
|
|
||||||
#not a typo, look up 'range notation'
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Losowa liczba w przedziale [0, wartość).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Logarytm naturalny (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Logarytm o podstawie 10.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = Szum simplex 2D.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Wartość bezwzględna.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Pierwiastek kwadratowy.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Dowolna jednostka.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Sojusznicza jednostka.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Jednostka z bronią.
|
||||||
lenum.enemy = Enemy unit.
|
lenum.enemy = Przeciwnik.
|
||||||
lenum.boss = Guardian unit.
|
lenum.boss = Strażnik.
|
||||||
lenum.flying = Flying unit.
|
lenum.flying = Latająca jednostka.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Jednostka lądowa.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Jednostka kontrolowana przez gracza.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Depozyt rudy.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Uszkodzony sojuszniczy budynek.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Punkt zrzutu przeciwnika.\nMoże być rdzeniem lub pozycją.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Budynek ze specyficznej grupy.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Dowolny rdzeń.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Budynek przechowujący, np. Magazyn.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Budynki generujące prąd.
|
||||||
lenum.factory = Buildings that transform resources.
|
lenum.factory = Budynki przetwarzające surowce.
|
||||||
lenum.repair = Repair points.
|
lenum.repair = Punkty naprawy.
|
||||||
lenum.rally = Command center.
|
lenum.rally = Centrum dowodzenia.
|
||||||
lenum.battery = Any battery.
|
lenum.battery = Dowolna bateria.
|
||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Punkty uzupełniające.\nMa znaczenie tylko gdy [accent]"Unit Ammo"[] jest załączone.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Reaktor uderzeniowy/torowy.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Dowolna wieżyczka.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = Wykrywany budynek/jednostka.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Budynek wykrywający.\nZasięg czujnika jest limitowany przez zasięg budynku.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filtr wykrywanych jednostek.
|
||||||
radar.and = Additional filters.
|
radar.and = Dodatkowe filtry.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Kolejność sortowania. 0 aby odwrócić.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Wartość, według której będą sortowane wyniki.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Zmienna, do której zostanie przypisana jednostka wyjściowa.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filtr wykrywanych jednostek.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Dodatkowe filtry.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Kolejność sortowania. 0 aby odwrócić.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Wartość, według której będą sortowane wyniki.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Zmienna, do której zostanie przypisana jednostka wyjściowa.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Kontrolowany budynek.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Jednostka/budynek, w którą ma celować.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Strzelanie.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Lokalizowanie budynków przeciwnika.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Znalezienie obiektu.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Zmienna wyjściowa dla zlokalizowanego budynku.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Wyjściowy koordynat X.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Wyjściowy koordynat Y.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Grupa szukanych budynków.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Przestań się poruszać, jednak nadal buduj/wydobywaj.\nDomyślny stan.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Przestań poruszać się/kopać/budować.
|
||||||
lenum.move = Move to exact position.
|
lenum.move = Przemieść się do określonej pozycji.
|
||||||
lenum.approach = Approach a position with a radius.
|
lenum.approach = Podejdź do pozycji w promieniu.
|
||||||
lenum.pathfind = Pathfind to the enemy spawn.
|
lenum.pathfind = Odnajdź ścieżkę do punktu zrzutu przeciwników.
|
||||||
lenum.target = Shoot a position.
|
lenum.target = Strzel w określoną pozycje.
|
||||||
lenum.targetp = Shoot a target with velocity prediction.
|
lenum.targetp = Strzel w jednostkę/budynek z przewidywaną prędkością.
|
||||||
lenum.itemdrop = Drop an item.
|
lenum.itemdrop = Upuść przedmiot.
|
||||||
lenum.itemtake = Take an item from a building.
|
lenum.itemtake = Zabierz przedmiot z budynku.
|
||||||
lenum.paydrop = Drop current payload.
|
lenum.paydrop = Upuść obecny ładunek.
|
||||||
lenum.paytake = Pick up payload at current location.
|
lenum.paytake = Podnieś ładunek z obecnego miejsca.
|
||||||
lenum.flag = Numeric unit flag.
|
lenum.flag = Numeryczny znacznik jednostki.
|
||||||
lenum.mine = Mine at a position.
|
lenum.mine = Kop na danej pozycji.
|
||||||
lenum.build = Build a structure.
|
lenum.build = Buduj strukturę.
|
||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Pobierz budynek i typ z koordynatów.\nJednostka musi być w zasięgu pozycji.\nSolidne niebudynki będą miały typ [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Zacznij/zakończ boostować.
|
||||||
|
|||||||
@@ -1073,7 +1073,7 @@ block.parallax.name = Paralaxe
|
|||||||
block.cliff.name = Relevo
|
block.cliff.name = Relevo
|
||||||
block.sand-boulder.name = Pedregulho de areia
|
block.sand-boulder.name = Pedregulho de areia
|
||||||
block.grass.name = Grama
|
block.grass.name = Grama
|
||||||
block.slag.name = Escória
|
block.molten-slag.name = Escória
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Sal
|
block.salt.name = Sal
|
||||||
block.salt-wall.name = Parede de sal
|
block.salt-wall.name = Parede de sal
|
||||||
@@ -1104,8 +1104,8 @@ block.spawn.name = Área inimiga
|
|||||||
block.core-shard.name = Fragmento do núcleo
|
block.core-shard.name = Fragmento do núcleo
|
||||||
block.core-foundation.name = Fundação do núcleo
|
block.core-foundation.name = Fundação do núcleo
|
||||||
block.core-nucleus.name = Centro do núcleo
|
block.core-nucleus.name = Centro do núcleo
|
||||||
block.deepwater.name = Água profunda
|
block.deep-water.name = Água profunda
|
||||||
block.water.name = Água
|
