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2
.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
|
||||||
|
|||||||
@@ -38,7 +38,7 @@ Server builds are bundled with each released build (in Releases). If you'd rathe
|
|||||||
|
|
||||||
### Android
|
### Android
|
||||||
|
|
||||||
1. Install the Android SDK [here.](https://developer.android.com/studio#downloads) Make sure you're downloading the "Command line tools only", as Android Studio is not required.
|
1. Install the Android SDK [here.](https://developer.android.com/studio#command-tools) Make sure you're downloading the "Command line tools only", as Android Studio is not required.
|
||||||
2. Set the `ANDROID_HOME` environment variable to point to your unzipped Android SDK directory.
|
2. Set the `ANDROID_HOME` environment variable to point to your unzipped Android SDK directory.
|
||||||
3. Run `gradlew android:assembleDebug` (or `./gradlew` if on linux/mac). This will create an unsigned APK in `android/build/outputs/apk`.
|
3. Run `gradlew android:assembleDebug` (or `./gradlew` if on linux/mac). This will create an unsigned APK in `android/build/outputs/apk`.
|
||||||
|
|
||||||
|
|||||||
@@ -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}]}
|
||||||
@@ -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 = '9f792d202471fb3789eab7bb261fec13d67287e2'
|
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){
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
|
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 |
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Before Width: | Height: | Size: 233 B After Width: | Height: | Size: 233 B |
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Before Width: | Height: | Size: 162 B After Width: | Height: | Size: 162 B |
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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 |
|
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 |
BIN
core/assets-raw/sprites/effects/clear-effect.png
Normal file
|
After Width: | Height: | Size: 83 B |
BIN
core/assets-raw/sprites/statuses/status-boss.png
Normal file
|
After Width: | Height: | Size: 418 B |
BIN
core/assets-raw/sprites/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/underline-over.9.png
Normal file
|
After Width: | Height: | Size: 206 B |
@@ -78,13 +78,12 @@ schematic.tagexists = That tag already exists.
|
|||||||
|
|
||||||
stats = Stats
|
stats = Stats
|
||||||
stat.wave = Waves Defeated:[accent] {0}
|
stat.wave = Waves Defeated:[accent] {0}
|
||||||
|
stat.unitsCreated = Units Created:[accent] {0}
|
||||||
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
|
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
|
||||||
stat.built = Buildings Built:[accent] {0}
|
stat.built = Buildings Built:[accent] {0}
|
||||||
stat.destroyed = Buildings Destroyed:[accent] {0}
|
stat.destroyed = Buildings Destroyed:[accent] {0}
|
||||||
stat.deconstructed = Buildings Deconstructed:[accent] {0}
|
stat.deconstructed = Buildings Deconstructed:[accent] {0}
|
||||||
stat.delivered = Resources Launched:
|
|
||||||
stat.playtime = Time Played:[accent] {0}
|
stat.playtime = Time Played:[accent] {0}
|
||||||
stat.rank = Final Rank: [accent]{0}
|
|
||||||
|
|
||||||
globalitems = [accent]Total Items
|
globalitems = [accent]Total Items
|
||||||
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
||||||
@@ -94,6 +93,7 @@ level.mode = Gamemode:
|
|||||||
coreattack = < Core is under attack! >
|
coreattack = < Core is under attack! >
|
||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
|
database.button = Database
|
||||||
savegame = Save Game
|
savegame = Save Game
|
||||||
loadgame = Load Game
|
loadgame = Load Game
|
||||||
joingame = Join Game
|
joingame = Join Game
|
||||||
@@ -317,7 +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
|
||||||
@@ -345,9 +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}
|
||||||
@@ -385,6 +385,7 @@ waves.waves = wave(s)
|
|||||||
waves.perspawn = per spawn
|
waves.perspawn = per spawn
|
||||||
waves.shields = shields/wave
|
waves.shields = shields/wave
|
||||||
waves.to = to
|
waves.to = to
|
||||||
|
waves.max = max units
|
||||||
waves.guardian = Guardian
|
waves.guardian = Guardian
|
||||||
waves.preview = Preview
|
waves.preview = Preview
|
||||||
waves.edit = Edit...
|
waves.edit = Edit...
|
||||||
@@ -539,6 +540,7 @@ 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}
|
||||||
@@ -563,6 +565,8 @@ 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:
|
||||||
@@ -649,6 +653,7 @@ status.overclock.name = Overclock
|
|||||||
status.shocked.name = Shocked
|
status.shocked.name = Shocked
|
||||||
status.blasted.name = Blasted
|
status.blasted.name = Blasted
|
||||||
status.unmoving.name = Unmoving
|
status.unmoving.name = Unmoving
|
||||||
|
status.boss.name = Guardian
|
||||||
|
|
||||||
settings.language = Language
|
settings.language = Language
|
||||||
settings.data = Game Data
|
settings.data = Game Data
|
||||||
@@ -773,7 +778,7 @@ bar.corereq = Core Base Required
|
|||||||
bar.drillspeed = Drill Speed: {0}/s
|
bar.drillspeed = Drill Speed: {0}/s
|
||||||
bar.pumpspeed = Pump Speed: {0}/s
|
bar.pumpspeed = Pump Speed: {0}/s
|
||||||
bar.efficiency = Efficiency: {0}%
|
bar.efficiency = Efficiency: {0}%
|
||||||
bar.boost = Boost: {0}%
|
bar.boost = Boost: +{0}%
|
||||||
bar.powerbalance = Power: {0}/s
|
bar.powerbalance = Power: {0}/s
|
||||||
bar.powerstored = Stored: {0}/{1}
|
bar.powerstored = Stored: {0}/{1}
|
||||||
bar.poweramount = Power: {0}
|
bar.poweramount = Power: {0}
|
||||||
@@ -876,6 +881,7 @@ 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
|
setting.borderlesswindow.name = Borderless Window
|
||||||
|
setting.borderlesswindow.name.windows = Borderless Fullscreen
|
||||||
setting.borderlesswindow.description = Restart may be required to apply changes.
|
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
|
||||||
@@ -999,6 +1005,7 @@ 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.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
|
||||||
@@ -1018,12 +1025,15 @@ 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
|
||||||
@@ -1102,13 +1112,12 @@ 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
|
||||||
@@ -1139,8 +1148,8 @@ 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
|
||||||
@@ -1149,7 +1158,7 @@ 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
|
||||||
@@ -1405,8 +1414,7 @@ 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.derelict = [lightgray] Derelict
|
block.derelict = [lightgray]Derelict
|
||||||
block.resupply-point.description = Resupplies nearby units with copper ammunition. Not compatible with units that require battery power.
|
|
||||||
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.
|
||||||
@@ -1432,6 +1440,8 @@ 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.
|
||||||
|
|||||||
@@ -960,7 +960,7 @@ block.parallax.name = Парралакс
|
|||||||
block.cliff.name = Скала
|
block.cliff.name = Скала
|
||||||
block.sand-boulder.name = Пяшчаны валун
|
block.sand-boulder.name = Пяшчаны валун
|
||||||
block.grass.name = Трава
|
block.grass.name = Трава
|
||||||
block.slag.name = Шлак
|
block.molten-slag.name = Шлак
|
||||||
block.space.name = Space
|
block.space.name = Space
|
||||||
block.salt.name = Соль
|
block.salt.name = Соль
|
||||||
block.salt-wall.name = Саляная сцяна
|
block.salt-wall.name = Саляная сцяна
|
||||||
@@ -991,8 +991,8 @@ block.spawn.name = Кропка з’яўлення ворагаў
|
|||||||
block.core-shard.name = Ядро: «Аскепак»
|
block.core-shard.name = Ядро: «Аскепак»
|
||||||
block.core-foundation.name = Ядро: «Штаб»
|
block.core-foundation.name = Ядро: «Штаб»
|
||||||
block.core-nucleus.name = Ядро: «Атам»
|
block.core-nucleus.name = Ядро: «Атам»
|
||||||
block.deepwater.name = Глубокаводдзе
|
block.deep-water.name = Глубокаводдзе
|
||||||
block.water.name = Вада
|
block.shallow-water.name = Вада
|
||||||
block.tainted-water.name = Забруджанная вада
|
block.tainted-water.name = Забруджанная вада
|
||||||
block.darksand-tainted-water.name = Тёмный пясок з забруджанай вадой
|
block.darksand-tainted-water.name = Тёмный пясок з забруджанай вадой
|
||||||
block.tar.name = Нафта
|
block.tar.name = Нафта
|
||||||
@@ -1001,7 +1001,7 @@ block.sand.name = Пясок
|
|||||||
block.darksand.name = Тёмны пясок
|
block.darksand.name = Тёмны пясок
|
||||||
block.ice.name = Лёд
|
block.ice.name = Лёд
|
||||||
block.snow.name = Снег
|
block.snow.name = Снег
|
||||||
block.craters.name = Кратэры
|
block.crater-stone.name = Кратэры
|
||||||
block.sand-water.name = Пясок з вадой
|
block.sand-water.name = Пясок з вадой
|
||||||
block.darksand-water.name = Тёмный пясок з вадой
|
block.darksand-water.name = Тёмный пясок з вадой
|
||||||
block.char.name = Выпаленая зямля
|
block.char.name = Выпаленая зямля
|
||||||
|
|||||||
@@ -751,7 +751,7 @@ bar.corereq = Необходимо е Ядро за основа
|
|||||||
bar.drillspeed = Скорост на свредлото: {0}/сек
|
bar.drillspeed = Скорост на свредлото: {0}/сек
|
||||||
bar.pumpspeed = Скорост на помпата: {0}/сек
|
bar.pumpspeed = Скорост на помпата: {0}/сек
|
||||||
bar.efficiency = Ефективност: {0}%
|
bar.efficiency = Ефективност: {0}%
|
||||||
bar.boost = Усилване: {0}%
|
bar.boost = Усилване: +{0}%
|
||||||
bar.powerbalance = Електроенергия: {0}/сек
|
bar.powerbalance = Електроенергия: {0}/сек
|
||||||
bar.powerstored = Съхранена енергия: {0}/{1}
|
bar.powerstored = Съхранена енергия: {0}/{1}
|
||||||
bar.poweramount = Електроенергия: {0}
|
bar.poweramount = Електроенергия: {0}
|
||||||
@@ -1074,7 +1074,7 @@ block.cliff.name = Скала
|
|||||||
block.sand-boulder.name = Пясъчен Камък
|
block.sand-boulder.name = Пясъчен Камък
|
||||||
block.basalt-boulder.name = Базалтов Камък
|
block.basalt-boulder.name = Базалтов Камък
|
||||||
block.grass.name = Трева
|
block.grass.name = Трева
|
||||||
block.slag.name = Шлака
|
block.molten-slag.name = Шлака
|
||||||
block.space.name = Космос
|
block.space.name = Космос
|
||||||
block.salt.name = Сол
|
block.salt.name = Сол
|
||||||
block.salt-wall.name = Стена от Сол
|
block.salt-wall.name = Стена от Сол
|
||||||
@@ -1105,8 +1105,8 @@ block.spawn.name = Вражеска Начална Точка
|
|||||||
block.core-shard.name = Ядро: Шард
|
block.core-shard.name = Ядро: Шард
|
||||||
block.core-foundation.name = Core: Фондация
|
block.core-foundation.name = Core: Фондация
|
||||||
block.core-nucleus.name = Core: Център
|
block.core-nucleus.name = Core: Център
|
||||||
block.deepwater.name = Дълбока Вода
|
block.deep-water.name = Дълбока Вода
|
||||||
block.water.name = Вода
|
block.shallow-water.name = Вода
|
||||||
block.tainted-water.name = Замърсена Вода
|
block.tainted-water.name = Замърсена Вода
|
||||||
block.darksand-tainted-water.name = Тъмен Пясък - Замърсена Вода
|
block.darksand-tainted-water.name = Тъмен Пясък - Замърсена Вода
|
||||||
block.tar.name = Катран
|
block.tar.name = Катран
|
||||||
@@ -1115,7 +1115,7 @@ block.sand.name = Пясък
|
|||||||
block.darksand.name = Тъмен Пясък
|
block.darksand.name = Тъмен Пясък
|
||||||
block.ice.name = Лед
|
block.ice.name = Лед
|
||||||
block.snow.name = Сняг
|
block.snow.name = Сняг
|
||||||
block.craters.name = Кратери
|
block.crater-stone.name = Кратери
|
||||||
block.sand-water.name = Пясък - Вода
|
block.sand-water.name = Пясък - Вода
|
||||||
block.darksand-water.name = Тъмен Пясък - Вода
|
block.darksand-water.name = Тъмен Пясък - Вода
|
||||||
block.char.name = Овъглен Камък
|
block.char.name = Овъглен Камък
|
||||||
|
|||||||
@@ -1023,7 +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
|
||||||
@@ -1054,8 +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
|
||||||
@@ -1064,7 +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
|
||||||
|
|||||||
@@ -772,7 +772,7 @@ bar.corereq = Kern-Basis erforderlich
|
|||||||
bar.drillspeed = Bohrgeschwindigkeit: {0}/s
|
bar.drillspeed = Bohrgeschwindigkeit: {0}/s
|
||||||
bar.pumpspeed = Pumpengeschwindigkeit: {0}/s
|
bar.pumpspeed = Pumpengeschwindigkeit: {0}/s
|
||||||
bar.efficiency = Effizienz: {0}%
|
bar.efficiency = Effizienz: {0}%
|
||||||
bar.boost = Beschleunigung: {0}%
|
bar.boost = Beschleunigung: +{0}%
|
||||||
bar.powerbalance = Strom: {0}/s
|
bar.powerbalance = Strom: {0}/s
|
||||||
bar.powerstored = Gespeichert: {0}/{1}
|
bar.powerstored = Gespeichert: {0}/{1}
|
||||||
bar.poweramount = Strom: {0}
|
bar.poweramount = Strom: {0}
|
||||||
@@ -1107,7 +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
|
||||||
@@ -1138,8 +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
|
||||||
@@ -1148,7 +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
|
||||||
|
|||||||
@@ -1103,7 +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
|
||||||
@@ -1134,8 +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
|
||||||
@@ -1144,7 +1144,7 @@ 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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -773,7 +773,7 @@ bar.corereq = Noyau de base requis
|
|||||||
bar.drillspeed = Vitesse de Forage: {0}/s
|
bar.drillspeed = Vitesse de Forage: {0}/s
|
||||||
bar.pumpspeed = Vitesse de Pompage: {0}/s
|
bar.pumpspeed = Vitesse de Pompage: {0}/s
|
||||||
bar.efficiency = Efficacité: {0}%
|
bar.efficiency = Efficacité: {0}%
|
||||||
bar.boost = Boost: {0}%
|
bar.boost = Boost: +{0}%
|
||||||
bar.powerbalance = Énergie: {0}/s
|
bar.powerbalance = Énergie: {0}/s
|
||||||
bar.powerstored = Réserves d'Énergie: {0}/{1}
|
bar.powerstored = Réserves d'Énergie: {0}/{1}
|
||||||
bar.poweramount = Énergie: {0}
|
bar.poweramount = Énergie: {0}
|
||||||
@@ -1117,7 +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
|
||||||
@@ -1148,8 +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
|
||||||
@@ -1158,7 +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
|
||||||
|
|||||||
@@ -725,7 +725,7 @@ bar.corereq = Core Base Required
|
|||||||
bar.drillspeed = Kitermelés: {0}/s
|
bar.drillspeed = Kitermelés: {0}/s
|
||||||
bar.pumpspeed = Kitermelés: {0}/s
|
bar.pumpspeed = Kitermelés: {0}/s
|
||||||
bar.efficiency = Hatékonyság: {0}%
|
bar.efficiency = Hatékonyság: {0}%
|
||||||
bar.boost = Boost: {0}%
|
bar.boost = Boost: +{0}%
|
||||||
bar.powerbalance = Áram: {0}/s
|
bar.powerbalance = Áram: {0}/s
|
||||||
bar.powerstored = Tárolt: {0}/{1}
|
bar.powerstored = Tárolt: {0}/{1}
|
||||||
bar.poweramount = Áram: {0}
|
bar.poweramount = Áram: {0}
|
||||||
@@ -1044,7 +1044,7 @@ 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
|
||||||
@@ -1075,8 +1075,8 @@ 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
|
||||||
@@ -1085,7 +1085,7 @@ 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 = Permainan Modifikasi
|
|||||||
newgame = Permainan Baru
|
newgame = Permainan Baru
|
||||||
none = <kosong>
|
none = <kosong>
|
||||||
none.found = [lightgray]<tidak ditemukan>
|
none.found = [lightgray]<tidak ditemukan>
|
||||||
|
none.inmap = [lightgray]<tidak ada di dalam peta>
|
||||||
minimap = Peta Kecil
|
minimap = Peta Kecil
|
||||||
position = Posisi
|
position = Posisi
|
||||||
close = Tutup
|
close = Tutup
|
||||||
@@ -192,15 +193,15 @@ server.kicked.banned = Anda telah dilarang untuk memasuki server ini.