block.shallow-water.name = Água
|
||||||
block.tainted-water.name = Água tinta
|
block.tainted-water.name = Água tinta
|
||||||
block.darksand-tainted-water.name = Água tinta sobre areia escura
|
block.darksand-tainted-water.name = Água tinta sobre areia escura
|
||||||
block.tar.name = Piche
|
block.tar.name = Piche
|
||||||
@@ -1114,7 +1114,7 @@ block.sand.name = Areia
|
|||||||
block.darksand.name = Areia escura
|
block.darksand.name = Areia escura
|
||||||
block.ice.name = Gelo
|
block.ice.name = Gelo
|
||||||
block.snow.name = Neve
|
block.snow.name = Neve
|
||||||
block.craters.name = Crateras
|
block.crater-stone.name = Crateras
|
||||||
block.sand-water.name = Água sobre areia
|
block.sand-water.name = Água sobre areia
|
||||||
block.darksand-water.name = Água sobre areia escura
|
block.darksand-water.name = Água sobre areia escura
|
||||||
block.char.name = Cinzas
|
block.char.name = Cinzas
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Pedregulho de areia
|
block.sand-boulder.name = Pedregulho de areia
|
||||||
block.grass.name = Grama
|
block.grass.name = Grama
|
||||||
block.slag.name = Slag
|
block.molten-slag.name = Slag
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Sal
|
block.salt.name = Sal
|
||||||
block.salt-wall.name = Salt Wall
|
block.salt-wall.name = Salt Wall
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Spawn dos inimigos
|
|||||||
block.core-shard.name = Fragmento do núcleo
|
block.core-shard.name = Fragmento do núcleo
|
||||||
block.core-foundation.name = Fundação do núcleo
|
block.core-foundation.name = Fundação do núcleo
|
||||||
block.core-nucleus.name = Núcleo do núcleo
|
block.core-nucleus.name = Núcleo do núcleo
|
||||||
block.deepwater.name = Água profunda
|
block.deep-water.name = Água profunda
|
||||||
block.water.name = Água
|
block.shallow-water.name = Água
|
||||||
block.tainted-water.name = Água contaminada
|
block.tainted-water.name = Água contaminada
|
||||||
block.darksand-tainted-water.name = Água contaminada sobre areia escura
|
block.darksand-tainted-water.name = Água contaminada sobre areia escura
|
||||||
block.tar.name = Piche
|
block.tar.name = Piche
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Areia
|
|||||||
block.darksand.name = Areia escura
|
block.darksand.name = Areia escura
|
||||||
block.ice.name = Gelo
|
block.ice.name = Gelo
|
||||||
block.snow.name = Neve
|
block.snow.name = Neve
|
||||||
block.craters.name = Crateras
|
block.crater-stone.name = Crateras
|
||||||
block.sand-water.name = Água sobre areia
|
block.sand-water.name = Água sobre areia
|
||||||
block.darksand-water.name = Água sobre areia escura
|
block.darksand-water.name = Água sobre areia escura
|
||||||
block.char.name = Char
|
block.char.name = Char
|
||||||
|
|||||||
@@ -100,6 +100,7 @@ joingame = Intră în Joc
|
|||||||
customgame = Personalizat
|
customgame = Personalizat
|
||||||
newgame = Joc Nou
|
newgame = Joc Nou
|
||||||
none.found = [lightgray]<nu s-a găsit nimic>
|
none.found = [lightgray]<nu s-a găsit nimic>
|
||||||
|
none.inmap = [lightgray]<niciunul pe hartă>
|
||||||
none = <nimic>
|
none = <nimic>
|
||||||
minimap = Minihartă
|
minimap = Minihartă
|
||||||
position = Poziție
|
position = Poziție
|
||||||
@@ -214,6 +215,7 @@ hosts.none = [lightgray]Nu s-au găsit jocuri locale!
|
|||||||
host.invalid = [scarlet]Nu s-a putut face conectarea la gazdă!
|
host.invalid = [scarlet]Nu s-a putut face conectarea la gazdă!
|
||||||
|
|
||||||
servers.local = Servere Locale
|
servers.local = Servere Locale
|
||||||
|
servers.local.steam = Jocuri Deschise & Servere Locale
|
||||||
servers.remote = Servere de la Distanță
|
servers.remote = Servere de la Distanță
|
||||||
servers.global = Servere ale Comunității
|
servers.global = Servere ale Comunității
|
||||||
|
|
||||||
@@ -265,7 +267,7 @@ server.invalidport = Număr de port invalid!
|
|||||||
server.error = [scarlet]Eroare la găzduirea serverului.
|
server.error = [scarlet]Eroare la găzduirea serverului.
|
||||||
save.new = Nouă Salvare
|
save.new = Nouă Salvare
|
||||||
save.overwrite = Sigur vrei să scrii peste \nacest slot de salvare?
|
save.overwrite = Sigur vrei să scrii peste \nacest slot de salvare?
|
||||||
overwrite = Scrie Peste
|
overwrite = Scrie peste
|
||||||
save.none = Nu s-au găsit salvări!
|
save.none = Nu s-au găsit salvări!
|
||||||
savefail = Salvarea jocului a eșuat!
|
savefail = Salvarea jocului a eșuat!
|
||||||
save.delete.confirm = Sigur vrei să ștergi această salvare?
|
save.delete.confirm = Sigur vrei să ștergi această salvare?
|
||||||
@@ -315,7 +317,7 @@ data.invalid = Aceste date de joc nu sunt valide.
|
|||||||
data.import.confirm = Importul de date externe va suprascrie[scarlet] toate[] datele tale de joc curente.\n[accent]Acest proces este ireversibil![]\n\nOdată ce datele sunt importate, jocul tău se va opri imediat.
|
data.import.confirm = Importul de date externe va suprascrie[scarlet] toate[] datele tale de joc curente.\n[accent]Acest proces este ireversibil![]\n\nOdată ce datele sunt importate, jocul tău se va opri imediat.
|
||||||
quit.confirm = Sigur vrei să abandonezi?
|
quit.confirm = Sigur vrei să abandonezi?
|
||||||
loading = [accent]Se încarcă...
|
loading = [accent]Se încarcă...
|
||||||
reloading = [accent]Se Reîncarcă Modurile...
|
downloading = [accent]Se descarcă...
|
||||||
saving = [accent]Se salvează...
|
saving = [accent]Se salvează...
|
||||||
respawn = [accent][[{0}][] ca să te refaci în nucleu
|
respawn = [accent][[{0}][] ca să te refaci în nucleu
|
||||||
cancelbuilding = [accent][[{0}][] pt a curăța planul
|
cancelbuilding = [accent][[{0}][] pt a curăța planul
|
||||||
@@ -343,9 +345,9 @@ custom = Personalizată
|
|||||||
builtin = Prestabilită
|
builtin = Prestabilită
|
||||||
map.delete.confirm = Ești sigur că vrei să ștergi această hartă? Acțiunea este ireversibilă!
|
map.delete.confirm = Ești sigur că vrei să ștergi această hartă? Acțiunea este ireversibilă!
|
||||||
map.random = [accent]Hartă Aleatorie
|
map.random = [accent]Hartă Aleatorie
|
||||||
map.nospawn = Harta asta nu are niciun nucleu în care vor apărea jucătorii! Adaugă un nucleu[accent] portocaliu[] acestei hărți în editor.
|
map.nospawn = Harta asta nu are niciun nucleu în care vor apărea jucătorii! Adaugă un nucleu [#{0}]{1}[] acestei hărți în editor.
|
||||||
map.nospawn.pvp = Această hartă nu are niciun nucleu inamic în care să apară jucătorii! Adaugă nuclee[scarlet] care nu sunt portocalii[] acestei hărți în editor.
|
map.nospawn.pvp = Această hartă nu are niciun nucleu inamic în care să apară jucătorii! Adaugă nuclee[scarlet] care nu sunt portocalii[] acestei hărți în editor.
|
||||||
map.nospawn.attack = Această hartă nu are niciun nucleu inamic pe care să îl atace jucătorii! Adaugă un nucleu[scarlet] roșu[] acestei hărți în editor.