|
|||||||
server.kicked.typeMismatch = Server ini tidak cocok dengan versi build Anda.
|
server.kicked.typeMismatch = Server ini tidak cocok dengan versi build Anda.
|
||||||
server.kicked.playerLimit = Server ini penuh. Tunggu slot kosong.
|
server.kicked.playerLimit = Server ini penuh. Tunggu slot kosong.
|
||||||
server.kicked.recentKick = Anda baru saja dikeluarkan dari server ini.\nTunggu sesaat sebelum masuk lagi.
|
server.kicked.recentKick = Anda baru saja dikeluarkan dari server ini.\nTunggu sesaat sebelum masuk lagi.
|
||||||
server.kicked.nameInUse = Sudah ada pemain dengan nama tersebut \ndi server ini.
|
server.kicked.nameInUse = Sudah ada pemain dengan nama tersebut\ndi server ini.
|
||||||
server.kicked.nameEmpty = Nama yang dipilih tidak valid.
|
server.kicked.nameEmpty = Nama yang dipilih tidak valid.
|
||||||
server.kicked.idInUse = Anda telah berada di server ini! Memasuki dengan dua akun tidak diizinkan.
|
server.kicked.idInUse = Anda telah berada di server ini! Memasuki dengan dua akun tidak diizinkan.
|
||||||
server.kicked.customClient = Server ini tidak mendukung versi modifikasi. Unduh versi resmi.
|
server.kicked.customClient = Server ini tidak mendukung versi modifikasi. Unduh versi resmi.
|
||||||
server.kicked.gameover = Permainan telah berakhir!
|
server.kicked.gameover = Permainan telah berakhir!
|
||||||
server.kicked.serverRestarting = Server sedang mengulang kembali.
|
server.kicked.serverRestarting = Server sedang mengulang kembali.
|
||||||
server.versions = Versi Anda:[accent] {0}[]\nVersi server:[accent] {1}[]
|
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.
|
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.
|
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
|
hostserver = Host Permainan
|
||||||
invitefriends = Undang Teman
|
invitefriends = Undang Teman
|
||||||
hostserver.mobile = Host\nPermainan
|
hostserver.mobile = Host\nPermainan
|
||||||
@@ -214,6 +215,7 @@ hosts.none = [lightgray]Tidak ditemukan game lokal!
|
|||||||
host.invalid = [scarlet]Tidak bisa menyambung dengan pemilik.
|
host.invalid = [scarlet]Tidak bisa menyambung dengan pemilik.
|
||||||
|
|
||||||
servers.local = Server Lokal
|
servers.local = Server Lokal
|
||||||
|
servers.local.steam = Permainan Publik & Server Lokal
|
||||||
servers.remote = Server Jarak Jauh (Simpanan)
|
servers.remote = Server Jarak Jauh (Simpanan)
|
||||||
servers.global = Server Komunitas
|
servers.global = Server Komunitas
|
||||||
|
|
||||||
@@ -222,10 +224,10 @@ servers.showhidden = Tampilkan Server Tersembunyi
|
|||||||
server.shown = Ditampilkan
|
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}
|
||||||
@@ -770,7 +773,7 @@ bar.corereq = Memerlukan Inti Dasar
|
|||||||
bar.drillspeed = Kecepatan Bor: {0}/s
|
bar.drillspeed = Kecepatan Bor: {0}/s
|
||||||
bar.pumpspeed = Kecepatan Pompa: {0}/s
|
bar.pumpspeed = Kecepatan Pompa: {0}/s
|
||||||
bar.efficiency = Daya Guna: {0}%
|
bar.efficiency = Daya Guna: {0}%
|
||||||
bar.boost = Percepatan: {0}%
|
bar.boost = Percepatan: +{0}%
|
||||||
bar.powerbalance = Tenaga: {0}/s
|
bar.powerbalance = Tenaga: {0}/s
|
||||||
bar.powerstored = Disimpan: {0}/{1}
|
bar.powerstored = Disimpan: {0}/{1}
|
||||||
bar.poweramount = Tenaga: {0}
|
bar.poweramount = Tenaga: {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
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
credits.text = 制作者 [royal]Anuken[] - [sky]anukendev@gmail.com[]
|
credits.text = 制作者 [royal]Anuken[] - [sky]anukendev@gmail.com[]
|
||||||
credits = クレジット
|
credits = クレジット
|
||||||
contributors = 翻訳や開発に協力してくださった方々
|
contributors = 翻訳や開発に協力してくださった皆様
|
||||||
discord = MindustryのDiscordに参加!
|
discord = MindustryのDiscordに参加!
|
||||||
link.discord.description = Mindustryの公式Discordグループ
|
link.discord.description = Mindustryの公式Discordグループ
|
||||||
link.reddit.description = Mindustryのsubreddit
|
link.reddit.description = Mindustryのsubreddit
|
||||||
@@ -41,10 +41,13 @@ be.ignore = 無視する
|
|||||||
be.noupdates = 更新が見つかりません。
|
be.noupdates = 更新が見つかりません。
|
||||||
be.check = 更新を確認します。
|
be.check = 更新を確認します。
|
||||||
|
|
||||||
mod.featured.dialog.title = Mod ブラウザー (作業中)
|
mods.browser = Modブラウザ
|
||||||
mods.browser.selected = 選択されたmod
|
mods.browser.selected = 選択されたMod
|
||||||
mods.browser.add = インストール
|
mods.browser.add = インストール
|
||||||
|
mods.browser.reinstall = 再インストール
|
||||||
mods.github.open = 見る
|
mods.github.open = 見る
|
||||||
|
mods.browser.sortdate = 新しいものから並べる
|
||||||
|
mods.browser.sortstars = お気に入り数で並べる
|
||||||
|
|
||||||
schematic = 設計図
|
schematic = 設計図
|
||||||
schematic.add = 設計図を保存
|
schematic.add = 設計図を保存
|
||||||
@@ -64,16 +67,23 @@ schematic.delete.confirm = この設計図は完全に削除されます。よ
|
|||||||
schematic.rename = 設計図の名前を変更する。
|
schematic.rename = 設計図の名前を変更する。
|
||||||
schematic.info = {1}x{0}, {2} ブロック
|
schematic.info = {1}x{0}, {2} ブロック
|
||||||
schematic.disabled = [scarlet]設計図使用不可[]\nこの[accent]マップ[]、[accent]サーバー[]では設計図の使用は許可されていません。
|
schematic.disabled = [scarlet]設計図使用不可[]\nこの[accent]マップ[]、[accent]サーバー[]では設計図の使用は許可されていません。
|
||||||
|
schematic.tags = タグ:
|
||||||
|
schematic.edittags = タグ編集
|
||||||
|
schematic.addtag = タグを追加
|
||||||
|
schematic.texttag = テキストタグ
|
||||||
|
schematic.icontag = アイコンタグ
|
||||||
|
schematic.renametag = タグの名前変更
|
||||||
|
schematic.tagdelconfirm = このタグをすべて削除しますか?
|
||||||
|
schematic.tagexists = このタグはすでに存在します。
|
||||||
|
|
||||||
stats = Stats
|
stats = Stats
|
||||||
stat.wave = 防衛したウェーブ:[accent] {0}
|
stat.wave = 防衛したウェーブ:[accent] {0}
|
||||||
|
stat.unitsCreated = 生産ユニット数:[accent] {0}
|
||||||
stat.enemiesDestroyed = 敵に破壊された数:[accent] {0}
|
stat.enemiesDestroyed = 敵に破壊された数:[accent] {0}
|
||||||
stat.built = 建設した建造物数:[accent] {0}
|
stat.built = 建設した建造物数:[accent] {0}
|
||||||
stat.destroyed = 破壊した建造物数:[accent] {0}
|
stat.destroyed = 破壊した建造物数:[accent] {0}
|
||||||
stat.deconstructed = 解体した建造物数:[accent] {0}
|
stat.deconstructed = 解体した建造物数:[accent] {0}
|
||||||
stat.delivered = 獲得した資源:
|
|
||||||
stat.playtime = プレイ時間:[accent] {0}
|
stat.playtime = プレイ時間:[accent] {0}
|
||||||
stat.rank = 最終ランク: [accent]{0}
|
|
||||||
|
|
||||||
globalitems = [accent]グローバルアイテム
|
globalitems = [accent]グローバルアイテム
|
||||||
map.delete = マップ "[accent]{0}[]" を削除してもよろしいですか?
|
map.delete = マップ "[accent]{0}[]" を削除してもよろしいですか?
|
||||||
@@ -82,7 +92,7 @@ level.select = レベル選択
|
|||||||
level.mode = ゲームモード:
|
level.mode = ゲームモード:
|
||||||
coreattack = < コアが攻撃を受けています! >
|
coreattack = < コアが攻撃を受けています! >
|
||||||
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
||||||
database = コアデーターベース
|
database = コアデータベース
|
||||||
savegame = 保存
|
savegame = 保存
|
||||||
loadgame = 読み込む
|
loadgame = 読み込む
|
||||||
joingame = マルチプレイ
|
joingame = マルチプレイ
|
||||||
@@ -90,6 +100,7 @@ customgame = カスタムプレイ
|
|||||||
newgame = 新しく始める
|
newgame = 新しく始める
|
||||||
none = <なし>
|
none = <なし>
|
||||||
none.found = [lightgray]<見つかりません>
|
none.found = [lightgray]<見つかりません>
|
||||||
|
none.inmap = [lightgray]<マップ内にありません>
|
||||||
minimap = ミニマップ
|
minimap = ミニマップ
|
||||||
position = 位置
|
position = 位置
|
||||||
close = 閉じる
|
close = 閉じる
|
||||||
@@ -110,20 +121,23 @@ committingchanges = 変更を適応中
|
|||||||
done = 完了
|
done = 完了
|
||||||
feature.unsupported = あなたのデバイスはこの機能をサポートしていません。
|
feature.unsupported = あなたのデバイスはこの機能をサポートしていません。
|
||||||
|
|
||||||
mods.alphainfo = Mod機能は実験的なものです。[scarlet] エラーが含まれている可能性があります[]。\n 問題を発見した場合は Mindustry GitHubに報告してください。
|
mods.initfailed = [red]⚠[] 以前のMindustryの初期化に失敗しました。おそらくModの誤作動が原因です。\n\nクラッシュループを防ぐために、[red]全てのModが無効になっています。[]\n\nこの機能を無効にするのは、[accent]設定->ゲーム->起動時にクラッシュした場合にModを無効にする[]をオフにします。
|
||||||
mods = Mods
|
mods = Mods
|
||||||
mods.none = [lightgray]Modが見つかりませんでした!
|
mods.none = [lightgray]Modが見つかりませんでした!
|
||||||
mods.guide = Mod作成ガイド
|
mods.guide = Mod作成ガイド
|
||||||
mods.report = バグを報告する
|
mods.report = バグを報告する
|
||||||
mods.openfolder = MODのフォルダを開く
|
mods.openfolder = Modのフォルダを開く
|
||||||
|
mods.viewcontent = コンテンツを見る
|
||||||
mods.reload = 再読み込み
|
mods.reload = 再読み込み
|
||||||
mods.reloadexit = Modを読み込む為にゲームを再起動します。
|
mods.reloadexit = Modを読み込む為にゲームを再起動します。
|
||||||
|
mod.installed = [[インストール済み]
|
||||||
mod.display = [gray]Mod:[orange] {0}
|
mod.display = [gray]Mod:[orange] {0}
|
||||||
mod.enabled = [lightgray]有効
|
mod.enabled = [lightgray]有効
|
||||||
mod.disabled = [scarlet]無効
|
mod.disabled = [scarlet]無効
|
||||||
|
mod.multiplayer.compatible = [gray]マルチプレイに対応
|
||||||
mod.disable = 無効化
|
mod.disable = 無効化
|
||||||
mod.content = コンテンツ:
|
mod.content = コンテンツ:
|
||||||
mod.delete.error = MODを削除することができませんでした。
|
mod.delete.error = Modを削除することができませんでした。
|
||||||
mod.requiresversion = [scarlet]Modが要求する最低バージョン: [accent]{0}
|
mod.requiresversion = [scarlet]Modが要求する最低バージョン: [accent]{0}
|
||||||
mod.outdated = [scarlet]V6 との互換性がありません (minGameVersion が 105 未満)
|
mod.outdated = [scarlet]V6 との互換性がありません (minGameVersion が 105 未満)
|
||||||
mod.missingdependencies = [scarlet]依存関係がありません。: {0}
|
mod.missingdependencies = [scarlet]依存関係がありません。: {0}
|
||||||
@@ -168,7 +182,7 @@ players.single = {0} 人がオンライン
|
|||||||
players.search = 検索
|
players.search = 検索
|
||||||
players.notfound = [gray]プレイヤーが存在しません
|
players.notfound = [gray]プレイヤーが存在しません
|
||||||
server.closing = [accent]サーバーを閉じています...
|
server.closing = [accent]サーバーを閉じています...
|
||||||
server.kicked.kick = あなたはサーバからキックされました!
|
server.kicked.kick = あなたはサーバーからキックされました!
|
||||||
server.kicked.whitelist = あなたはホワイトリストに追加されていません。
|
server.kicked.whitelist = あなたはホワイトリストに追加されていません。
|
||||||
server.kicked.serverClose = サーバーが閉じられました。
|
server.kicked.serverClose = サーバーが閉じられました。
|
||||||
server.kicked.vote = あなたはプレイヤーの投票によりサーバーからキックされました。
|
server.kicked.vote = あなたはプレイヤーの投票によりサーバーからキックされました。
|
||||||
@@ -200,6 +214,7 @@ hosts.none = [lightgray]ローカル上のサーバーが見つかりません
|
|||||||
host.invalid = [scarlet]ホストに接続できません。
|
host.invalid = [scarlet]ホストに接続できません。
|
||||||
|
|
||||||
servers.local = ローカルサーバー
|
servers.local = ローカルサーバー
|
||||||
|
servers.local.steam = オープンゲーム & ローカルサーバー
|
||||||
servers.remote = リモートサーバー
|
servers.remote = リモートサーバー
|
||||||
servers.global = コミュニティサーバー
|
servers.global = コミュニティサーバー
|
||||||
|
|
||||||
@@ -211,9 +226,11 @@ server.hidden = 非表示
|
|||||||
trace = プレイヤーの記録
|
trace = プレイヤーの記録
|
||||||
trace.playername = プレイヤー名: [accent]{0}
|
trace.playername = プレイヤー名: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ユニークID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.mobile = モバイルクライアント: [accent]{0}
|
trace.mobile = モバイルクライアント: [accent]{0}
|
||||||
trace.modclient = カスタムクライアント: [accent]{0}
|
trace.modclient = カスタムクライアント: [accent]{0}
|
||||||
|
trace.times.joined = 参加回数: [accent]{0}
|
||||||
|
trace.times.kicked = キックされた回数: [accent]{0}
|
||||||
invalidid = 無効なクライアントIDです! バグ報告してください。
|
invalidid = 無効なクライアントIDです! バグ報告してください。
|
||||||
server.bans = Ban
|
server.bans = Ban
|
||||||
server.bans.none = Banされたプレイヤーは見つかりませんでした!
|
server.bans.none = Banされたプレイヤーは見つかりませんでした!
|
||||||
@@ -287,6 +304,7 @@ cancel = キャンセル
|
|||||||
openlink = リンクを開く
|
openlink = リンクを開く
|
||||||
copylink = リンクをコピー
|
copylink = リンクをコピー
|
||||||
back = 戻る
|
back = 戻る
|
||||||
|
max = Max
|
||||||
crash.export = クラッシュログを出力
|
crash.export = クラッシュログを出力
|
||||||
crash.none = クラッシュログが見つかりません。
|
crash.none = クラッシュログが見つかりません。
|
||||||
crash.exported = クラッシュログを出力しました。
|
crash.exported = クラッシュログを出力しました。
|
||||||
@@ -299,9 +317,9 @@ data.import.confirm = ゲームデータをインポートすると、現在の
|
|||||||
quit.confirm = 終了してもよろしいですか?
|
quit.confirm = 終了してもよろしいですか?
|
||||||
quit.confirm.tutorial = チュートリアルを終了しますか?\nチュートリアルは [accent]設定->ゲーム->チュートリアル[] から再度受けることができます。
|
quit.confirm.tutorial = チュートリアルを終了しますか?\nチュートリアルは [accent]設定->ゲーム->チュートリアル[] から再度受けることができます。
|
||||||
loading = [accent]読み込み中...
|
loading = [accent]読み込み中...
|
||||||
reloading = [accent]再読み込み中...
|
downloading = [accent]ダウンロード中...
|
||||||
saving = [accent]保存中...
|
saving = [accent]保存中...
|
||||||
respawn = [accent][[{0}][] to respawn in core
|
respawn = [accent][[{0}][] コアからリスポーンする
|
||||||
cancelbuilding = [accent][[{0}][] 選択を解除する
|
cancelbuilding = [accent][[{0}][] 選択を解除する
|
||||||
selectschematic = [accent][[{0}][] 選択し、コピーする
|
selectschematic = [accent][[{0}][] 選択し、コピーする
|
||||||
pausebuilding = [accent][[{0}][] 建築を一時的に中断する
|
pausebuilding = [accent][[{0}][] 建築を一時的に中断する
|
||||||
@@ -326,9 +344,9 @@ custom = カスタム
|
|||||||
builtin = 組み込み
|
builtin = 組み込み
|
||||||
map.delete.confirm = マップを削除してもよろしいですか? これは元に戻すことができません!
|
map.delete.confirm = マップを削除してもよろしいですか? これは元に戻すことができません!
|
||||||
map.random = [accent]ランダムマップ
|
map.random = [accent]ランダムマップ
|
||||||
map.nospawn = このマップにはプレイヤーが出現するためのコアがありません! エディターで[accent]オレンジ色[]のコアをマップに追加してください。
|
map.nospawn = このマップにはプレイヤーが出現するためのコアがありません! エディターで[#{0}]{1}[]のコアをマップに追加してください。
|
||||||
map.nospawn.pvp = このマップには敵のプレイヤーが出現するためのコアがありません! エディターで[scarlet]オレンジ色ではない[]コアをマップに追加してください。
|
map.nospawn.pvp = このマップには敵のプレイヤーが出現するためのコアがありません! エディターで[scarlet]オレンジ色ではない[]コアをマップに追加してください。
|
||||||
map.nospawn.attack = このマップには攻撃するための敵のコアがありません! エディターで[scarlet]赤色[]のコアをマップに追加してください。
|
map.nospawn.attack = このマップには攻撃するための敵のコアがありません! エディターで[#{0}]{1}[]のコアをマップに追加してください。
|
||||||
map.invalid = マップの読み込みエラー: ファイルが無効、または破損しています。
|
map.invalid = マップの読み込みエラー: ファイルが無効、または破損しています。
|
||||||
workshop.update = 更新
|
workshop.update = 更新
|
||||||
workshop.error = ワークショップの詳細を取得中にエラーが発生しました: {0}
|
workshop.error = ワークショップの詳細を取得中にエラーが発生しました: {0}
|
||||||
@@ -357,16 +375,16 @@ editor.generation = 生成:
|
|||||||
editor.ingame = ゲーム内で編集する
|
editor.ingame = ゲーム内で編集する
|
||||||
editor.publish.workshop = ワークショップで公開
|
editor.publish.workshop = ワークショップで公開
|
||||||
editor.newmap = 新しいマップ
|
editor.newmap = 新しいマップ
|
||||||
editor.center = Center
|
editor.center = 中心
|
||||||
workshop = ワークショップ
|
workshop = ワークショップ
|
||||||
waves.title = ウェーブ
|
waves.title = ウェーブ
|
||||||
waves.remove = 削除
|
waves.remove = 削除
|
||||||
waves.never = <永久>
|
|
||||||
waves.every = ウェーブ
|
waves.every = ウェーブ
|
||||||
waves.waves = ごとに出現
|
waves.waves = ごとに出現
|
||||||
waves.perspawn = 体出現
|
waves.perspawn = 体出現
|
||||||
waves.shields = シールド/ウェーブ
|
waves.shields = シールド/ウェーブ
|
||||||
waves.to = から
|
waves.to = から
|
||||||
|
waves.max = 最大ユニット数
|
||||||
waves.guardian = ガーディアン
|
waves.guardian = ガーディアン
|
||||||
waves.preview = プレビュー
|
waves.preview = プレビュー
|
||||||
waves.edit = 編集...
|
waves.edit = 編集...
|
||||||
@@ -444,39 +462,43 @@ toolmode.drawteams = チームを描く
|
|||||||
toolmode.drawteams.description = ブロックの代わりにチームを描きます。
|
toolmode.drawteams.description = ブロックの代わりにチームを描きます。
|
||||||
|
|
||||||
filters.empty = [lightgray]フィルターが設定されていません! 下のボタンからフィルターを追加してください。
|
filters.empty = [lightgray]フィルターが設定されていません! 下のボタンからフィルターを追加してください。
|
||||||
|
|
||||||
filter.distort = ゆがみ
|
filter.distort = ゆがみ
|
||||||
filter.noise = ノイズ
|
filter.noise = ノイズ
|
||||||
filter.enemyspawn = 敵スポーンセレクト
|
filter.enemyspawn = 敵スポーンセレクト
|
||||||
filter.spawnpath = Path To Spawn
|
filter.spawnpath = Path To Spawn
|
||||||
filter.corespawn = コアセレクト
|
filter.corespawn = コアセレクト
|
||||||
filter.median = メディアン
|
filter.median = 中央値
|
||||||
filter.oremedian = メディアン (鉱石)
|
filter.oremedian = 中央値 (鉱石)
|
||||||
filter.blend = ブレンド
|
filter.blend = ブレンド
|
||||||
filter.defaultores = デフォルトの鉱石
|
filter.defaultores = デフォルトの鉱石
|
||||||
filter.ore = 鉱石
|
filter.ore = 鉱石
|
||||||
filter.rivernoise = リバーノイズ
|
filter.rivernoise = 川の生成
|
||||||
filter.mirror = 反転
|
filter.mirror = 反転
|
||||||
filter.clear = クリアー
|
filter.clear = クリアー
|
||||||
filter.option.ignore = 無視
|
filter.option.ignore = 無視
|
||||||
filter.scatter = 分散
|
filter.scatter = 分散
|
||||||
filter.terrain = 地形
|
filter.terrain = 地形
|
||||||
|
|
||||||
filter.option.scale = スケール
|
filter.option.scale = スケール
|
||||||
filter.option.chance = 確率
|
filter.option.chance = 確率
|
||||||
filter.option.mag = マグニチュード
|
filter.option.mag = マグニチュード
|
||||||
filter.option.threshold = スレッシュホールド
|
filter.option.threshold = 閾値
|
||||||
filter.option.circle-scale = サークルスケール
|
filter.option.circle-scale = サークルスケール
|
||||||
filter.option.octaves = オクターブ
|
filter.option.octaves = オクターブ
|
||||||
filter.option.falloff = フォールオフ
|
filter.option.falloff = 減衰
|
||||||
filter.option.angle = 角度
|
filter.option.angle = 角度
|
||||||
filter.option.amount = 量
|
filter.option.amount = 量
|
||||||
|
filter.option.rotate = 回転
|
||||||
filter.option.block = ブロック
|
filter.option.block = ブロック
|
||||||
filter.option.floor = 地面
|
filter.option.floor = 地面
|
||||||
filter.option.flooronto = 対象の地面
|
filter.option.flooronto = 対象の地面
|
||||||
filter.option.target = ターゲット
|
filter.option.target = ターゲット
|
||||||
|
filter.option.replacement = 置換
|
||||||
filter.option.wall = 壁
|
filter.option.wall = 壁
|
||||||
filter.option.ore = 鉱石
|
filter.option.ore = 鉱石
|
||||||
filter.option.floor2 = 2番目の地面
|
filter.option.floor2 = 2番目の地面
|
||||||
filter.option.threshold2 = 2番目のスレッシュホールド
|
filter.option.threshold2 = 2番目の閾値
|
||||||
filter.option.radius = 半径
|
filter.option.radius = 半径
|
||||||
filter.option.percentile = パーセンタイル
|
filter.option.percentile = パーセンタイル
|
||||||
|
|
||||||
@@ -489,6 +511,7 @@ load = 読み込む
|
|||||||
save = 保存
|
save = 保存
|
||||||
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 = ゲームを再起動後、言語設定が有効になります。
|
language.restart = ゲームを再起動後、言語設定が有効になります。
|
||||||
@@ -516,12 +539,14 @@ configure = 積み荷の設定
|
|||||||
loadout = ロードアウト
|
loadout = ロードアウト
|
||||||
resources = 資源
|
resources = 資源
|
||||||
bannedblocks = 禁止ブロック
|
bannedblocks = 禁止ブロック
|
||||||
|
bannedunits = 禁止ユニット
|
||||||
addall = すべて追加
|
addall = すべて追加
|
||||||
launch.from = [accent]{0}[] からの発射
|
launch.from = [accent]{0}[] からの発射
|
||||||
launch.destination = Destination: {0}
|
launch.destination = 目的地: {0}
|
||||||
configure.invalid = 値は 0 から {0} の間でなければなりません。
|
configure.invalid = 値は 0 から {0} の間でなければなりません。
|
||||||
add = 追加...
|
add = 追加...
|
||||||
boss.health = ボスのHP
|
boss.health = ボスのHP
|
||||||
|
guardian = ガーディアン
|
||||||
|
|
||||||
connectfail = [crimson]サーバーへ接続できませんでした:\n\n[accent]{0}
|
connectfail = [crimson]サーバーへ接続できませんでした:\n\n[accent]{0}
|
||||||
error.unreachable = サーバーに到達できません。\nアドレスは正しいですか?
|
error.unreachable = サーバーに到達できません。\nアドレスは正しいですか?
|
||||||
@@ -540,6 +565,8 @@ weather.sandstorm.name = 砂嵐
|
|||||||
weather.sporestorm.name = 胞子嵐
|
weather.sporestorm.name = 胞子嵐
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
|
|
||||||
|
sectorlist = セクター
|
||||||
|
sectorlist.attacked = {0}が攻撃を受けています
|
||||||
sectors.unexplored = [lightgray]未踏査
|
sectors.unexplored = [lightgray]未踏査
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生産:
|
sectors.production = 生産:
|
||||||
@@ -565,6 +592,7 @@ sector.attacked = セクター [accent]{0}[white] が攻撃を受けています
|
|||||||
sector.lost = セクター [accent]{0}[white] 喪失!
|
sector.lost = セクター [accent]{0}[white] 喪失!
|
||||||
#note: the missing space in the line below is intentional
|
#note: the missing space in the line below is intentional
|
||||||
sector.captured = セクター [accent]{0}[white]制圧!
|
sector.captured = セクター [accent]{0}[white]制圧!