|
map.nospawn.attack = Această hartă nu are niciun nucleu inamic pe care să îl atace jucătorii! Adaugă nuclee [#{0}]{1}[] acestei hărți în editor.
|
||||||
map.invalid = Eroare la încărcarea hărții: fișier corupt sau invalid.
|
map.invalid = Eroare la încărcarea hărții: fișier corupt sau invalid.
|
||||||
workshop.update = Fă Update la Item
|
workshop.update = Fă Update la Item
|
||||||
workshop.error = Eroare la preluarea detaliilor din Workshop: {0}
|
workshop.error = Eroare la preluarea detaliilor din Workshop: {0}
|
||||||
@@ -537,6 +539,7 @@ configure = Configurează Încărcarea
|
|||||||
loadout = Încărcare
|
loadout = Încărcare
|
||||||
resources = Resurse
|
resources = Resurse
|
||||||
bannedblocks = Blocuri Interzise
|
bannedblocks = Blocuri Interzise
|
||||||
|
bannedunits = Unități Interzise
|
||||||
addall = Adaugă-le pe toate
|
addall = Adaugă-le pe toate
|
||||||
launch.from = Lansează Din: [accent]{0}
|
launch.from = Lansează Din: [accent]{0}
|
||||||
launch.destination = Destinație: {0}
|
launch.destination = Destinație: {0}
|
||||||
@@ -561,10 +564,13 @@ weather.sandstorm.name = Furtună de nisip
|
|||||||
weather.sporestorm.name = Furtună de spori
|
weather.sporestorm.name = Furtună de spori
|
||||||
weather.fog.name = Ceață
|
weather.fog.name = Ceață
|
||||||
|
|
||||||
|
sectorlist = Sectoare
|
||||||
|
sectorlist.attacked = {0} sunt atacate
|
||||||
sectors.unexplored = [lightgray]Neexplorat
|
sectors.unexplored = [lightgray]Neexplorat
|
||||||
sectors.resources = Resurse:
|
sectors.resources = Resurse:
|
||||||
sectors.production = Producție:
|
sectors.production = Producție:
|
||||||
sectors.export = Export:
|
sectors.export = Exportă:
|
||||||
|
sectors.import = Importă:
|
||||||
sectors.time = Timp:
|
sectors.time = Timp:
|
||||||
sectors.threat = Amenințare:
|
sectors.threat = Amenințare:
|
||||||
sectors.wave = Valul:
|
sectors.wave = Valul:
|
||||||
@@ -643,7 +649,7 @@ status.electrified.name = Electrificat
|
|||||||
status.spore-slowed.name = Încetinit de Spori
|
status.spore-slowed.name = Încetinit de Spori
|
||||||
status.tarred.name = Păcurit
|
status.tarred.name = Păcurit
|
||||||
status.overclock.name = Suprasolicitat
|
status.overclock.name = Suprasolicitat
|
||||||
status.shocked.name = Șoc
|
status.shocked.name = Electrocutat
|
||||||
status.blasted.name = Explozie
|
status.blasted.name = Explozie
|
||||||
status.unmoving.name = Nemișcat
|
status.unmoving.name = Nemișcat
|
||||||
|
|
||||||
@@ -724,7 +730,7 @@ stat.maxconsecutive = Maxim Consecutive
|
|||||||
stat.buildcost = Cost Construcție
|
stat.buildcost = Cost Construcție
|
||||||
stat.inaccuracy = Inacuratețe
|
stat.inaccuracy = Inacuratețe
|
||||||
stat.shots = Lovituri
|
stat.shots = Lovituri
|
||||||
stat.reload = Lovituri/Secundă
|
stat.reload = Rata de Tragere
|
||||||
stat.ammo = Muniție
|
stat.ammo = Muniție
|
||||||
stat.shieldhealth = Viață Scut
|
stat.shieldhealth = Viață Scut
|
||||||
stat.cooldowntime = Timp de Reîncărcare
|
stat.cooldowntime = Timp de Reîncărcare
|
||||||
@@ -793,7 +799,7 @@ bullet.damage = [stat]{0}[lightgray] forță
|
|||||||
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
|
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
|
||||||
bullet.incendiary = [stat]incendiar
|
bullet.incendiary = [stat]incendiar
|
||||||
bullet.homing = [stat]cu radar
|
bullet.homing = [stat]cu radar
|
||||||
bullet.frag = [stat]se sparge
|
bullet.frags = [stat]{0}[lightgray]x fragmente:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
||||||
bullet.knockback = [stat]{0}[lightgray] împingere
|
bullet.knockback = [stat]{0}[lightgray] împingere
|
||||||
@@ -806,6 +812,7 @@ bullet.reload = [stat]{0}[lightgray]x lovituri
|
|||||||
unit.blocks = blocuri
|
unit.blocks = blocuri
|
||||||
unit.blockssquared = blocuri²
|
unit.blockssquared = blocuri²
|
||||||
unit.powersecond = electricitate/secundă
|
unit.powersecond = electricitate/secundă
|
||||||
|
unit.tilessecond = pătrate/secundă
|
||||||
unit.liquidsecond = unități lichid/secundă
|
unit.liquidsecond = unități lichid/secundă
|
||||||
unit.itemssecond = materiale/secundă
|
unit.itemssecond = materiale/secundă
|
||||||
unit.liquidunits = unități lichid
|
unit.liquidunits = unități lichid
|
||||||
@@ -821,7 +828,7 @@ unit.shieldhealth = viață scut
|
|||||||
unit.items = materiale
|
unit.items = materiale
|
||||||
unit.thousands = mii
|
unit.thousands = mii
|
||||||
unit.millions = mil
|
unit.millions = mil
|
||||||
unit.billions = b
|
unit.billions = mld
|
||||||
unit.pershot = /lovitură
|
unit.pershot = /lovitură
|
||||||
category.purpose = Utilizare
|
category.purpose = Utilizare
|
||||||
category.general = General
|
category.general = General
|
||||||
@@ -831,20 +838,19 @@ category.items = Materiale
|
|||||||
category.crafting = Necesită/Produce
|
category.crafting = Necesită/Produce
|
||||||
category.function = Funcționare
|
category.function = Funcționare
|