|
||||||
|
sector.changeicon = アイコンを変更
|
||||||
|
|
||||||
threat.low = 低
|
threat.low = 低
|
||||||
threat.medium = 中
|
threat.medium = 中
|
||||||
@@ -589,27 +617,42 @@ sector.overgrowth.name = オーバーグロウス
|
|||||||
sector.tarFields.name = ター · フィールズ
|
sector.tarFields.name = ター · フィールズ
|
||||||
sector.saltFlats.name = ソルト · フラッツ
|
sector.saltFlats.name = ソルト · フラッツ
|
||||||
sector.fungalPass.name = ファングル · パス
|
sector.fungalPass.name = ファングル · パス
|
||||||
sector.biomassFacility.name = バイオマス シンテシス ファシリティ
|
sector.biomassFacility.name = バイオマス · シンテシス · ファシリティ
|
||||||
sector.windsweptIslands.name = ウインドスイープト アイランズ
|
sector.windsweptIslands.name = ウインドスイープト · アイランズ
|
||||||
sector.extractionOutpost.name = エクストラクション アウトポスト
|
sector.extractionOutpost.name = エクストラクション · アウトポスト
|
||||||
sector.planetaryTerminal.name = プラネタリー ローンチ ターミナル
|
sector.planetaryTerminal.name = プラネタリー · ローンチ · ターミナル
|
||||||
|
|
||||||
sector.groundZero.description = 奪回を始めるには最適な場所です。敵脅威が低いが、資源が少ない。\nできるだけ多くの動と鉛を集めます。\n始めましょう。
|
sector.groundZero.description = 奪回を始めるには最適な場所です。敵脅威は低いですが、資源が乏しいです。\nできるだけ多くの銅と鉛を集めます。\n始めましょう。
|
||||||
sector.frozenForest.description = ここでさえ、山に近づくほど胞子が広がっています。極寒の気温もそれらを永遠に封じ込めることはできません。\n\n電気に挑みましょう。火力発電機を建設し、修復機の使い方を学びましょう。
|
sector.frozenForest.description = ここでさえ、山に近づくほど胞子が広がっています。\n極寒の気温もそれらを永遠に封じ込めることはできませんでした。\n\n電気に挑みましょう。\n火力発電機を建設し、修復機の使い方を学びましょう。
|
||||||
sector.saltFlats.description = 砂漠のはずれにあるソルト · フラッツです。ここには資源がほとんどありません。\n\n敵はここに資源貯蔵施設を建設しました。彼らのコアを絶ち、掃滅してください。
|
sector.saltFlats.description = 砂漠のはずれにあるソルト · フラッツです。\nここには資源がほとんどありません。\n\n敵はここに資源貯蔵施設を建設しました。\n彼らのコアを絶ち、掃滅してください。
|
||||||
sector.craters.description = 過去の戦争の名残であるクレーターに水が溜まっています。エリアを取り戻し、砂を集め、メタガラスを精錬します。タレットとドリルを冷却するために水をポンプで送ります。
|
sector.craters.description = 過去の戦争の名残であるクレーターに水が溜まっています。\nエリアを取り戻し、砂を集め、メタガラスを精錬しましょう。\nタレットとドリルを冷却するためには水をポンプで送る必要があります。
|
||||||
sector.ruinousShores.description = 荒れ地を過ぎると海岸線です。ここにはかつて沿岸防衛隊が配備されていましたが、ほぼ残存していません。最も基本的な防衛施設のみが無傷のまま残っており、それ以外は全て破壊されています。\n外部拡張を続け、テクノロジーを再取得しましょう。
|
sector.ruinousShores.description = 荒れ地を過ぎると海岸線です。\nここにはかつて沿岸防衛隊が配備されていましたが、ほぼ残存していません。\n最も基本的な防衛施設のみが無傷のまま残っており、それ以外は全て破壊されています。\n外部拡張を続け、テクノロジーを再取得してください。
|
||||||
sector.stainedMountains.description = 更に内陸には、胞子に汚染されていない山があります。\nこの地域にはチタンが豊富にあります。抽出して使い方を学びましょう。\n\nより多くの敵が襲来します。最強のユニットを送る時間を与えないでください。
|
sector.stainedMountains.description = 更に内陸には、胞子に汚染されていない山があります。\nこの地域にはチタンが豊富にあります。抽出して使い方を学びましょう。\n\nここにはより多くの敵が襲来します。強力なユニットを送る時間を与えないでください。
|
||||||
sector.overgrowth.description = このエリアは、胞子の発生源に近く生い茂っています。\n敵はここに前哨基地を配備しました。タイタンユニットを生産し、破壊しましょう。失ったものを取り戻すのです。
|
sector.overgrowth.description = このエリアは、胞子の発生源に近く生い茂っています。\n敵はここに前哨基地を配備しました。タイタンユニットを生産し、破壊してください。\n失ったものを取り戻すのです。
|
||||||
sector.tarFields.description = 山と砂漠に挟まれた、石油産出地帯のはずれです。使用可能なタール埋蔵量がある数少ないエリアの1つです。\n放棄されたエリアですが、近くに脅威となる敵がいます。\n\n[lightgray]可能であれば石油抽出機を研究しましょう。
|
sector.tarFields.description = 山と砂漠に挟まれた、石油産出地帯のはずれです。\n使用可能なタール埋蔵量がある数少ないエリアの1つです。\n放棄されたエリアですが、近くに脅威となる敵がいます。\n\n[lightgray]可能であれば石油抽出機を研究しましょう。
|
||||||
sector.desolateRift.description = 非常に危険な地帯です。資源は豊富ですが、空間が狭いです。破壊されるリスクが高いため、一刻も早く立ち去りましょう。敵の攻撃間隔が長いですが、気を抜かないでください。
|
sector.desolateRift.description = 非常に危険な地帯です。資源は豊富ですが、領域が十分にありません。破壊されるリスクが高いため、一刻も早く立ち去りましょう。\n敵の攻撃間隔が長いですが、気を抜かないでください。
|
||||||
sector.nuclearComplex.description = 崩壊したトリウム製造・加工施設です。\n[lightgray]トリウムとその多くの用途を研究してください。\n\n多くの敵がここに存在し、常に攻撃を偵察しています。
|
sector.nuclearComplex.description = 崩壊したトリウム製造・加工施設です。\n[lightgray]トリウムとその多くの用途を研究してください。\n\n多くの敵がここに存在し、常に攻撃を偵察しています。
|
||||||
sector.fungalPass.description = 高山と、胞子の多い低地との間の遷移地域です。ここには敵の小さな偵察基地があります。\n破壊しましょう。\nダガーとクローラーユニットを使い、2つの敵コアの排除しましょう、
|
sector.fungalPass.description = 高山と、胞子の多い低地との間の遷移地域です。\nここには敵の小さな偵察基地があります。\n破壊してください。\nダガーとクローラーユニットを使い、2つの敵コアの排除しましょう、
|
||||||
sector.biomassFacility.description = 胞子の発生源です。これらは、胞子の研究により、最初に建設された施設です。\n内部に残された技術を研究しましょう。燃料とプラスタニウムの生産のために胞子を培養します。\n\n[lightgray]この施設が活動停止したために、胞子が放出されました。地域の生態系には、そのような侵略的生物と競合するものはありません。
|
sector.biomassFacility.description = 胞子の発生源です。\nこれらは胞子の研究のために、最初に建設された施設です。\n内部に残された技術を研究しましょう。燃料とプラスタニウムの生産のために胞子を培養します。\n\n[lightgray]この施設が活動停止したために、胞子が放出されました。地域の生態系には、そのような侵略的生物と競合するものはありません。
|
||||||
sector.windsweptIslands.description = 海岸をさらに進むと、辺鄙な列島があります。記録によると、ここにはかつて[accent]プラスタニウム[]-を生産するシステムがありました。\n\n敵の海軍ユニットを撃沈しましょう。島々に基地を建造し、これらの工場を調査しましょう。
|
sector.windsweptIslands.description = 海岸をさらに進むと、辺鄙な列島があります。記録によると、ここにはかつて[accent]プラスタニウム[]を生産するシステムがありました。\n\n敵の海軍ユニットを撃沈してください。島々に基地を建造し、これらの工場を調査しましょう。
|
||||||
sector.extractionOutpost.description = 他のセクターへ資源を輸送するために建設された敵の遠隔地の前哨基地です。\n\nさらなる征伐のためには、セクター感を通ずる輸送技術が不可欠です。基地を破壊しましょう。彼らの発射台を研究してください。
|
sector.extractionOutpost.description = 他のセクターへ資源を輸送するために建設された敵の遠隔地の前哨基地です。\n\nさらなる征伐のためには、セクター間を通ずる輸送技術が不可欠です。基地を破壊してください。彼らの発射台を研究しましょう。
|
||||||
sector.impact0078.description = ここには、最初にこの星系に入った星間輸送船の残骸があります。\n\n残骸を可能な限り回収し、完全な技術を研究しましょう。
|
sector.impact0078.description = ここには、最初にこの星系に入った星間輸送船の残骸があります。\n\n残骸を可能な限り回収し、解析可能な技術を研究しましょう。
|
||||||
sector.planetaryTerminal.description = 最終目標です。\n\nこの沿岸基地には、コアを他の惑星に打ち上げることが出来る建造物があります。極めて堅固に守られています。\n\n海軍ユニットを生産し、できるだけ速やかに敵を排除しましょう。発射建造物を研究しましょう。
|
sector.planetaryTerminal.description = 最終目標です。\n\nこの沿岸基地には、コアを他の惑星に打ち上げることが出来る建造物があります。しかし、極めて堅固に守られています。\n\n海軍ユニットを生産し、可及的速やかに敵を排除してください。\nそして、発射建造物を研究しましょう。
|
||||||
|
|
||||||
|
status.burning.name = 燃焼
|
||||||
|
status.freezing.name = 凍結
|
||||||
|
status.wet.name = 湿潤
|
||||||
|
status.muddy.name = Muddy
|
||||||
|
status.melting.name = 溶解
|
||||||
|
status.sapped.name = 吸収
|
||||||
|
status.electrified.name = 帯電
|
||||||
|
status.spore-slowed.name = 鈍化胞子
|
||||||
|
status.tarred.name = 石油塗れ
|
||||||
|
status.overclock.name = オーバークロック
|
||||||
|
status.shocked.name = 電撃
|
||||||
|
status.blasted.name = 爆破
|
||||||
|
status.unmoving.name = 移動阻止
|
||||||
|
status.boss.name = ガーディアン
|
||||||
|
|
||||||
settings.language = 言語
|
settings.language = 言語
|
||||||
settings.data = ゲームデータ
|
settings.data = ゲームデータ
|
||||||
@@ -632,6 +675,7 @@ settings.clearcampaignsaves.confirm = キャンペーンのセーブデータを
|
|||||||
paused = [accent]< ポーズ >
|
paused = [accent]< ポーズ >
|
||||||
clear = 消去
|
clear = 消去
|
||||||
banned = [scarlet]使用禁止
|
banned = [scarlet]使用禁止
|
||||||
|
unsupported.environment = [scarlet]サポートされていない環境
|
||||||
yes = はい
|
yes = はい
|
||||||
no = いいえ
|
no = いいえ
|
||||||
info.title = 情報
|
info.title = 情報
|
||||||
@@ -641,12 +685,14 @@ unit.nobuild = [scarlet]構築不可
|
|||||||
lastaccessed = [lightgray]最終アクセス {0}
|
lastaccessed = [lightgray]最終アクセス {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
|
stat.showinmap = <表示のマップを読み込む>
|
||||||
stat.description = 説明
|
stat.description = 説明
|
||||||
stat.input = 搬入
|
stat.input = 搬入
|
||||||
stat.output = 搬出
|
stat.output = 搬出
|
||||||
stat.booster = ブースト
|
stat.booster = ブースト
|
||||||
stat.tiles = 必要なタイル
|
stat.tiles = 必要なタイル
|
||||||
stat.affinities = 親和性
|
stat.affinities = 親和性
|
||||||
|
stat.opposites = 排他性
|
||||||
stat.powercapacity = 電力容量
|
stat.powercapacity = 電力容量
|
||||||
stat.powershot = 電力/ショット
|
stat.powershot = 電力/ショット
|
||||||
stat.damage = ダメージ
|
stat.damage = ダメージ
|
||||||
@@ -669,6 +715,7 @@ stat.memorycapacity = メモリー容量
|
|||||||
stat.basepowergeneration = 基本発電量
|
stat.basepowergeneration = 基本発電量
|
||||||
stat.productiontime = 製造速度
|
stat.productiontime = 製造速度
|
||||||
stat.repairtime = ブロックの完全修復速度
|
stat.repairtime = ブロックの完全修復速度
|
||||||
|
stat.repairspeed = 修復速度
|
||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
stat.bullet = 弾丸
|
stat.bullet = 弾丸
|
||||||
stat.speedincrease = 速度向上
|
stat.speedincrease = 速度向上
|
||||||
@@ -678,6 +725,7 @@ stat.drillspeed = 基本採掘速度
|
|||||||
stat.boosteffect = ブースト効果
|
stat.boosteffect = ブースト効果
|
||||||
stat.maxunits = 最大ユニット数
|
stat.maxunits = 最大ユニット数
|
||||||
stat.health = 耐久値
|
stat.health = 耐久値
|
||||||
|
stat.armor = アーマー
|
||||||
stat.buildtime = 建設時間
|
stat.buildtime = 建設時間
|
||||||
stat.maxconsecutive = 最大連鎖
|
stat.maxconsecutive = 最大連鎖
|
||||||
stat.buildcost = 建設費用
|
stat.buildcost = 建設費用
|
||||||
@@ -693,6 +741,7 @@ stat.lightningchance = 電撃確率
|
|||||||
stat.lightningdamage = 電撃ダメージ
|
stat.lightningdamage = 電撃ダメージ
|
||||||
stat.flammability = 可燃性
|
stat.flammability = 可燃性
|
||||||
stat.radioactivity = 放射能
|
stat.radioactivity = 放射能
|
||||||
|
stat.charge = 帯電性
|
||||||
stat.heatcapacity = 熱容量
|
stat.heatcapacity = 熱容量
|
||||||
stat.viscosity = 粘度
|
stat.viscosity = 粘度
|
||||||
stat.temperature = 温度
|
stat.temperature = 温度
|
||||||
@@ -706,13 +755,21 @@ stat.abilities = 能力
|
|||||||
stat.canboost = ブースト可能
|
stat.canboost = ブースト可能
|
||||||
stat.flying = 飛行
|
stat.flying = 飛行
|
||||||
stat.ammouse = 使用弾薬
|
stat.ammouse = 使用弾薬
|
||||||
|
stat.damagemultiplier = ダメージ倍率
|
||||||
|
stat.healthmultiplier = 体力倍率
|
||||||
|
stat.speedmultiplier = スピード倍率
|
||||||
|
stat.reloadmultiplier = リロード倍率
|
||||||
|
stat.buildspeedmultiplier = 建築速度倍率
|
||||||
|
stat.reactive = 反応
|
||||||
|
stat.healing = 治癒
|
||||||
|
|
||||||
ability.forcefield = フォースフィールド
|
ability.forcefield = フォースフィールド
|
||||||
ability.repairfield = リペアフィールド
|
ability.repairfield = リペアフィールド
|
||||||
ability.statusfield = ステータスフィールド
|
ability.statusfield = {0} ステータスフィールド
|
||||||
ability.unitspawn = {0} 生産
|
ability.unitspawn = {0} 生産
|
||||||
ability.shieldregenfield = シールドリペアフィールド
|
ability.shieldregenfield = シールドリペアフィールド
|
||||||
ability.movelightning = ムーブメントライトニング
|
ability.movelightning = ムーブメントライトニング
|
||||||
|
ability.energyfield = エネルギー範囲: [accent]{0}[] ダメージ ~ [accent]{1}[] ブロック / [accent]{2}[] ターゲット
|
||||||
|
|
||||||
bar.drilltierreq = より高性能なドリルを使用してください
|
bar.drilltierreq = より高性能なドリルを使用してください
|
||||||
bar.noresources = 不足している資源
|
bar.noresources = 不足している資源
|
||||||
@@ -720,6 +777,7 @@ bar.corereq = コアベースが必要
|
|||||||
bar.drillspeed = 採掘速度: {0}/秒
|
bar.drillspeed = 採掘速度: {0}/秒
|
||||||
bar.pumpspeed = ポンプの速度: {0}/s
|
bar.pumpspeed = ポンプの速度: {0}/s
|
||||||
bar.efficiency = 効率: {0}%
|
bar.efficiency = 効率: {0}%
|
||||||
|
bar.boost = ブースト: +{0}%
|
||||||
bar.powerbalance = 電力均衡: {0}/秒
|
bar.powerbalance = 電力均衡: {0}/秒
|
||||||
bar.powerstored = 総蓄電量: {0}/{1}
|
bar.powerstored = 総蓄電量: {0}/{1}
|
||||||
bar.poweramount = 蓄電量: {0}
|
bar.poweramount = 蓄電量: {0}
|
||||||
@@ -734,6 +792,7 @@ bar.power = 電力
|
|||||||
bar.progress = 建設状況
|
bar.progress = 建設状況
|
||||||
bar.input = 入力
|
bar.input = 入力
|
||||||
bar.output = 出力
|
bar.output = 出力
|
||||||
|
bar.strength = [stat]{0}[lightgray]x 強化
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]プロセッサーの制御下
|
units.processorcontrol = [lightgray]プロセッサーの制御下
|
||||||
|
|
||||||
@@ -744,6 +803,7 @@ bullet.sapping = [stat]吸収弾
|
|||||||
bullet.homing = [stat]追尾弾
|
bullet.homing = [stat]追尾弾
|
||||||
bullet.shock = [stat]電撃
|
bullet.shock = [stat]電撃
|
||||||
bullet.frag = [stat]爆発弾
|
bullet.frag = [stat]爆発弾
|
||||||
|
bullet.lightning = [stat]{0}[lightgray]x ライトニング ~ [stat]{1}[lightgray] ダメージ
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
||||||
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
||||||
bullet.pierce = [stat]{0}[lightgray]x レーザー弾
|
bullet.pierce = [stat]{0}[lightgray]x レーザー弾
|
||||||
@@ -757,6 +817,7 @@ bullet.reload = [stat]リロード速度 {0}[lightgray]倍
|
|||||||
unit.blocks = ブロック
|
unit.blocks = ブロック
|
||||||
unit.blockssquared = ブロック²
|
unit.blockssquared = ブロック²
|
||||||
unit.powersecond = 電力/秒
|
unit.powersecond = 電力/秒
|
||||||
|
unit.tilessecond = タイル/秒
|
||||||
unit.liquidsecond = 液体/秒
|
unit.liquidsecond = 液体/秒
|
||||||
unit.itemssecond = アイテム/秒
|
unit.itemssecond = アイテム/秒
|
||||||
unit.liquidunits = 液体
|
unit.liquidunits = 液体
|
||||||
@@ -782,17 +843,19 @@ category.items = アイテム
|
|||||||
category.crafting = 搬入/搬出
|
category.crafting = 搬入/搬出
|
||||||
category.function = 役割
|
category.function = 役割
|
||||||
category.optional = 強化オプション
|
category.optional = 強化オプション
|
||||||
|
setting.skipcoreanimation.name = コアの打ち上げ/着陸アニメーションをスキップ
|
||||||
setting.landscape.name = 横画面で固定
|
setting.landscape.name = 横画面で固定
|
||||||
setting.shadows.name = 影
|
setting.shadows.name = 影
|
||||||
setting.blockreplace.name = 自動ブロック提案
|
setting.blockreplace.name = 自動ブロック提案
|
||||||
setting.linear.name = リニアフィルター
|
setting.linear.name = リニアフィルター
|
||||||
setting.hints.name = ヒント
|
setting.hints.name = ヒント
|
||||||
setting.flow.name = 資源流通量の表示
|
setting.logichints.name = ロジックのヒント
|
||||||
setting.backgroundpause.name = バックグラウンドで一時停止中
|
setting.backgroundpause.name = バックグラウンド中は一時停止する
|
||||||
setting.buildautopause.name = オートポーズビルディング
|
setting.buildautopause.name = 常に建築一時中断状態にする
|
||||||
|
setting.doubletapmine.name = ダブルタップで採掘する
|
||||||
|
setting.modcrashdisable.name = 起動時にクラッシュした場合にModを無効にする
|
||||||
setting.animatedwater.name = 流体のアニメーション
|
setting.animatedwater.name = 流体のアニメーション
|
||||||
setting.animatedshields.name = シールドのアニメーション
|
setting.animatedshields.name = シールドのアニメーション
|
||||||
setting.antialias.name = アンチエイリアス[lightgray] (再起動が必要)[]
|
|
||||||
setting.playerindicators.name = プレイヤーの方角表示
|
setting.playerindicators.name = プレイヤーの方角表示
|
||||||
setting.indicators.name = 敵の方角表示
|
setting.indicators.name = 敵の方角表示
|
||||||
setting.autotarget.name = オートターゲット
|
setting.autotarget.name = オートターゲット
|
||||||
@@ -801,7 +864,8 @@ setting.touchscreen.name = タッチスクリーン操作
|
|||||||
setting.fpscap.name = 最大FPS
|
setting.fpscap.name = 最大FPS
|
||||||
setting.fpscap.none = なし
|
setting.fpscap.none = なし
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = UIサイズ[lightgray] (再起動が必要)[]
|
setting.uiscale.name = UIサイズ
|
||||||
|
setting.uiscale.description = 再起動が必要です。
|
||||||
setting.swapdiagonal.name = 常に斜め設置
|
setting.swapdiagonal.name = 常に斜め設置
|
||||||
setting.difficulty.training = トレーニング
|
setting.difficulty.training = トレーニング
|
||||||
setting.difficulty.easy = イージー
|
setting.difficulty.easy = イージー
|
||||||
@@ -819,7 +883,9 @@ setting.saveinterval.name = 自動保存間隔
|
|||||||
setting.seconds = {0} 秒
|
setting.seconds = {0} 秒
|
||||||
setting.milliseconds = {0} ミリ秒
|
setting.milliseconds = {0} ミリ秒
|
||||||
setting.fullscreen.name = フルスクリーン
|
setting.fullscreen.name = フルスクリーン
|
||||||
setting.borderlesswindow.name = 境界の無いウィンドウ[lightgray] (再起動が必要になる場合があります)
|
setting.borderlesswindow.name = ボーダーレスウィンドウ
|
||||||
|
setting.borderlesswindow.name.windows = ボーダーレスフルスクリーン
|
||||||
|
setting.borderlesswindow.description = 再起動が必要になる場合があります。
|
||||||
setting.fps.name = FPSを表示
|
setting.fps.name = FPSを表示
|
||||||
setting.smoothcamera.name = スムーズなカメラ
|
setting.smoothcamera.name = スムーズなカメラ
|
||||||
setting.vsync.name = 垂直同期
|
setting.vsync.name = 垂直同期
|
||||||
@@ -865,14 +931,14 @@ keybind.clear_building.name = 建築の取り消し
|
|||||||
keybind.press = キーを押してください...
|
keybind.press = キーを押してください...
|
||||||
keybind.press.axis = 軸またはキーを押してください...
|
keybind.press.axis = 軸またはキーを押してください...
|
||||||
keybind.screenshot.name = スクリーンショット
|
keybind.screenshot.name = スクリーンショット
|
||||||
keybind.toggle_power_lines.name = パワーレーザーの切り替え
|
keybind.toggle_power_lines.name = 電線の表示の切り替え
|
||||||
keybind.toggle_block_status.name = ブロックの状態表示の切り替え
|
keybind.toggle_block_status.name = ブロックの状態表示の切り替え
|
||||||
keybind.move_x.name = 左右移動
|
keybind.move_x.name = 左右移動
|
||||||
keybind.move_y.name = 上下移動
|
keybind.move_y.name = 上下移動
|
||||||
keybind.mouse_move.name = マウスを追う
|
keybind.mouse_move.name = マウスを追う
|
||||||
keybind.pan.name = パン
|
keybind.pan.name = 視点移動
|
||||||
keybind.boost.name = ブースト
|
keybind.boost.name = ブースト
|
||||||
keybind.schematic_select.name = 地域の選択
|
keybind.schematic_select.name = 範囲選択
|
||||||
keybind.schematic_menu.name = 設計図メニュー
|
keybind.schematic_menu.name = 設計図メニュー
|
||||||
keybind.schematic_flip_x.name = 設計図をX座標で反転
|
keybind.schematic_flip_x.name = 設計図をX座標で反転
|
||||||
keybind.schematic_flip_y.name = 設計図をY座標で反転
|
keybind.schematic_flip_y.name = 設計図をY座標で反転
|
||||||
@@ -905,10 +971,11 @@ keybind.shoot.name = ショット
|
|||||||
keybind.zoom.name = ズーム
|
keybind.zoom.name = ズーム
|
||||||
keybind.menu.name = メニュー
|
keybind.menu.name = メニュー
|
||||||
keybind.pause.name = ポーズ
|
keybind.pause.name = ポーズ
|
||||||
keybind.pause_building.name = 建築のポーズ/レジューム
|
keybind.pause_building.name = 建築の一時中断/再開
|
||||||
keybind.minimap.name = ミニマップ
|
keybind.minimap.name = ミニマップ
|
||||||
keybind.planet_map.name = 惑星地図
|
keybind.planet_map.name = 惑星地図
|
||||||
keybind.research.name = 研究
|
keybind.research.name = 研究
|
||||||
|
keybind.block_info.name = ブロック情報
|
||||||
keybind.chat.name = チャット
|
keybind.chat.name = チャット
|
||||||
keybind.player_list.name = プレイヤーリスト
|
keybind.player_list.name = プレイヤーリスト
|
||||||
keybind.console.name = コンソール
|
keybind.console.name = コンソール
|
||||||
@@ -935,17 +1002,24 @@ mode.custom = カスタムルール
|
|||||||
|
|
||||||
rules.infiniteresources = 資源の無限化
|
rules.infiniteresources = 資源の無限化
|
||||||
rules.reactorexplosions = リアクターの爆発
|
rules.reactorexplosions = リアクターの爆発
|
||||||
|
rules.coreincinerates = 余剰アイテムの焼却
|
||||||
rules.schematic = 設計図を許可
|
rules.schematic = 設計図を許可
|
||||||
rules.wavetimer = ウェーブの自動進行
|
rules.wavetimer = ウェーブの自動進行
|
||||||
rules.waves = ウェーブ
|
rules.waves = ウェーブ
|
||||||
rules.attack = アタックモード
|
rules.attack = アタックモード
|
||||||
rules.buildai = AI 建築
|
rules.buildai = AI 建築
|
||||||
|
rules.aitier = AI 階級
|
||||||
|
rules.cleanupdeadteams = 敗北したチームの建設物を片付ける (PvP)
|
||||||
|
rules.corecapture = 破壊時にコアを奪取
|
||||||
|
rules.polygoncoreprotection = 多角形の建設禁止区域の設定
|
||||||
rules.enemyCheat = 敵(赤チーム)の資源の無限化
|
rules.enemyCheat = 敵(赤チーム)の資源の無限化
|
||||||
rules.blockhealthmultiplier = ブロックの体力倍率
|
rules.blockhealthmultiplier = ブロックの体力倍率
|
||||||
rules.blockdamagemultiplier = ブロックのダメージ倍率
|
rules.blockdamagemultiplier = ブロックのダメージ倍率
|
||||||
rules.unitbuildspeedmultiplier = ユニットの製造速度倍率
|
rules.unitbuildspeedmultiplier = ユニットの製造速度倍率
|
||||||
rules.unithealthmultiplier = ユニットの体力倍率
|
rules.unithealthmultiplier = ユニットの体力倍率
|
||||||
rules.unitdamagemultiplier = ユニットのダメージ倍率
|
rules.unitdamagemultiplier = ユニットのダメージ倍率
|
||||||
|
rules.unitcapvariable = コア数によってユニット上限を変動
|
||||||
|
rules.unitcap = ベースのユニット上限数
|
||||||
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
||||||
rules.wavespacing = ウェーブ間の待機時間:[lightgray] (秒)
|
rules.wavespacing = ウェーブ間の待機時間:[lightgray] (秒)
|
||||||
rules.buildcostmultiplier = 建設コストの倍率
|
rules.buildcostmultiplier = 建設コストの倍率
|
||||||
@@ -954,26 +1028,30 @@ rules.deconstructrefundmultiplier = ブロック破壊時の還元倍率
|
|||||||
rules.waitForWaveToEnd = 敵が倒されるまでウェーブの進行を中断
|
rules.waitForWaveToEnd = 敵が倒されるまでウェーブの進行を中断
|
||||||
rules.dropzoneradius = 出現範囲の半径:[lightgray] (タイル)
|
rules.dropzoneradius = 出現範囲の半径:[lightgray] (タイル)
|
||||||
rules.unitammo = ユニットは弾丸が必要
|
rules.unitammo = ユニットは弾丸が必要
|
||||||
|
rules.enemyteam = 敵チーム
|
||||||
|
rules.playerteam = プレイヤーチーム
|
||||||
rules.title.waves = ウェーブ
|
rules.title.waves = ウェーブ
|
||||||
rules.title.resourcesbuilding = 資源 & 建設
|
rules.title.resourcesbuilding = 資源 & 建設
|
||||||
rules.title.enemy = 敵
|
rules.title.enemy = 敵
|
||||||
rules.title.unit = ユニット
|
rules.title.unit = ユニット
|
||||||
rules.title.experimental = 実験的なゲームプレイ
|
rules.title.experimental = 実験的なゲームプレイ
|
||||||
rules.title.environment = 環境
|
rules.title.environment = 環境
|
||||||
|
rules.title.teams = チーム
|
||||||
rules.lighting = 霧
|
rules.lighting = 霧
|
||||||
rules.enemyLights = Enemy Lights
|
rules.enemyLights = 敵を発光させる
|
||||||
rules.fire = Fire
|
rules.fire = 火災
|
||||||
rules.explosions = 爆発ダメージ
|
rules.explosions = 爆発ダメージ
|
||||||
rules.ambientlight = 霧の色
|
rules.ambientlight = 霧の色
|
||||||
rules.weather = 気象
|
rules.weather = 気象
|
||||||
rules.weather.frequency = 頻度:
|
rules.weather.frequency = 頻度:
|
||||||
rules.weather.always = Always
|
rules.weather.always = 常時
|
||||||
rules.weather.duration = 継続時間:
|
rules.weather.duration = 継続時間:
|
||||||
|
|
||||||
content.item.name = アイテム
|
content.item.name = アイテム
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
content.unit.name = ユニット
|
content.unit.name = ユニット
|
||||||
content.block.name = ブロック
|
content.block.name = ブロック
|
||||||
|
content.status.name = ステータス効果
|
||||||
content.sector.name = セクター
|
content.sector.name = セクター
|
||||||
|
|
||||||
item.copper.name = 銅
|
item.copper.name = 銅
|
||||||
@@ -992,6 +1070,7 @@ item.blast-compound.name = 爆発性化合物
|
|||||||
item.pyratite.name = ピラタイト
|
item.pyratite.name = ピラタイト
|
||||||
item.metaglass.name = メタガラス
|
item.metaglass.name = メタガラス
|
||||||
item.scrap.name = スクラップ
|
item.scrap.name = スクラップ
|
||||||
|
|
||||||
liquid.water.name = 水
|
liquid.water.name = 水
|
||||||
liquid.slag.name = スラグ
|
liquid.slag.name = スラグ
|
||||||
liquid.oil.name = 石油
|
liquid.oil.name = 石油
|
||||||
@@ -1023,6 +1102,11 @@ unit.minke.name = ミンク
|
|||||||
unit.bryde.name = ブライド
|
unit.bryde.name = ブライド
|
||||||
unit.sei.name = セイ
|
unit.sei.name = セイ
|
||||||
unit.omura.name = オムラ
|
unit.omura.name = オムラ
|
||||||
|
unit.retusa.name = レトゥーザ
|
||||||
|
unit.oxynoe.name = オキシノ
|
||||||
|
unit.cyerce.name = サイラス
|
||||||
|
unit.aegires.name = エイガース
|
||||||
|
unit.navanax.name = ナバナックス
|
||||||
unit.alpha.name = アルファ
|
unit.alpha.name = アルファ
|
||||||
unit.beta.name = ベータ
|
unit.beta.name = ベータ
|
||||||
unit.gamma.name = ガンマ
|
unit.gamma.name = ガンマ
|
||||||
@@ -1031,13 +1115,12 @@ unit.reign.name = レイン
|
|||||||
unit.vela.name = ヴェラ
|
unit.vela.name = ヴェラ
|
||||||
unit.corvus.name = コーバス
|
unit.corvus.name = コーバス
|
||||||
|
|
||||||
block.resupply-point.name = 補給ポイント
|
|
||||||
block.parallax.name = パララックス
|
block.parallax.name = パララックス
|
||||||
block.cliff.name = 崖
|
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 +1151,8 @@ 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
|
||||||
@@ -1078,11 +1161,12 @@ 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
|
||||||
block.dacite.name = デイサイト
|
block.dacite.name = デイサイト
|
||||||
|
block.rhyolite.name = 流紋岩
|
||||||
block.dacite-wall.name = デイサイトの壁
|
block.dacite-wall.name = デイサイトの壁
|
||||||
block.dacite-boulder.name = デイサイトの礫
|
block.dacite-boulder.name = デイサイトの礫
|
||||||
block.ice-snow.name = 雪氷
|
block.ice-snow.name = 雪氷
|
||||||
@@ -1094,12 +1178,13 @@ block.pine.name = 松の木
|
|||||||
block.dirt.name = 泥
|
block.dirt.name = 泥
|
||||||
block.dirt-wall.name = 泥の壁
|
block.dirt-wall.name = 泥の壁
|
||||||
block.mud.name = 汚泥
|
block.mud.name = 汚泥
|
||||||
block.white-tree-dead.name = 白い枯れた樹木
|
block.white-tree-dead.name = 枯れた白い樹木
|
||||||
block.white-tree.name = 白い樹木
|
block.white-tree.name = 白い樹木
|
||||||
block.spore-cluster.name = 胞子の房
|
block.spore-cluster.name = 胞子の房
|
||||||
block.metal-floor.name = 金属製の地面 1
|
block.metal-floor.name = 金属製の地面 1
|
||||||
block.metal-floor-2.name = 金属製の地面 2
|
block.metal-floor-2.name = 金属製の地面 2
|
||||||
block.metal-floor-3.name = 金属製の地面 3
|
block.metal-floor-3.name = 金属製の地面 3
|
||||||
|
block.metal-floor-4.name = 金属製の地面 4
|
||||||
block.metal-floor-5.name = 金属製の地面 5
|
block.metal-floor-5.name = 金属製の地面 5
|
||||||
block.metal-floor-damaged.name = 破壊された金属製の地面
|
block.metal-floor-damaged.name = 破壊された金属製の地面
|
||||||
block.dark-panel-1.name = ダークパネル 1
|
block.dark-panel-1.name = ダークパネル 1
|
||||||
@@ -1190,6 +1275,7 @@ block.solar-panel.name = ソーラーパネル
|
|||||||
block.solar-panel-large.name = 大型ソーラーパネル
|
block.solar-panel-large.name = 大型ソーラーパネル
|
||||||
block.oil-extractor.name = 石油抽出機
|
block.oil-extractor.name = 石油抽出機
|
||||||
block.repair-point.name = 修復ポイント
|
block.repair-point.name = 修復ポイント
|
||||||
|
block.repair-turret.name = 修復ターレット
|
||||||
block.pulse-conduit.name = パルスパイプ
|
block.pulse-conduit.name = パルスパイプ
|
||||||
block.plated-conduit.name = メッキパイプ
|
block.plated-conduit.name = メッキパイプ
|
||||||
block.phase-conduit.name = フェーズパイプ
|
block.phase-conduit.name = フェーズパイプ
|
||||||
@@ -1220,7 +1306,6 @@ block.meltdown.name = メルトダウン
|
|||||||
block.foreshadow.name = フォーシャドウ
|
block.foreshadow.name = フォーシャドウ
|
||||||
block.container.name = コンテナー
|
block.container.name = コンテナー
|
||||||
block.launch-pad.name = 発射台
|
block.launch-pad.name = 発射台
|
||||||
block.launch-pad-large.name = 大型発射台
|
|
||||||
block.segment.name = セグメント
|
block.segment.name = セグメント
|
||||||
block.command-center.name = 司令塔
|
block.command-center.name = 司令塔
|
||||||
block.ground-factory.name = 陸軍工場
|
block.ground-factory.name = 陸軍工場
|
||||||