||||||
category.optional = Îmbunătățiri opționale
|
category.optional = Îmbunătățiri opționale
|
||||||
|
setting.skipcoreanimation.name = Sari peste Animația de Lansare/Aterizare a Nucleului
|
||||||
setting.landscape.name = Blochează Mod Peisaj
|
setting.landscape.name = Blochează Mod Peisaj
|
||||||
setting.shadows.name = Umbre
|
setting.shadows.name = Umbre
|
||||||
setting.blockreplace.name = Sugestii Plasare Automats
|
setting.blockreplace.name = Sugestii Plasare Automats
|
||||||
setting.linear.name = Filtrare Liniară
|
setting.linear.name = Filtrare Liniară
|
||||||
setting.hints.name = Indicii
|
setting.hints.name = Indicii
|
||||||
setting.logichints.name = Indicii Procesoare Logice
|
setting.logichints.name = Indicii Procesoare Logice
|
||||||
setting.flow.name = Afișează Rata de Curgere a lichidelor
|
|
||||||
setting.buildautopause.name = Autopauză de la Construit
|
setting.buildautopause.name = Autopauză de la Construit
|
||||||
setting.backgroundpause.name = Pune Pauză în Fundal
|
setting.backgroundpause.name = Pune Pauză în Fundal
|
||||||
setting.doubletapmine.name = Dublu-Click pt a Mina
|
setting.doubletapmine.name = Dublu-Click pt a Mina
|
||||||
setting.modcrashdisable.name = Dezactivează Modurile în Cazul unui Crash la Pornire
|
setting.modcrashdisable.name = Dezactivează Modurile în Cazul unui Crash la Pornire
|
||||||
setting.animatedwater.name = Suprafețe Animate
|
setting.animatedwater.name = Suprafețe Animate
|
||||||
setting.animatedshields.name = Scuturi Animate
|
setting.animatedshields.name = Scuturi Animate
|
||||||
setting.antialias.name = Antialiasing[lightgray] (necesită repornire)[]
|
|
||||||
setting.playerindicators.name = Indicatori Jucător
|
setting.playerindicators.name = Indicatori Jucător
|
||||||
setting.indicators.name = Indicatori Inamic
|
setting.indicators.name = Indicatori Inamic
|
||||||
setting.autotarget.name = Auto-Țintire
|
setting.autotarget.name = Auto-Țintire
|
||||||
@@ -853,7 +859,8 @@ setting.touchscreen.name = Controale Touchscreen
|
|||||||
setting.fpscap.name = FPS Maxim
|
setting.fpscap.name = FPS Maxim
|
||||||
setting.fpscap.none = Niciuna
|
setting.fpscap.none = Niciuna
|
||||||
setting.fpscap.text = FPS (0)
|
setting.fpscap.text = FPS (0)
|
||||||
setting.uiscale.name = Scară Interfață [lightgray] (repornirea necesară)[]
|
setting.uiscale.name = Scară Interfață
|
||||||
|
setting.uiscale.description = Repornire necesară pt a aplica schimbările.
|
||||||
setting.swapdiagonal.name = Plasează Mereu Diagonal
|
setting.swapdiagonal.name = Plasează Mereu Diagonal
|
||||||
setting.difficulty.training = Antrenament
|
setting.difficulty.training = Antrenament
|
||||||
setting.difficulty.easy = Ușor
|
setting.difficulty.easy = Ușor
|
||||||
@@ -871,7 +878,9 @@ setting.saveinterval.name = Interval de Salvare
|
|||||||
setting.seconds = {0} secunde
|
setting.seconds = {0} secunde
|
||||||
setting.milliseconds = {0} millisecunde
|
setting.milliseconds = {0} millisecunde
|
||||||
setting.fullscreen.name = Ecran Complet
|
setting.fullscreen.name = Ecran Complet
|
||||||
setting.borderlesswindow.name = Fereastră Fără Margine[lightgray] (repornirea poate fi necesară)
|
setting.borderlesswindow.name = Fereastră Fără Margine
|
||||||
|
setting.borderlesswindow.name.windows = Ecran Complet Fără Margine
|
||||||
|
setting.borderlesswindow.description = Repornirea poate fi necesară pt a aplica schimbările.
|
||||||
setting.fps.name = Vezi FPS & Ping
|
setting.fps.name = Vezi FPS & Ping
|
||||||
setting.smoothcamera.name = Cameră Graduală
|
setting.smoothcamera.name = Cameră Graduală
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
@@ -957,7 +966,7 @@ keybind.shoot.name = Trage
|
|||||||
keybind.zoom.name = Zoom
|
keybind.zoom.name = Zoom
|
||||||
keybind.menu.name = Meniu
|
keybind.menu.name = Meniu
|
||||||
keybind.pause.name = Pauză
|
keybind.pause.name = Pauză
|
||||||
keybind.pause_building.name = Pauză/Reia Construit
|
keybind.pause_building.name = Pauză/Reia Construcție
|
||||||
keybind.minimap.name = Minihartă
|
keybind.minimap.name = Minihartă
|
||||||
keybind.planet_map.name = Harta Planetei
|
keybind.planet_map.name = Harta Planetei
|
||||||
keybind.research.name = Cercetare
|
keybind.research.name = Cercetare
|
||||||
@@ -983,7 +992,7 @@ mode.editor.name = Editor
|
|||||||
mode.pvp.name = PvP
|
mode.pvp.name = PvP
|
||||||
mode.pvp.description = Luptă împotriva altor jucători local.\n[gray]E nevoie de 2 nuclee colorate diferit pe hartă pt a juca.
|
mode.pvp.description = Luptă împotriva altor jucători local.\n[gray]E nevoie de 2 nuclee colorate diferit pe hartă pt a juca.
|
||||||
mode.attack.name = Atac
|
mode.attack.name = Atac
|
||||||
mode.attack.description = Distruge baza inamicului. \n[gray]E nevoie de un nucleu roșu pe hartă pt a juca.
|
mode.attack.description = Distruge baza inamicului. \n[gray]E nevoie de un nucleu Agresor (roșu) pe hartă pt a juca.