@@ -1232,14 +1317,20 @@ block.exponential-reconstructor.name = 指数式再構成工場
|
|||||||
block.tetrative-reconstructor.name = 超冪式再構成工場
|
block.tetrative-reconstructor.name = 超冪式再構成工場
|
||||||
block.payload-conveyor.name = マスコンベアー
|
block.payload-conveyor.name = マスコンベアー
|
||||||
block.payload-router.name = ペイロードルーター
|
block.payload-router.name = ペイロードルーター
|
||||||
|
block.duct.name = ダクト
|
||||||
|
block.duct-router.name = ダクトルーター
|
||||||
|
block.duct-bridge.name = ダクトブリッジ
|
||||||
|
block.payload-propulsion-tower.name = ペイロード推進タワー
|
||||||
|
block.payload-void.name = ペイロードボイド
|
||||||
|
block.payload-source.name = ペイロードソース
|
||||||
block.disassembler.name = ディスアセンブラー
|
block.disassembler.name = ディスアセンブラー
|
||||||
block.silicon-crucible.name = シリコンクルーシブル
|
block.silicon-crucible.name = シリコンクルーシブル
|
||||||
block.overdrive-dome.name = 加速ドーム
|
block.overdrive-dome.name = 加速ドーム
|
||||||
|
block.interplanetary-accelerator.name = 惑星間加速器
|
||||||
#experimental, may be removed
|
#experimental, may be removed
|
||||||
block.block-forge.name = ブロックフォージ
|
block.block-forge.name = ブロックフォージ
|
||||||
block.block-loader.name = ブロック積載機
|
block.block-loader.name = ブロック積載機
|
||||||
block.block-unloader.name = ブロック搬出機
|
block.block-unloader.name = ブロック搬出機
|
||||||
block.interplanetary-accelerator.name = 惑星間加速器
|
|
||||||
|
|
||||||
block.switch.name = スイッチ
|
block.switch.name = スイッチ
|
||||||
block.micro-processor.name = マイクロプロセッサー
|
block.micro-processor.name = マイクロプロセッサー
|
||||||
@@ -1259,73 +1350,75 @@ team.green.name = グリーン
|
|||||||
team.purple.name = パープル
|
team.purple.name = パープル
|
||||||
|
|
||||||
hint.skip = スキップ
|
hint.skip = スキップ
|
||||||
hint.desktopMove = [accent][[WASD][] を使い移動します。
|
hint.desktopMove = [accent][[WASD][]を使い移動します。
|
||||||
hint.zoom = [accent]マウスホイール[] でズームイン、ズームアウトをします。
|
hint.zoom = [accent]マウスホイール[]でズームイン、ズームアウトをします。
|
||||||
hint.mine = \uf8c4 銅の近くに移動し、 [accent]タップ[] して手動で採掘します。
|
hint.mine = \uf8c4 銅の近くに移動し、[accent]タップ[]して手動で採掘します。
|
||||||
hint.desktopShoot = [accent][[左クリック][] で射撃します。
|
hint.desktopShoot = [accent][[左クリック][]で射撃します。
|
||||||
hint.depositItems = アイテムを移すには、シップからコアへドラッグします。
|
hint.depositItems = アイテムを移すには、シップからコアへドラッグします。
|
||||||
hint.respawn = シップとしてリスポーンするには、 [accent][[V][]を押します。
|
hint.respawn = シップとしてリスポーンするには、[accent][[V][]を押します。
|
||||||
hint.respawn.mobile = ユニット/建造物のコントロールを得ました。シップとしてリスポーンするには、 [accent]左上のアイコンをタップします。[]
|
hint.respawn.mobile = ユニット/建造物のコントロールを得ました。シップとしてリスポーンするには、[accent]左上のアイコンをタップします。[]
|
||||||
hint.desktopPause = [accent][[スペース][] を押して、ゲームを一時停止と一時停止の解除ができます。
|
hint.desktopPause = [accent][[スペース][]を押して、ゲームを一時停止と一時停止の解除ができます。
|
||||||
hint.placeDrill = 右下のメニューの \ue85e [accent]ドリル[] タブを選択し、 \uf870 [accent]ドリル[] を選択し、銅地域をクリックして配置します。
|
hint.placeDrill = 右下のメニューの\ue85e [accent]ドリル[]タブを選択し、\uf870 [accent]ドリル[]を選択し、銅地域をクリックして配置します。
|
||||||
hint.placeDrill.mobile = 右下のメニューの \ue85e [accent]ドリル[] タブを選択し、 \uf870 [accent]ドリル[] を選択し、銅地域をタップして配置します。\n\n右下の \ue800 [accent]チェックマーク[] をタップして確認します。
|
hint.placeDrill.mobile = 右下のメニューの\ue85e [accent]ドリル[]タブを選択し、\uf870 [accent]ドリル[]を選択し、銅地域をタップして配置します。\n\n右下の\ue800 [accent]チェックマーク[]をタップして確認します。
|
||||||
hint.placeConveyor = コンベアーを使い、アイテムをドリルから他のブロックへ移動します。 \ue814 [accent]運搬[] タブから、 \uf896 [accent]コンベアー[] を選択します。\n\n複数のコンベアーを配置するには、クリックしてドラッグします。\n[accent]マウスホイール[] により回転します。
|
hint.placeConveyor = コンベアーを使い、アイテムをドリルから他のブロックへ移動します。\ue814 [accent]運搬[]タブから、\uf896 [accent]コンベアー[]を選択します。\n\n複数のコンベアーを配置するには、クリックしてドラッグします。\n[accent]マウスホイール[]により回転します。
|
||||||
hint.placeConveyor.mobile = コンベアーを使い、アイテムをドリルから他のブロックへ移動します。 \ue814 [accent]運搬[] タブから、 \uf896 [accent]コンベアー[] を選択します。\n\n指を1秒間押したままドラッグすると、複数のコンベアーを配置します。
|
hint.placeConveyor.mobile = コンベアーを使い、アイテムをドリルから他のブロックへ移動します。\ue814 [accent]運搬[]タブから、\uf896 [accent]コンベアー[]を選択します。\n\n指を1秒間押したままドラッグすると、複数のコンベアーを配置します。
|
||||||
hint.placeTurret = \uf861 [accent]ターレット[] を配置して、敵から基地を守ります。\n\nターレットには弾薬が必要です。この場合は \uf838銅です。\nコンベアーとドリルを使用して補給します。
|
hint.placeTurret = \uf861 [accent]ターレット[]を配置して、敵から基地を守ります。\n\nターレットには弾薬が必要です。この場合は\uf838銅です。\nコンベアーとドリルを使用して補給します。
|
||||||
hint.breaking = [accent]右クリック[] と右クリックドラッグによりブロックを壊します。
|
hint.breaking = [accent]右クリック[]と右クリックドラッグによりブロックを壊します。
|
||||||
hint.breaking.mobile = 右下にある \ue817 [accent]ハンマー[] をアクティブにして、タップしてブロックを壊します。\n\n指を1秒間押したままドラッグすると、範囲選択が出来ます。
|
hint.breaking.mobile = 右下にある\ue817 [accent]ハンマー[]をアクティブにして、タップしてブロックを壊します。\n\n指を1秒間押したままドラッグすると、範囲選択が出来ます。
|
||||||
hint.research = \ue875 [accent]研究[] ボタンを押して、新しいテクノロジーを研究します。
|
hint.blockInfo = [accent]建築メニュー[]でブロックを選択し、右側の[accent][[?][]ボタンを押すと、ブロックの情報が表示されます。
|
||||||
hint.research.mobile = \ue88c [accent]メニュー[] の \ue875 [accent]研究[] ボタンを押して、新しいテクノロジーを研究します。
|
hint.derelict = [accent]放棄[]され、すでに機能を失った古い基地建造物の残骸です。\n\nこれらは[accent]解体[]することにより、資源になります。
|
||||||
hint.unitControl = [accent][[左ctrl][] を押しながら [accent]クリック[] するとターレットや味方ユニットを操作できます。
|
hint.research = \ue875 [accent]研究[]ボタンを押して、新しいテクノロジーを研究します。
|
||||||
hint.unitControl.mobile = [accent][ダブルタップ[] すると味方ユニットやターレットを操作できます。
|
hint.research.mobile = \ue88c [accent]メニュー[]の\ue875 [accent]研究[]ボタンを押して、新しいテクノロジーを研究します。
|
||||||
hint.launch = 十分な資源を確保できたら、右下の \ue827 [accent]マップ[] から、近くのセクターを選択して [accent]発射[] できます。
|
hint.unitControl = [accent][[左ctrl][]を押しながら[accent]クリック[]するとターレットや味方ユニットを操作できます。
|
||||||
hint.launch.mobile = 十分な資源を確保できたら、 \ue88c [accent]メニュー[] の \ue827 [accent]マップ[] から、近くのセクターを選択して [accent]発射[] できます。
|
hint.unitControl.mobile = [accent][ダブルタップ[]すると味方ユニットやターレットを操作できます。
|
||||||
hint.schematicSelect = [accent][[F][] を押しながらドラッグして、コピー&ペーストするブロックを選択します。\n\n[accent][[ミドルクリック][] により、1つのブロックタイプをコピーします。
|
hint.launch = 十分な資源を確保できたら、右下の\ue827 [accent]マップ[]から、近くのセクターを選択して[accent]発射[]できます。
|
||||||
hint.conveyorPathfind = [accent][[左-Ctrl][] を押しながらコンベアーをドラッグすると、経路が自動生成されます。
|
hint.launch.mobile = 十分な資源を確保できたら、\ue88c [accent]メニュー[]の\ue827 [accent]マップ[]から、近くのセクターを選択して[accent]発射[]できます。
|
||||||
hint.conveyorPathfind.mobile = \ue844 [accent]対角線モード[] を有効にし、コンベアーをドラッグすると経路が自動生成します。
|
hint.schematicSelect = [accent][[F][]を押しながらドラッグして、コピー&ペーストするブロックを選択します。\n\n[accent][[ミドルクリック][]により、1つのブロックタイプをコピーします。
|
||||||
hint.boost = [accent][[左シフト][] を押したままにすると、操作中のユニットは障害物を飛び越えます。\n\n少数の地上ユニットのみがこのブースターを搭載しています。
|
hint.conveyorPathfind = [accent][[左-Ctrl][]を押しながらコンベアーをドラッグすると、経路が自動生成されます。
|
||||||
hint.command = [accent][[G][] を押して、近くの [accent]同様のタイプ[] のユニットと編隊を組みます。\n\n地上ユニットを指揮するには、まず別個の地上ユニットをコントロールする必要があります。
|
hint.conveyorPathfind.mobile = \ue844 [accent]対角線モード[]を有効にし、コンベアーをドラッグすると経路が自動生成します。
|
||||||
hint.command.mobile = [accent][[ダブルタップ][] すると、操作中のユニットは近くのユニットと編隊を組みます。
|
hint.boost = [accent][[左シフト][]を押したままにすると、操作中のユニットは障害物を飛び越えます。\n\n少数の地上ユニットのみがこのブースターを搭載しています。
|
||||||
hint.payloadPickup = [accent][[[] を押して、小さなブロックまたはユニットを格納します。
|
hint.command = [accent][[G][]を押して、近くの [accent]同様のタイプ[]のユニットと編隊を組みます。\n\n地上ユニットを指揮するには、まず別個の地上ユニットをコントロールする必要があります。
|
||||||
hint.payloadPickup.mobile = [accent]タップ&ホールド[] により、小さなブロックまたはユニットを格納します。
|
hint.command.mobile = [accent][[ダブルタップ][]すると、操作中のユニットは近くのユニットと編隊を組みます。
|
||||||
hint.payloadDrop = [accent]][] を押すと、積載物を降ろします。
|
hint.payloadPickup = [accent][[[]を押して、小さなブロックまたはユニットを格納します。
|
||||||
hint.payloadDrop.mobile = 空いている場所を [accent]タップ&ホールド[] して、積載物を降ろします。
|
hint.payloadPickup.mobile = [accent]タップ&ホールド[]により、小さなブロックまたはユニットを格納します。
|
||||||
hint.waveFire = [accent]ウェーブ[] ターレットは水を搬入すると、近くの火を自動的に消火します。
|
hint.payloadDrop = [accent]][]を押すと、積載物を降ろします。
|
||||||
hint.generator = \uf879 [accent]火力発電機[] 石炭を燃やし、隣接するブロックに電力を供給します。\n\n電力供給範囲は \uf87f [accent]電源ノード[]で拡張できます。
|
hint.payloadDrop.mobile = 空いている場所を[accent]タップ&ホールド[]して、積載物を降ろします。
|
||||||
hint.guardian = [accent]ガーディアン[] ユニットは装甲を搭載しています。[accent]銅[] や [accent]鉛[] などの弱い弾薬は [scarlet]効果がありません[]。\n\n強力なターレット、または \uf861デュオ/\uf859サルボー の弾薬に \uf835 [accent]黒鉛[]を使用してガーディアンを撃破してください。
|
hint.waveFire = [accent]ウェーブ[]ターレットは水を搬入すると、近くの火を自動的に消火します。
|
||||||
hint.coreUpgrade = コアは [accent]上位のコアを配置することでアップグレードできます[]。\n\n [accent]シャード[] コアの上に、 [accent]ファンデーション[] コアを置きます。近くに障害物がないことを確認してください。
|
hint.generator = \uf879 [accent]火力発電機[]石炭を燃やし、隣接するブロックに電力を供給します。\n\n電力供給範囲は\uf87f [accent]電源ノード[]で拡張できます。
|
||||||
hint.presetLaunch = [accent]フローズン · フォレスト[] などの灰色の [accent]着陸ゾーンセクター[] には、どこからでも発射できます。近くの領土を確保する必要はありません。\n\nこのような [accent]数字のセクター[] は、 [accent]違います[]。
|
hint.guardian = [accent]ガーディアン[]ユニットは装甲を搭載しています。[accent]銅[]や[accent]鉛[]などの弱い弾薬は[scarlet]効果がありません[]。\n\n強力なターレット、または\uf861デュオ/\uf859サルボーの弾薬に\uf835 [accent]黒鉛[]を使用してガーディアンを撃破してください。
|
||||||
hint.coreIncinerate = コアのアイテム収納数の上限に達したアイテムは搬入されず [accent]破棄[]されます。
|
hint.coreUpgrade = コアは [accent]上位のコアを配置することでアップグレードできます[]。\n\n [accent]シャード[]コアの上に、 [accent]ファンデーション[]コアを置きます。近くに障害物がないことを確認してください。
|
||||||
hint.coopCampaign = [accent]co-op キャンペーン[]をプレイすると、現在のマップで生産されたアイテムは [accent]あなたのセクター[] に移送されます。\n\nホストが行った新しい研究も引き継がれます。
|
hint.presetLaunch = [accent]フローズン · フォレスト[]などの灰色の[accent]着陸ゾーンセクター[]には、どこからでも発射できるため近くの領土を確保する必要はありません。\n\nしかし、このような[accent]数字のセクター[]では[accent]この限りではありません[]。
|
||||||
|
hint.coreIncinerate = コアのアイテム収納数の上限に達したアイテムは搬入されず[accent]破棄[]されます。
|
||||||
|
hint.coopCampaign = [accent]co-op キャンペーン[]をプレイすると、現在のマップで生産されたアイテムは[accent]あなたのセクター[]に移送されます。\n\nホストが行った新しい研究も引き継がれます。
|
||||||
|
|
||||||
item.copper.description = 便利な鉱石です。様々なブロックの材料として幅広く使われています。
|
item.copper.description = 便利な鉱石です。\n多様なブロックの材料として幅広く使われています。
|
||||||
item.copper.details = セルプロに豊富な金属。補強しない限り構造的に弱い。
|
item.copper.details = セルプロに豊富な金属です。\n補強しない限り構造的に弱いです。
|
||||||
item.lead.description = 一般的で手軽な鉱石です。機械や液体輸送ブロックなどに使われます。
|
item.lead.description = 一般的で手軽な鉱石です。\n機械や液体輸送ブロックなどに使われます。
|
||||||
item.lead.details = 高密度。不活性。バッテリーによく利用される。\nノート: 生物学的に生命に有毒である可能性があります。このあたりには生命が多く残っていません。
|
item.lead.details = 高密度で不活性です。バッテリーによく利用されます。\nノート: 生物学的に有毒である可能性があります。このあたりには生命があまり見られません。
|
||||||
item.metaglass.description = とても頑丈な強化ガラスです。液体の輸送やタンクとして幅広く使われています。
|
item.metaglass.description = とても頑丈な強化ガラスです。\n液体の輸送やタンク、工場などに幅広く使われています。
|
||||||
item.graphite.description = 弾薬や絶縁体として利用されています。
|
item.graphite.description = 弾薬や絶縁体として利用されています。
|
||||||
item.sand.description = 合金や融剤など広く使用されている一般的な材料です。
|
item.sand.description = 合金や融剤など広く使用されている一般的な材料です。
|
||||||
item.coal.description = 一般的で有用な燃料です。
|
item.coal.description = 一般的で有用な燃料です。
|
||||||
item.coal.details = 化石化して植物のようで、利用方法が確立されるはるか前に形成されました。
|
item.coal.details = 化石化した植物のようで\n利用方法が確立されるはるか前に形成されました。
|
||||||
item.titanium.description = 希少で非常に軽量な金属です。液体輸送やドリル、航空機などで使われます。
|
item.titanium.description = 希少で非常に軽量な金属です。\n液体輸送やドリル、航空機などで使われます。
|
||||||
item.thorium.description = 放射性を持つ高密度な金属です。建造物の支えや核燃料として使われます。
|
item.thorium.description = 放射性を持つ高密度な金属です。\n建造物の支えや核燃料として使われます。
|
||||||
item.scrap.description = 昔の建造物やユニットの残骸です。様々な種類の金属が微量に含まれています。
|
item.scrap.description = 昔の建造物やユニットの残骸です。\n多種多様の金属が微量に含まれています。
|
||||||
item.scrap.details = 古い建造物やユニットの残骸です。
|
item.scrap.details = 古い建造物やユニットの残骸です。
|
||||||
item.silicon.description = 非常に有用な半導体でソーラーパネルや多くの複雑な機械に応用できます。
|
item.silicon.description = 非常に有用な半導体でソーラーパネルや多くの複雑な機械に応用できます。
|
||||||
item.plastanium.description = 軽量で伸縮性のある材料です。高度な航空機や分散型の弾薬として使用されます。
|
item.plastanium.description = 軽量で伸縮性のある材料です。\n高度な航空機や分散型の弾薬として使用されます。
|
||||||
item.phase-fabric.description = 極めて軽量な素材です。高度な機械や自己修復技術に使用されます。
|
item.phase-fabric.description = 極めて軽量な素材です。\n高度な機械や自己修復技術に使用されます。
|
||||||
item.surge-alloy.description = 電気的特性を持った高度な合金です。
|
item.surge-alloy.description = 電気的特性を持った高度な合金です。
|
||||||
item.spore-pod.description = 石油や爆薬、燃料への転換として使用されます。
|
item.spore-pod.description = 石油や爆薬、燃料への転換として使用されます。
|
||||||
item.spore-pod.details = 合成生命体と思われる胞子です。他の生物に有毒なガスを放出し、非常に侵略的です。特定の条件下で非常に高い可燃性を持ちます。
|
item.spore-pod.details = 人工生命体と思われる胞子です。\n他の生物に有毒なガスを放出し、非常に侵略的です。特定の条件下で非常に高い可燃性を持ちます。
|
||||||
item.blast-compound.description = 爆弾や爆発物に使われる不安定な化合物です。胞子と揮発性物質から合成されます。燃料として燃やすこともできますが、お勧めしません。
|
item.blast-compound.description = 爆弾や爆発物に使われる不安定な化合物です。\n胞子と揮発性物質から合成されます。燃料として燃やすこともできますが、お勧めしません。
|
||||||
item.pyratite.description = 焼夷兵器などに使われる非常に燃えやすい物質です。
|
item.pyratite.description = 焼夷兵器などに使われる非常に燃えやすい物質です。
|
||||||
|
|
||||||
liquid.water.description = 機械の冷却や廃棄物の処理など幅広く使われている液体です。
|
liquid.water.description = 機械の冷却や廃棄物の処理など幅広く使われている液体です。
|
||||||
liquid.slag.description = 様々な種類の鉱石が混ざり合っています。それぞれの鉱石に分類するか、噴射する武器として使用されます。
|
liquid.slag.description = 多種多様の鉱石が混ざり合っています。それぞれの鉱石に分類するか、噴射する武器として使用されます。
|
||||||
liquid.oil.description = 高度な材料生産で使用される液体です。 燃料として石炭に変換したり、武器として噴霧して発火させることができます。
|
liquid.oil.description = 高度な材料生産で使用される液体です。 燃料として石炭に変換したり、武器として噴霧して発火させることができます。
|
||||||
liquid.cryofluid.description = 水とチタニウムから作られる不活性で非腐食性の液体です。 非常に高い熱容量を持っているため、冷却に使用されます。
|
liquid.cryofluid.description = 水とチタニウムから作られる不活性で非腐食性の液体です。 非常に高い熱容量を持っているため、冷却に使用されます。
|
||||||
|
|
||||||
block.resupply-point.description = 近くのユニットに銅の弾薬を補給します。エネルギーを必要とするユニットとは互換性がありません。
|
block.derelict = [lightgray]放棄
|
||||||
block.armored-conveyor.description = チタンコンベアーと同じ速度でアイテムを輸送することができ、耐久性に優れています。\nまた、コンベアー以外による側面への入力を受け入れません。
|
block.armored-conveyor.description = チタンコンベアーと同じ速度でアイテムを輸送することができ、耐久性に優れています。\nまた、コンベアー以外による側面への入力を受け入れません。
|
||||||
block.illuminator.description = 電力が必要な光源です。
|
block.illuminator.description = 電力が必要な光源です。
|
||||||
block.message.description = メッセージを保存し、仲間間の通信に使用します。
|
block.message.description = メッセージを保存し、仲間間の通信に使用します。
|
||||||
@@ -1339,8 +1432,8 @@ block.alloy-smelter.description = チタンや鉛、シリコン、銅からサ
|
|||||||
block.cryofluid-mixer.description = 水とチタンから冷却に効率的な冷却水を製造します。
|
block.cryofluid-mixer.description = 水とチタンから冷却に効率的な冷却水を製造します。
|
||||||
block.blast-mixer.description = 可燃性のピラタイトを石油を使用してさらに爆発性化合物にします。
|
block.blast-mixer.description = 可燃性のピラタイトを石油を使用してさらに爆発性化合物にします。
|
||||||
block.pyratite-mixer.description = 石炭、鉛、砂から燃えやすいピラタイトを製造します。
|
block.pyratite-mixer.description = 石炭、鉛、砂から燃えやすいピラタイトを製造します。
|
||||||
block.melter.description = 石を熱で溶かして溶岩を生成します。
|
block.melter.description = 石を熱で溶かしてスラグを生成します。
|
||||||
block.separator.description = 石を水圧で砕き、石に含まれる様々な鉱石を回収します。
|
block.separator.description = スラグを分離して、多様な鉱石を回収します。
|
||||||
block.spore-press.description = 胞子ポッドを石油に圧縮します。
|
block.spore-press.description = 胞子ポッドを石油に圧縮します。
|
||||||
block.pulverizer.description = 石を砕いて砂にします。自然の砂がない場合に有用です。
|
block.pulverizer.description = 石を砕いて砂にします。自然の砂がない場合に有用です。
|
||||||
block.coal-centrifuge.description = 石油を石炭へ加工します。
|
block.coal-centrifuge.description = 石油を石炭へ加工します。
|
||||||
@@ -1351,14 +1444,16 @@ block.item-source.description = アイテムを無限に搬出します。サン
|
|||||||
block.item-void.description = 電力を必要とせずにアイテムを廃棄します。サンドボックスモードのみ使用できます。
|
block.item-void.description = 電力を必要とせずにアイテムを廃棄します。サンドボックスモードのみ使用できます。
|
||||||
block.liquid-source.description = 液体を無限に搬出します。サンドボックスモードのみ使用できます。
|
block.liquid-source.description = 液体を無限に搬出します。サンドボックスモードのみ使用できます。
|
||||||
block.liquid-void.description = 液体を破棄できます。サンドボックスモードのみ使用できます。
|
block.liquid-void.description = 液体を破棄できます。サンドボックスモードのみ使用できます。
|
||||||
|
block.payload-source.description = ペイロードを無限に搬出します。サンドボックスモードのみ使用できます。
|
||||||
|
block.payload-void.description = ペイロードを破棄できます。サンドボックスモードのみ使用できます。
|
||||||
block.copper-wall.description = 安価な防壁ブロックです。\n最初のウェーブでコアやターレットを保護するのに有用です。
|
block.copper-wall.description = 安価な防壁ブロックです。\n最初のウェーブでコアやターレットを保護するのに有用です。
|
||||||
block.copper-wall-large.description = 安価な大型防壁ブロックです。\n最初のウェーブでコアやターレットを保護するのに有用です。
|
block.copper-wall-large.description = 安価な大型防壁ブロックです。\n最初のウェーブでコアやターレットを保護するのに有用です。
|
||||||
block.titanium-wall.description = 適度に強力な防壁ブロックです。\n中程度の攻撃から保護します。
|
block.titanium-wall.description = 適度に強力な防壁ブロックです。\n中程度の攻撃から保護します。
|
||||||
block.titanium-wall-large.description = 適度に強力な大型防壁ブロックです。\n中程度の攻撃から保護します。
|
block.titanium-wall-large.description = 適度に強力な大型防壁ブロックです。\n中程度の攻撃から保護します。
|
||||||
block.plastanium-wall.description = 電気アークを吸収し、電源ノードの自動接続をブロックする特別な壁です。
|
block.plastanium-wall.description = 電気アークを吸収し、電源ノードの自動接続をブロックする特別な壁です。
|
||||||
block.plastanium-wall-large.description = 電気アークを吸収し、電源ノードの自動接続をブロックする特別で大型な壁です。
|
block.plastanium-wall-large.description = 電気アークを吸収し、電源ノードの自動接続をブロックする特別で大型な壁です。
|
||||||
block.thorium-wall.description = 強化された防壁ブロックです。\n敵からの保護により強固です。
|
block.thorium-wall.description = より強固に強化された防壁ブロックです。
|
||||||
block.thorium-wall-large.description = 強化された大型防壁ブロックです。\n敵からの保護により強固です。
|
block.thorium-wall-large.description = より強固に強化された大型防壁ブロックです。
|
||||||
block.phase-wall.description = トリウムの壁ほど強固ではないが、強力な弾でなければ弾き返すことができます。
|
block.phase-wall.description = トリウムの壁ほど強固ではないが、強力な弾でなければ弾き返すことができます。
|
||||||
block.phase-wall-large.description = トリウムの壁ほど強固ではないが、強力な弾でなければ弾き返すことができます。
|
block.phase-wall-large.description = トリウムの壁ほど強固ではないが、強力な弾でなければ弾き返すことができます。
|
||||||
block.surge-wall.description = 最も硬い防壁ブロックです。\nたまに攻撃されると敵に電撃を与えます。
|
block.surge-wall.description = 最も硬い防壁ブロックです。\nたまに攻撃されると敵に電撃を与えます。
|
||||||
@@ -1376,21 +1471,21 @@ block.plastanium-conveyor.description = アイテムをまとめて輸送する
|
|||||||
block.junction.description = 十字に交差したコンベアーをそれぞれ前方に搬出します。コンベアーで複雑な構造を組み立てるときに便利です。
|
block.junction.description = 十字に交差したコンベアーをそれぞれ前方に搬出します。コンベアーで複雑な構造を組み立てるときに便利です。
|
||||||
block.bridge-conveyor.description = 高度な輸送ブロックです。地形や建物を超えて、3ブロック離れた場所にアイテムを輸送することができます。
|
block.bridge-conveyor.description = 高度な輸送ブロックです。地形や建物を超えて、3ブロック離れた場所にアイテムを輸送することができます。
|
||||||
block.phase-conveyor.description = 改良されたアイテム転送ブロックです。電力を使用して、離れた場所にあるフェーズコンベアーにアイテムを転送することができます。
|
block.phase-conveyor.description = 改良されたアイテム転送ブロックです。電力を使用して、離れた場所にあるフェーズコンベアーにアイテムを転送することができます。
|
||||||
block.sorter.description = アイテムを分別して搬出します。設定したアイテムは通過させます。他のアイテムが搬入されると側面にアイテムを搬出します。
|
block.sorter.description = アイテムを分別して搬出します。設定したアイテムは前面へ搬出します。他のアイテムが搬入されると側面に搬出します。
|
||||||
block.inverted-sorter.description = アイテムを分別して搬出します。設定したアイテムは側面に搬出されます。他のアイテムが搬入されるとアイテムを通過させます。通常のルーターと反対の動作をします。
|
block.inverted-sorter.description = アイテムを分別して搬出します。設定したアイテムは側面に搬出します。他のアイテムが搬入されると前面へ搬出します。
|
||||||
block.router.description = 搬入したアイテムをほかの3方向に均等に搬出します。一つの資源から複数に分ける際などに使われます。
|
block.router.description = 搬入したアイテムをほかの3方向へ均等に搬出します。一つの資源から複数に分ける際などに使われます。
|
||||||
block.router.details = 最悪の設置は、搬入のために生産施設に隣接させることです。搬出によって詰まる可能性があるためおすすめできません。
|
block.router.details = 最悪の設置は、搬入のために生産施設に隣接させることです。搬出アイテムにより詰まる可能性があるためおすすめできません。
|
||||||
block.distributor.description = 高度なルーターです。搬入したアイテムをほかの7方向に均等に分けて搬出します。
|
block.distributor.description = 高度なルーターです。搬入したアイテムをほかの7方向へ均等に分けて搬出します。
|
||||||
block.overflow-gate.description = 搬出先にアイテムを搬入する空きがない場合に左右にアイテムを搬出します。
|
block.overflow-gate.description = 搬出先にアイテムを搬入する空きがない場合は左右にアイテムを搬出します。
|
||||||
block.underflow-gate.description = オーバーフローゲートの反対の機能を持ちます。 左右に出力できない場合、前面に出力します。
|
block.underflow-gate.description = オーバーフローゲートの反対の機能を持ちます。 左右に出力できない場合、前面に出力します。
|
||||||
block.mass-driver.description = 長距離の輸送が可能な上位アイテム輸送ブロックです。離れた別のマスドライバーにアイテムを発射します。
|
block.mass-driver.description = 長距離の輸送が可能な上位アイテム輸送ブロックです。離れた別のマスドライバーにアイテムを発射します。
|
||||||
block.mechanical-pump.description = 安価なポンプです。搬出速度は遅いですが、電力を使わず使用できます。
|
block.mechanical-pump.description = 安価なポンプです。搬出速度は遅いですが、電力を使わず使用できます。
|
||||||
block.rotary-pump.description = 高度なポンプです。電力を使用して2倍速く搬出することができます。
|