|
||||||
mode.custom = Reguli Personalizate
|
mode.custom = Reguli Personalizate
|
||||||
|
|
||||||
rules.infiniteresources = Resurse Infinite
|
rules.infiniteresources = Resurse Infinite
|
||||||
@@ -994,6 +1003,8 @@ rules.wavetimer = Valuri pe Timp
|
|||||||
rules.waves = Valuri
|
rules.waves = Valuri
|
||||||
rules.attack = Modul Atac
|
rules.attack = Modul Atac
|
||||||
rules.buildai = AI-ul Construiește
|
rules.buildai = AI-ul Construiește
|
||||||
|
rules.aitier = Nivel AI
|
||||||
|
rules.cleanupdeadteams = Îndepărtează Clădirile Echipelor Învinse (PvP)
|
||||||
rules.corecapture = Capturează Nucleele Distruse
|
rules.corecapture = Capturează Nucleele Distruse
|
||||||
rules.enemyCheat = Resurse infinite pt AI (echipa roșie)
|
rules.enemyCheat = Resurse infinite pt AI (echipa roșie)
|
||||||
rules.blockhealthmultiplier = Multiplicatorul Vieții Blocurilor
|
rules.blockhealthmultiplier = Multiplicatorul Vieții Blocurilor
|
||||||
@@ -1012,12 +1023,15 @@ rules.deconstructrefundmultiplier = Multiplicatorul Recompensei la Deconstrucți
|
|||||||
rules.waitForWaveToEnd = Valurile Așteaptă Inamicii
|
rules.waitForWaveToEnd = Valurile Așteaptă Inamicii
|
||||||
rules.dropzoneradius = Raza Zonei de Lansare:[lightgray] (pătrate)
|
rules.dropzoneradius = Raza Zonei de Lansare:[lightgray] (pătrate)
|
||||||
rules.unitammo = Unitățile Necesită Muniție
|
rules.unitammo = Unitățile Necesită Muniție
|
||||||
|
rules.enemyteam = Echipa Inamică
|
||||||
|
rules.playerteam = Echipa Jucătorului
|
||||||
rules.title.waves = Valuri
|
rules.title.waves = Valuri
|
||||||
rules.title.resourcesbuilding = Resurse și Construit
|
rules.title.resourcesbuilding = Resurse și Construcție
|
||||||
rules.title.enemy = Inamici
|
rules.title.enemy = Inamici
|
||||||
rules.title.unit = Unități
|
rules.title.unit = Unități
|
||||||
rules.title.experimental = Experimental
|
rules.title.experimental = Experimental
|
||||||
rules.title.environment = Mediu
|
rules.title.environment = Mediu
|
||||||
|
rules.title.teams = Echipe
|
||||||
rules.lighting = Luminozitate Ambientală
|
rules.lighting = Luminozitate Ambientală
|
||||||
rules.enemyLights = Inamicii Luminează
|
rules.enemyLights = Inamicii Luminează
|
||||||
rules.fire = Foc
|
rules.fire = Foc
|
||||||
@@ -1096,13 +1110,12 @@ unit.reign.name = Reign
|
|||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
block.resupply-point.name = Punct de Realimentare
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Deal
|
block.cliff.name = Deal
|
||||||
block.sand-boulder.name = Bolovan de Nisip
|
block.sand-boulder.name = Bolovan de Nisip
|
||||||
block.grass.name = Iarbă
|
block.grass.name = Iarbă
|
||||||
block.basalt-boulder.name = Bolovan de Bazalt
|
block.basalt-boulder.name = Bolovan de Bazalt
|
||||||
block.slag.name = Zgură
|
block.molten-slag.name = Zgură
|
||||||
block.space.name = Cosmos
|
block.space.name = Cosmos
|
||||||
block.salt.name = Sare
|
block.salt.name = Sare
|
||||||
block.salt-wall.name = Perete de Sare
|
block.salt-wall.name = Perete de Sare
|
||||||
@@ -1129,12 +1142,12 @@ block.kiln.name = Cuptor
|
|||||||
block.graphite-press.name = Presă de Grafit
|
block.graphite-press.name = Presă de Grafit
|
||||||
block.multi-press.name = Multi-Presă
|
block.multi-press.name = Multi-Presă
|
||||||
block.constructing = {0} [lightgray](În Construcție)
|
block.constructing = {0} [lightgray](În Construcție)
|
||||||
block.spawn.name = Punctul de Lansare Inamic
|
block.spawn.name = Punct Inamic de Lansare
|
||||||
block.core-shard.name = Nucleu: Shard
|
block.core-shard.name = Nucleu: Shard
|
||||||
block.core-foundation.name = Nucleu: Foundation
|
block.core-foundation.name = Nucleu: Foundation
|
||||||
block.core-nucleus.name = Nucleu: Core
|
block.core-nucleus.name = Nucleu: Core
|
||||||
block.deepwater.name = Apă Adâncă
|
block.deep-water.name = Apă Adâncă
|
||||||
block.water.name = Apă
|
block.shallow-water.name = Apă
|
||||||
block.tainted-water.name = Apă Tulbure
|
block.tainted-water.name = Apă Tulbure
|
||||||
block.darksand-tainted-water.name = Apă Tulbure cu Nisip Negru
|
block.darksand-tainted-water.name = Apă Tulbure cu Nisip Negru
|
||||||
block.tar.name = Păcură
|
block.tar.name = Păcură
|
||||||
@@ -1143,7 +1156,7 @@ block.sand.name = Nisip
|
|||||||
block.darksand.name = Nisip Negru
|
block.darksand.name = Nisip Negru
|
||||||
block.ice.name = Gheață
|
block.ice.name = Gheață
|
||||||
block.snow.name = Zăpadă
|
block.snow.name = Zăpadă
|
||||||
block.craters.name = Cratere
|
block.crater-stone.name = Cratere
|
||||||
block.sand-water.name = Apă cu Nisip
|
block.sand-water.name = Apă cu Nisip
|
||||||
block.darksand-water.name = Apă cu Nisip Negru
|
block.darksand-water.name = Apă cu Nisip Negru
|
||||||
block.char.name = Turbă
|
block.char.name = Turbă
|
||||||
@@ -1278,7 +1291,7 @@ block.surge-wall.name = Perete de Aliaj
|
|||||||
block.surge-wall-large.name = Perete Mare de Aliaj
|
block.surge-wall-large.name = Perete Mare de Aliaj
|
||||||
block.cyclone.name = Ciclon
|
block.cyclone.name = Ciclon
|
||||||
block.fuse.name = Fuse
|
block.fuse.name = Fuse
|
||||||
block.shock-mine.name = Mină cu Șocuri
|
block.shock-mine.name = Mină cu Electroșocuri
|
||||||
block.overdrive-projector.name = Proiector de Suprasolicitare
|
block.overdrive-projector.name = Proiector de Suprasolicitare
|
||||||
block.force-projector.name = Proiector de Forță
|
block.force-projector.name = Proiector de Forță
|
||||||
block.arc.name = Arc
|
block.arc.name = Arc
|
||||||
@@ -1288,7 +1301,6 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Container
|
block.container.name = Container
|
||||||
block.launch-pad.name = Platformă de Lansare
|
block.launch-pad.name = Platformă de Lansare
|
||||||
block.launch-pad-large.name = Platformă de Lansare Mare
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.command-center.name = Centru de Comandă
|
block.command-center.name = Centru de Comandă
|
||||||
block.ground-factory.name = Fabrică Unități Artilerie
|
block.ground-factory.name = Fabrică Unități Artilerie
|
||||||
@@ -1324,12 +1336,12 @@ block.large-logic-display.name = Monitor Logic Mare
|
|||||||
block.memory-cell.name = Celulă de Memorie
|
block.memory-cell.name = Celulă de Memorie
|
||||||
block.memory-bank.name = Bancă de Memorie
|
block.memory-bank.name = Bancă de Memorie
|
||||||
|
|
||||||
team.blue.name = albastră
|
team.blue.name = Albastru
|
||||||
team.crux.name = roșie
|
team.crux.name = Agresor
|
||||||
team.sharded.name = portocalie
|
team.sharded.name = Portocaliu
|
||||||
team.derelict.name = abandonată
|
team.derelict.name = Abandonat
|
||||||
team.green.name = verde
|
team.green.name = Verde
|
||||||
team.purple.name = mov
|
team.purple.name = Mov
|
||||||
|
|
||||||
hint.skip = Treci peste
|
hint.skip = Treci peste
|
||||||
hint.desktopMove = Folosește [accent][[WASD][] ca să te miști.
|
hint.desktopMove = Folosește [accent][[WASD][] ca să te miști.
|
||||||
@@ -1348,6 +1360,7 @@ hint.placeTurret = Construiește \uf861 [accent]Arme[] pt a-ți apăra baza de i
|
|||||||
hint.breaking = Ține apăsat [accent]click-dreapta[] și trage pe ecran pt a distruge blocuri.
|
hint.breaking = Ține apăsat [accent]click-dreapta[] și trage pe ecran pt a distruge blocuri.
|
||||||
hint.breaking.mobile = Activează \ue817 [accent]ciocanul[] din dreapta-jos și dă click pt a distruge blocuri.\n\nȚine apăsat cu degetul pt o secundă și trage pt a distruge mai multe blocuri deodată.
|
hint.breaking.mobile = Activează \ue817 [accent]ciocanul[] din dreapta-jos și dă click pt a distruge blocuri.\n\nȚine apăsat cu degetul pt o secundă și trage pt a distruge mai multe blocuri deodată.
|
||||||
hint.blockInfo = Poți vedea informații despre un bloc selectându-l în [accent]meniul de construcție[] și dând click pe butonul [accent][[?][] din dreapta.
|
hint.blockInfo = Poți vedea informații despre un bloc selectându-l în [accent]meniul de construcție[] și dând click pe butonul [accent][[?][] din dreapta.
|
||||||
|
hint.derelict = [accent]Structurile abandonate[] sunt rămășițe stricate ale bazelor vechi care nu mai funcționează.\n\nAceste structuri pot fi [accent]deconstruite[] pt resurse.
|
||||||
hint.research = Folosește butonul \ue875 [accent]Cercetează[] pt a cerceta noi tehnologii.
|
hint.research = Folosește butonul \ue875 [accent]Cercetează[] pt a cerceta noi tehnologii.
|
||||||
hint.research.mobile = Folosește butonul \ue875 [accent]Cercetează[] din \ue88c [accent]Meniu[] pt a cerceta noi tehnologii.
|
hint.research.mobile = Folosește butonul \ue875 [accent]Cercetează[] din \ue88c [accent]Meniu[] pt a cerceta noi tehnologii.
|
||||||
hint.unitControl = Ține apăsat [accent][[Ctrl][] și [accent]dă click[] pt a controla unități aliate sau arme.
|
hint.unitControl = Ține apăsat [accent][[Ctrl][] și [accent]dă click[] pt a controla unități aliate sau arme.
|
||||||
@@ -1395,11 +1408,11 @@ item.blast-compound.description = Folosit în bombe și muniție explozibilă.
|
|||||||
item.pyratite.description = Folosită în armele incendiare și generatoarele pe bază de procese de combustie.
|
item.pyratite.description = Folosită în armele incendiare și generatoarele pe bază de procese de combustie.
|
||||||
|
|
||||||
liquid.water.description = Folosită pt răcirea mașinăriilor și procesarea deșeurilor.
|
liquid.water.description = Folosită pt răcirea mașinăriilor și procesarea deșeurilor.
|
||||||
liquid.slag.description = Rafinată în separatoare înapoi în materialele constituente, sau pulverizată înspre unitățile inamice ca armă.
|
liquid.slag.description = Rafinată înapoi în materialele constituente cu ajutorul separatoarelor sau pulverizată înspre unitățile inamice ca armă.
|
||||||
liquid.oil.description = Folosit în producerea avansată de materiale și ca muniție incendiară.
|
liquid.oil.description = Folosit în producerea avansată de materiale și ca muniție incendiară.
|
||||||
liquid.cryofluid.description = Folosit ca răcitor în reactoare, arme și fabrici.
|
liquid.cryofluid.description = Folosit ca răcitor în reactoare, arme și fabrici.
|
||||||
|
|
||||||
block.resupply-point.description = Realimentează unitățile din apropiere cu muniție de cupru. Nu este compatibil cu unitățile care se încarcă din baterii.
|
block.derelict = [lightgray]Structură Abandonată
|
||||||
block.armored-conveyor.description = Transportă materialele înainte. Nu acceptă materiale de pe lateral decât de la alte benzi.
|
block.armored-conveyor.description = Transportă materialele înainte. Nu acceptă materiale de pe lateral decât de la alte benzi.
|
||||||
block.illuminator.description = Emite lumină.
|
block.illuminator.description = Emite lumină.
|
||||||
block.message.description = Păstrează un mesaj. Folosit pt comunicarea dintre aliați.
|
block.message.description = Păstrează un mesaj. Folosit pt comunicarea dintre aliați.
|
||||||
@@ -1457,7 +1470,7 @@ block.router.details = Un rău necesar. Nu folosi niciodată pt a introduce mate
|
|||||||
block.distributor.description = Distribuie materialele primite în alte 7 direcții în mod egal.
|
block.distributor.description = Distribuie materialele primite în alte 7 direcții în mod egal.
|
||||||
block.overflow-gate.description = Transportă materialele doar la stânga și dreapta dacă drumul din față este blocat.
|
block.overflow-gate.description = Transportă materialele doar la stânga și dreapta dacă drumul din față este blocat.
|
||||||
block.underflow-gate.description = Opusul porții de revărsare. Transportă materialele în față dacă benzile din stânga și dreapta sunt blocate.
|
block.underflow-gate.description = Opusul porții de revărsare. Transportă materialele în față dacă benzile din stânga și dreapta sunt blocate.
|
||||||
block.mass-driver.description = Dispozitiv folosit pt transportul materialelor pe distanțe mari. Adună mai multe materiale și apoi le lansează până la un alt distributor în masă pe o rază mare.
|
block.mass-driver.description = Structură de transport al materialelor pe distanțe mari. Adună mai multe materiale și apoi le lansează către un alt distributor în masă.
|
||||||
block.mechanical-pump.description = Pompează lichide din mediul înconjurător. Nu necesită electricitate.
|
block.mechanical-pump.description = Pompează lichide din mediul înconjurător. Nu necesită electricitate.
|
||||||
block.rotary-pump.description = Pompează lichide din mediul înconjurător. Necesită electricitate.
|
block.rotary-pump.description = Pompează lichide din mediul înconjurător. Necesită electricitate.
|
||||||
block.thermal-pump.description = Pompează lichide din mediul înconjurător.
|
block.thermal-pump.description = Pompează lichide din mediul înconjurător.
|
||||||
@@ -1543,6 +1556,8 @@ block.memory-bank.description = Stochează informație pt un procesor. Capacitat
|
|||||||
block.logic-display.description = Afișează grafica transmisă de un procesor logic.
|
block.logic-display.description = Afișează grafica transmisă de un procesor logic.
|
||||||
block.large-logic-display.description = Afișează grafica transmisă de un procesor logic.
|
block.large-logic-display.description = Afișează grafica transmisă de un procesor logic.
|
||||||
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
|
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
|
||||||
|
block.repair-turret.description = Repară încontinuu cea mai deteriorată unitate din vecinătate. Poate accepta răcitor.
|
||||||
|
block.payload-propulsion-tower.description = Structură de transport al încărcăturii pe distanțe mari. Lansează încărcătura către un alt turn propulsor conectat.
|
||||||
|
|
||||||
unit.dagger.description = Trage cu gloanțe standard către toți inamicii din apropiere.
|
unit.dagger.description = Trage cu gloanțe standard către toți inamicii din apropiere.
|
||||||
unit.mace.description = Trage cu jeturi de flacără aprinsă către toți inamicii din apropiere.
|
unit.mace.description = Trage cu jeturi de flacără aprinsă către toți inamicii din apropiere.
|
||||||
@@ -1577,6 +1592,11 @@ unit.omura.description = Trage cu un railgun cu gloanțe care penetrează scutur
|
|||||||
unit.alpha.description = Apără nucleul Shard de inamici. Construiește structuri.
|
unit.alpha.description = Apără nucleul Shard de inamici. Construiește structuri.
|
||||||
unit.beta.description = Apără nucleul Foundation de inamici. Construiește structuri.
|
unit.beta.description = Apără nucleul Foundation de inamici. Construiește structuri.
|
||||||
unit.gamma.description = Apără nucleul Core de inamici. Construiește structuri.
|
unit.gamma.description = Apără nucleul Core de inamici. Construiește structuri.
|
||||||
|
unit.retusa.description = Plasează mine de proximitate. Repară unitățile aliate.
|
||||||
|
unit.oxynoe.description = Trage cu jeturi de flacără către inamicii din apropiere, reparând structurile aliate. Țintește proiectilele inamice din apropiere cu o armă care le deteriorează și distruge.
|
||||||
|
unit.cyerce.description = Trage cu bombe cu dispersie echipate cu radar către inamici. Repară unitățile aliate.
|
||||||
|
unit.aegires.description = Electrocutează toate unitățile și structurile inamice care intră în câmpul său de energie. Repară toți aliații.
|
||||||
|
unit.navanax.description = Trage cu proiectile EMP explozive, lovind rețelele electrice inamice cu o forță semnificativă și reparând structurile aliate. Topește inamicii din apropiere cu cele 4 arme autonome cu laser.
|
||||||
|
|
||||||
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
||||||
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
||||||
@@ -1591,6 +1611,8 @@ lst.sensor = Obține date de la o clădire sau unitate.
|
|||||||
lst.set = Setează o variabilă.
|
lst.set = Setează o variabilă.
|
||||||
lst.operation = Efectuează o operație pe 1-2 variabile.
|
lst.operation = Efectuează o operație pe 1-2 variabile.
|
||||||
lst.end = Sari la începutul listei de instrucțiuni.
|
lst.end = Sari la începutul listei de instrucțiuni.
|
||||||
|
lst.wait = Așteaptă un anumit număr de secunde.
|
||||||
|
lst.lookup = Caută un tip de material/lichid/unitate/bloc după ID.\nNumărul total din fiecare tip poate fi accesat cu:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Dacă condiția este adevărată, mergi la o altă instrucțiune.
|
lst.jump = Dacă condiția este adevărată, mergi la o altă instrucțiune.
|
||||||
lst.unitbind = Controlează următoarea unitate de tipul selectat și reține-o în [accent]@unit[].
|
lst.unitbind = Controlează următoarea unitate de tipul selectat și reține-o în [accent]@unit[].
|
||||||
lst.unitcontrol = Controlează unitatea controlată de procesor.
|
lst.unitcontrol = Controlează unitatea controlată de procesor.
|
||||||
|
|||||||
@@ -806,6 +806,7 @@ bullet.reload = [stat]{0}[lightgray]x скорость стрельбы
|
|||||||
unit.blocks = блоков
|
unit.blocks = блоков
|
||||||
unit.blockssquared = блоков²
|
unit.blockssquared = блоков²
|
||||||
unit.powersecond = единиц энергии/секунду
|
unit.powersecond = единиц энергии/секунду
|
||||||
|
unit.tilessecond = плиток/секунду
|
||||||
unit.liquidsecond = жидкостных единиц/секунду
|
unit.liquidsecond = жидкостных единиц/секунду
|
||||||
unit.itemssecond = предметов/секунду
|
unit.itemssecond = предметов/секунду
|
||||||
unit.liquidunits = жидкостных единиц
|
unit.liquidunits = жидкостных единиц
|
||||||
@@ -844,7 +845,6 @@ setting.doubletapmine.name = Добыча руды двойным нажатие
|
|||||||
setting.modcrashdisable.name = Отключение модификаций после вылета при запуске
|
setting.modcrashdisable.name = Отключение модификаций после вылета при запуске
|
||||||
setting.animatedwater.name = Анимированные поверхности
|
setting.animatedwater.name = Анимированные поверхности
|
||||||
setting.animatedshields.name = Анимированные щиты
|
setting.animatedshields.name = Анимированные щиты
|
||||||
setting.antialias.name = Сглаживание[lightgray] (требует перезапуска)[]
|
|
||||||
setting.playerindicators.name = Индикаторы направления игроков
|
setting.playerindicators.name = Индикаторы направления игроков
|
||||||
setting.indicators.name = Индикаторы направления врагов
|
setting.indicators.name = Индикаторы направления врагов
|
||||||
setting.autotarget.name = Автозахват цели
|
setting.autotarget.name = Автозахват цели
|
||||||
@@ -853,7 +853,7 @@ setting.touchscreen.name = Сенсорное управление
|
|||||||
setting.fpscap.name = Максимальный FPS
|
setting.fpscap.name = Максимальный FPS
|
||||||
setting.fpscap.none = Неограниченный
|
setting.fpscap.none = Неограниченный
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = Масштаб пользовательского интерфейса[lightgray] (необходим перезапуск)[]
|
setting.uiscale.name = Масштаб пользовательского интерфейса
|
||||||
setting.swapdiagonal.name = Всегда диагональное размещение
|
setting.swapdiagonal.name = Всегда диагональное размещение
|
||||||
setting.difficulty.training = Обучение
|
setting.difficulty.training = Обучение
|
||||||
setting.difficulty.easy = Лёгкая
|
setting.difficulty.easy = Лёгкая
|
||||||
@@ -871,7 +871,7 @@ setting.saveinterval.name = Интервал сохранения
|
|||||||
setting.seconds = {0} секунд
|
setting.seconds = {0} секунд
|
||||||
setting.milliseconds = {0} миллисекунд
|
setting.milliseconds = {0} миллисекунд
|
||||||
setting.fullscreen.name = Полноэкранный режим
|
setting.fullscreen.name = Полноэкранный режим
|
||||||
setting.borderlesswindow.name = Безрамочное окно[lightgray] (может потребоваться перезапуск)
|
setting.borderlesswindow.name = Безрамочное окно
|
||||||
setting.fps.name = Показывать FPS и пинг
|
setting.fps.name = Показывать FPS и пинг
|
||||||
setting.smoothcamera.name = Плавная камера
|
setting.smoothcamera.name = Плавная камера
|
||||||
setting.vsync.name = Вертикальная синхронизация
|
setting.vsync.name = Вертикальная синхронизация
|
||||||
@@ -1102,7 +1102,7 @@ block.cliff.name = Скала
|
|||||||
block.sand-boulder.name = Песчаный валун
|
block.sand-boulder.name = Песчаный валун
|
||||||
block.basalt-boulder.name = Базальтовый валун
|
block.basalt-boulder.name = Базальтовый валун
|
||||||
block.grass.name = Трава
|
block.grass.name = Трава
|
||||||
block.slag.name = Шлак
|
block.molten-slag.name = Шлак
|
||||||
block.space.name = Космос
|
block.space.name = Космос
|
||||||
block.salt.name = Соль
|
block.salt.name = Соль
|
||||||
block.salt-wall.name = Соляная стена
|
block.salt-wall.name = Соляная стена
|
||||||
@@ -1133,8 +1133,8 @@ block.spawn.name = Точка появления врагов
|
|||||||
block.core-shard.name = Ядро: «Осколок»
|
block.core-shard.name = Ядро: «Осколок»
|
||||||
block.core-foundation.name = Ядро: «Штаб»
|
block.core-foundation.name = Ядро: «Штаб»
|
||||||
block.core-nucleus.name = Ядро: «Атом»
|
block.core-nucleus.name = Ядро: «Атом»
|
||||||
block.deepwater.name = Глубоководье
|
block.deep-water.name = Глубоководье
|
||||||
block.water.name = Вода
|
block.shallow-water.name = Вода
|
||||||
block.tainted-water.name = Загрязнённая вода
|
block.tainted-water.name = Загрязнённая вода
|
||||||
block.darksand-tainted-water.name = Тёмный песок с загрязнённой водой
|
block.darksand-tainted-water.name = Тёмный песок с загрязнённой водой
|
||||||
block.tar.name = Нефть
|
block.tar.name = Нефть
|
||||||
@@ -1143,7 +1143,7 @@ block.sand.name = Песок
|
|||||||
block.darksand.name = Тёмный песок
|
block.darksand.name = Тёмный песок
|
||||||
block.ice.name = Лёд
|
block.ice.name = Лёд
|
||||||
block.snow.name = Снег
|
block.snow.name = Снег
|
||||||
block.craters.name = Кратеры
|
block.crater-stone.name = Кратеры
|
||||||
block.sand-water.name = Песок с водой
|
block.sand-water.name = Песок с водой
|
||||||
block.darksand-water.name = Тёмный песок с водой
|
block.darksand-water.name = Тёмный песок с водой
|
||||||
block.char.name = Выжженная земля
|
block.char.name = Выжженная земля
|
||||||
@@ -1570,7 +1570,7 @@ unit.mega.description = Автоматически ремонтирует пов
|
|||||||
unit.quad.description = Сбрасывает большие бомбы на наземные цели, восстанавливая союзные постройки и повреждая врагов. Может переносить единицы среднего размера.
|
unit.quad.description = Сбрасывает большие бомбы на наземные цели, восстанавливая союзные постройки и повреждая врагов. Может переносить единицы среднего размера.
|
||||||
unit.oct.description = Защищает союзников поблизости при помощи своего восстанавливающегося щита. Может переносить большинство наземных единиц.
|
unit.oct.description = Защищает союзников поблизости при помощи своего восстанавливающегося щита. Может переносить большинство наземных единиц.
|
||||||
unit.risso.description = Стреляет залпами ракет и пуль по всем врагам поблизости.
|
unit.risso.description = Стреляет залпами ракет и пуль по всем врагам поблизости.
|
||||||
unit.minke.description = Стреляет зажигательными снарядами и стандартными пулями по наземным целям.
|
unit.minke.description = Стреляет артиллерийскими снарядами и стандартными пулями по наземным целям.
|
||||||
unit.bryde.description = Стреляет дальнобойными артиллерийскими снарядами и ракетами по врагам.
|
unit.bryde.description = Стреляет дальнобойными артиллерийскими снарядами и ракетами по врагам.
|
||||||
unit.sei.description = Стреляет залпами ракет и бронебойных пуль по врагам.
|
unit.sei.description = Стреляет залпами ракет и бронебойных пуль по врагам.
|
||||||
unit.omura.description = Стреляет дальнобойным пробивающим снарядом из рельсотрона по врагам. Производит единицы «Вспышка».
|
unit.omura.description = Стреляет дальнобойным пробивающим снарядом из рельсотрона по врагам. Производит единицы «Вспышка».
|
||||||
@@ -1591,6 +1591,8 @@ lst.sensor = Получает данные из постройки или еди
|
|||||||
lst.set = Устанавливает переменную.
|
lst.set = Устанавливает переменную.
|
||||||
lst.operation = Совершает операцию над 1-2 переменными.
|
lst.operation = Совершает операцию над 1-2 переменными.
|
||||||
lst.end = Переходит к началу стека операций.
|
lst.end = Переходит к началу стека операций.
|
||||||
|
lst.wait = Ждёт определённое количество секунд.
|
||||||
|
lst.lookup = Находит тип предмета/жидкости/единицы/блока по ID.\nОбщее количество каждого типа может быть получено при помощи:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Условно переходит к другой операции.
|
lst.jump = Условно переходит к другой операции.
|
||||||
lst.unitbind = Привязывается к единице определённого типа и сохраняет её в [accent]@unit[].
|
lst.unitbind = Привязывается к единице определённого типа и сохраняет её в [accent]@unit[].
|
||||||
lst.unitcontrol = Управляет привязанной в данный момент единицей.
|
lst.unitcontrol = Управляет привязанной в данный момент единицей.
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Parallax
|
|||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Sandbumling
|
block.sand-boulder.name = Sandbumling
|
||||||
block.grass.name = Gräs
|
block.grass.name = Gräs
|
||||||
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 = Djupt Vatten
|
block.deep-water.name = Djupt Vatten
|
||||||
block.water.name = Vatten
|
block.shallow-water.name = Vatten
|
||||||
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 = Tjära
|
block.tar.name = Tjära
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Sand
|
|||||||
block.darksand.name = Mörk Sand
|
block.darksand.name = Mörk Sand
|
||||||
block.ice.name = Is
|
block.ice.name = Is
|
||||||
block.snow.name = Snö
|
block.snow.name = Snö
|
||||||
block.craters.name = Kratrar
|
block.crater-stone.name = Kratrar
|
||||||
block.sand-water.name = Sandvatten
|
block.sand-water.name = Sandvatten
|
||||||
block.darksand-water.name = Mörksandvatten
|
block.darksand-water.name = Mörksandvatten
|
||||||
block.char.name = Char
|
block.char.name = Char
|
||||||
|
|||||||