block.rotary-pump.description = 高度なポンプです。電力が必要ですが、より多く搬出することができます。
|
||||||
block.thermal-pump.description = 最高性能のポンプです。
|
block.thermal-pump.description = 最高性能のポンプです。
|
||||||
block.conduit.description = 一般的な液体輸送ブロックです。液体版のコンベアーです。ポンプや他のパイプに使うことができます。
|
block.conduit.description = 一般的な液体輸送ブロックです。液体版のコンベアーです。ポンプや他のパイプに使うことができます。
|
||||||
block.pulse-conduit.description = 高度な液体輸送ブロックです。通常のパイプより速くたくさんの液体を輸送することができます。
|
block.pulse-conduit.description = 高度な液体輸送ブロックです。通常のパイプより速くたくさんの液体を輸送することができます。
|
||||||
block.plated-conduit.description = パルスパイプと同じ速度で液体を輸送することができ、耐久性に優れています。\nまた、パイプ以外による側面への入力を受け入れません。
|
block.plated-conduit.description = パルスパイプと同じ速度で液体を輸送することができ、耐久性に優れています。\nまた、パイプ以外による側面への入力を受け入れません。
|
||||||
block.liquid-router.description = 搬入したアイテムをほかの3方向に均等に搬出します。液体の漏れを防ぐことができます。一つの資源から複数に分ける際などに使われます。
|
block.liquid-router.description = 搬入したアイテムをほかの3方向へ均等に搬出します。液体の漏れを防ぐことができます。一つの資源から複数に分ける際などに使われます。
|
||||||
block.liquid-tank.description = 大量の液体を保管しておくことができます。需要が不安定な製造設備や重要な施設の冷却水の予備などとして使用されます。
|
block.liquid-tank.description = 大量の液体を保管しておくことができます。需要が不安定な製造設備や重要な施設の冷却水の予備などとして使用されます。
|
||||||
block.liquid-junction.description = パイプを他のパイプと交差できるようにします。それぞれ搬入した液体を前方に搬出します。パイプで複雑な構造を組み立てるときなどに使われます。
|
block.liquid-junction.description = パイプを他のパイプと交差できるようにします。それぞれ搬入した液体を前方に搬出します。パイプで複雑な構造を組み立てるときなどに使われます。
|
||||||
block.bridge-conduit.description = 高度な液体輸送ブロックです。地形や建物を超えて、3ブロック離れた場所に液体を輸送することができます。
|
block.bridge-conduit.description = 高度な液体輸送ブロックです。地形や建物を超えて、3ブロック離れた場所に液体を輸送することができます。
|
||||||
@@ -1429,7 +1524,7 @@ block.container.description = 各種類のアイテムを少量ずつ保管し
|
|||||||
block.unloader.description = コンテナやボールト、コアからアイテムをコンベアーか隣接するブロックに搬出します。搬出機をタップして搬出するアイテムを変更することができます。
|
block.unloader.description = コンテナやボールト、コアからアイテムをコンベアーか隣接するブロックに搬出します。搬出機をタップして搬出するアイテムを変更することができます。
|
||||||
block.launch-pad.description = 離脱することなく、アイテムを回収することができます。
|
block.launch-pad.description = 離脱することなく、アイテムを回収することができます。
|
||||||
block.duo.description = 小さく安価なターレットです。
|
block.duo.description = 小さく安価なターレットです。
|
||||||
block.scatter.description = 中規模の対空型ターレットです。敵に鉛やスクラップの塊、メタガラスを分散するように発射します。。
|
block.scatter.description = 中規模の対空型ターレットです。敵に鉛やスクラップの塊、メタガラスを分散するように発射します。
|
||||||
block.scorch.description = 近くの地上の敵を燃やします。近距離だと非常に効果的です。
|
block.scorch.description = 近くの地上の敵を燃やします。近距離だと非常に効果的です。
|
||||||
block.hail.description = 小型の砲撃型ターレットです。
|
block.hail.description = 小型の砲撃型ターレットです。
|
||||||
block.wave.description = バブルの連射攻撃をする中型のターレットです。
|
block.wave.description = バブルの連射攻撃をする中型のターレットです。
|
||||||
@@ -1442,7 +1537,7 @@ block.ripple.description = 同時に複数ショットを発射する大型タ
|
|||||||
block.cyclone.description = 大型の連射型ターレットです。
|
block.cyclone.description = 大型の連射型ターレットです。
|
||||||
block.spectre.description = 一度に2発の強力な弾を放つ大型のターレットです。
|
block.spectre.description = 一度に2発の強力な弾を放つ大型のターレットです。
|
||||||
block.meltdown.description = 強力な長距離攻撃が可能な大型のターレットです。
|
block.meltdown.description = 強力な長距離攻撃が可能な大型のターレットです。
|
||||||
block.foreshadow.description = 一つのターゲットを狙う高火力、長射程のタレットです。
|
block.foreshadow.description = 一つのターゲットを狙う高火力、長射程のタレットです。最大体力が高い敵を優先します。
|
||||||
block.repair-point.description = 近くの負傷したユニットを修復します。
|
block.repair-point.description = 近くの負傷したユニットを修復します。
|
||||||
block.segment.description = 射程内に入ってきた弾丸を破壊します。レーザー弾は破壊できません。
|
block.segment.description = 射程内に入ってきた弾丸を破壊します。レーザー弾は破壊できません。
|
||||||
block.parallax.description = 航空ユニットを引き込むビームを発射し、その過程でターゲットにダメージを与えます。
|
block.parallax.description = 航空ユニットを引き込むビームを発射し、その過程でターゲットにダメージを与えます。
|
||||||
@@ -1469,22 +1564,24 @@ block.memory-bank.description = より多くの情報を格納します。
|
|||||||
block.logic-display.description = プロセッサからの任意のグラフィックを表示します。
|
block.logic-display.description = プロセッサからの任意のグラフィックを表示します。
|
||||||
block.large-logic-display.description = プロセッサからの任意のグラフィックを表示します。
|
block.large-logic-display.description = プロセッサからの任意のグラフィックを表示します。
|
||||||
block.interplanetary-accelerator.description = 巨大な電磁レールガンタワーです。別惑星への展開のためにコアを重力圏脱出可能速度まで加速します。
|
block.interplanetary-accelerator.description = 巨大な電磁レールガンタワーです。別惑星への展開のためにコアを重力圏脱出可能速度まで加速します。
|
||||||
|
block.repair-turret.description = 範囲内の損傷したブロックを近い順に継続的に修復します。オプションで冷却液を活用できます。
|
||||||
|
block.payload-propulsion-tower.description = 長距離ペイロード輸送構造です。他の接続されたペイロード推進タワーにペイロードを発射します。
|
||||||
|
|
||||||
unit.dagger.description = 近くの敵に標準的な弾丸を発射します。
|
unit.dagger.description = 近くの敵に標準的な弾丸を発射します。
|
||||||
unit.mace.description = 近くの敵に火炎放射を発射します。
|
unit.mace.description = 近くの敵に火炎放射を発射します。
|
||||||
unit.fortress.description = 地上目標に長距離砲を発射します。
|
unit.fortress.description = 地上目標に長距離砲を発射します。
|
||||||
unit.scepter.description = 近くの敵に電撃弾を発射します。
|
unit.scepter.description = 近くの敵に電撃弾を発射します。
|
||||||
unit.reign.description = 近くの敵に大口径の貫通弾を発射します。
|
unit.reign.description = 近くの敵に大口径の貫通弾を発射します。
|
||||||
unit.nova.description = 敵にダメージを与え、味方の建造物を修復する光線を発射します。飛行可能。
|
unit.nova.description = 敵にダメージを与え、味方の建造物を修復する光線を発射します。\n飛行可能。
|
||||||
unit.pulsar.description = 敵にダメージを与え、味方の建造物を修復する電撃攻撃を行います。飛行可能。
|
unit.pulsar.description = 敵にダメージを与え、味方の建造物を修復する電撃攻撃を行います。\n飛行可能。
|
||||||
unit.quasar.description = 敵にダメージを与え、味方の建造物を修復するレーザー弾を発射します。飛行可能。シールド形成。
|
unit.quasar.description = 敵にダメージを与え、味方の建造物を修復するレーザー弾を発射します。\n飛行可能。シールド形成。
|
||||||
unit.vela.description = 敵にダメージを与え、火災を引き起こし、味方の建造物を修復するレーザー焼夷弾を発射します。飛行可能。
|
unit.vela.description = 敵にダメージを与え、火災を引き起こし、味方の建造物を修復するレーザー焼夷弾を発射します。\n飛行可能。
|
||||||
unit.corvus.description = 敵にダメージを与え、味方の建造物を修復する大火力のレーザー弾を発射します。ほとんどの地形を無視できます。
|
unit.corvus.description = 敵にダメージを与え、味方の建造物を修復する大火力のレーザー弾を発射します。\nほとんどの地形を無視できます。
|
||||||
unit.crawler.description = 敵に向かって走り自爆し、大爆発を起こす。
|
unit.crawler.description = 敵に向かって走り自爆し、大爆発を起こす。
|
||||||
unit.atrax.description = 地上目標を消耗させるスラグ弾を発射します。ほとんどの地形を無視できます。
|
unit.atrax.description = 地上目標を消耗させるスラグ弾を発射します。\nほとんどの地形を無視できます。
|
||||||
unit.spiroct.description = 敵に吸収レーザービームを発射し、与えたダメージを自らの体力として吸収します。ほとんどの地形を無視できます。
|
unit.spiroct.description = 敵に吸収レーザービームを発射し、与えたダメージを自らの体力として吸収します。\nほとんどの地形を無視できます。
|
||||||
unit.arkyid.description = 敵に大口径の吸収レーザービームを発射し、与えたダメージを自らの体力として吸収します。ほとんどの地形を無視できます。
|
unit.arkyid.description = 敵に大口径の吸収レーザービームを発射し、与えたダメージを自らの体力として吸収します。\nほとんどの地形を無視できます。
|
||||||
unit.toxopid.description = 敵に大口径の電撃クラスターシェルと貫通レーザーを発射します。ほとんどの地形を無視できます。
|
unit.toxopid.description = 敵に大口径の電撃クラスターシェルと貫通レーザーを発射します。\nほとんどの地形を無視できます。
|
||||||
unit.flare.description = 近くの地上目標に標準的な弾丸を発射します。
|
unit.flare.description = 近くの地上目標に標準的な弾丸を発射します。
|
||||||
unit.horizon.description = 地上目標にクラスター爆弾を投下します。
|
unit.horizon.description = 地上目標にクラスター爆弾を投下します。
|
||||||
unit.zenith.description = 近くの敵にミサイルを一斉発射します。
|
unit.zenith.description = 近くの敵にミサイルを一斉発射します。
|
||||||
@@ -1492,14 +1589,19 @@ unit.antumbra.description = 近くの敵に弾幕のように弾丸を連射し
|
|||||||
unit.eclipse.description = 近くの敵に2門の貫通レーザーと高射砲の弾幕を発射します。
|
unit.eclipse.description = 近くの敵に2門の貫通レーザーと高射砲の弾幕を発射します。
|
||||||
unit.mono.description = 銅と鉛を自動的に採掘し、コアに移送します。
|
unit.mono.description = 銅と鉛を自動的に採掘し、コアに移送します。
|
||||||
unit.poly.description = 破壊された建造物を自動的に再構築し、さらに建設の支援を行います。
|
unit.poly.description = 破壊された建造物を自動的に再構築し、さらに建設の支援を行います。
|
||||||
unit.mega.description = 損傷した建造物を自動的に修復します。小型のブロックと地上ユニットを運搬できます。
|
unit.mega.description = 損傷した建造物を自動的に修復します。\n小型のブロックと地上ユニットを運搬できます。
|
||||||
unit.quad.description = 地上目標に大型爆弾を投下し、味方の建造物は修復し、敵にはダメージを与えます。中型の地上ユニットを運搬できます。
|
unit.quad.description = 地上目標に大型爆弾を投下し、味方の建造物は修復し、敵にはダメージを与えます。\n中型の地上ユニットを運搬できます。
|
||||||
unit.oct.description = シールド形成と修復を行い、付近の味方を守ります。ほとんどの地上ユニットを運搬できます。
|
unit.oct.description = シールド形成と修復を行い、付近の味方を守ります。\nほとんどの地上ユニットを運搬できます。
|
||||||
unit.risso.description = 近くの敵にミサイルと弾丸の弾幕を発射します。
|
unit.risso.description = 近くの敵にミサイルと弾丸の弾幕を発射します。
|
||||||
unit.minke.description = 近くの地上目標に砲弾と標準的な弾丸を発射します。
|
unit.minke.description = 近くの地上目標に砲弾と標準的な弾丸を発射します。
|
||||||
unit.bryde.description = 敵に長距離砲弾とミサイルを発射します。
|
unit.bryde.description = 敵に長距離砲弾とミサイルを発射します。
|
||||||
unit.sei.description = 敵にミサイルと徹甲弾の弾幕を発射します。
|
unit.sei.description = 敵にミサイルと徹甲弾の弾幕を発射します。
|
||||||
unit.omura.description = 敵に長距離かつ貫通性能を持つレールガンボルトを発射します。フレアユニットを生産します。
|
unit.omura.description = 敵に長距離かつ貫通性能を持つレールガンボルトを発射します。\nフレアユニットを生産します。
|
||||||
unit.alpha.description = シャードコアを敵から守ります。建造物を建築します。
|
unit.alpha.description = シャードコアを敵から守ります。\n建造物を建築します。
|
||||||
unit.beta.description = ファンデーションコアを敵から守ります。建造物を建築します。
|
unit.beta.description = ファンデーションコアを敵から守ります。\n建造物を建築します。
|
||||||
unit.gamma.description = ニュークリアスコアを敵から守ります。建造物を建築します。
|
unit.gamma.description = ニュークリアスコアを敵から守ります。\n建造物を建築します。
|
||||||
|
unit.retusa.description = 近接地雷を配置します。\n味方ユニットを修復します。
|
||||||
|
unit.oxynoe.description = 建造物修復火炎放射を発射します。敵にはダメージを与えます。\n地点防空タレットによって敵の弾丸を撃ち落とします。
|
||||||
|
unit.cyerce.description = 敵に追尾クラスターミサイルを発射します。\n味方ユニットを修復します。
|
||||||
|
unit.aegires.description = エネルギーフィールド内の全ての敵ユニットと建造物には電撃を放ち、全ての味方ユニットには修復効果を与えます。
|
||||||
|
unit.navanax.description = 爆発性のEMP弾を発射し、敵の電力系統には重大な損傷を与え、味方の建造物は修復します。\n4門の自律型レーザータレットで近くの敵を溶かします。
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
@@ -78,13 +78,12 @@ schematic.tagexists = 이 태그는 이미 존재합니다.
|
|||||||
|
|
||||||
stats = 전투 결과
|
stats = 전투 결과
|
||||||
stat.wave = 패배한 단계:[accent] {0}
|
stat.wave = 패배한 단계:[accent] {0}
|
||||||
|
stat.unitsCreated = 생성한 유닛:[accent] {0}
|
||||||
stat.enemiesDestroyed = 파괴된 적:[accent] {0}
|
stat.enemiesDestroyed = 파괴된 적:[accent] {0}
|
||||||
stat.built = 지어진 건물: [accent]{0}
|
stat.built = 지어진 건물: [accent]{0}
|
||||||
stat.destroyed = 파괴된 건물: [accent]{0}
|
stat.destroyed = 파괴된 건물: [accent]{0}
|
||||||
stat.deconstructed = 해체된 건물: [accent]{0}
|
stat.deconstructed = 해체된 건물: [accent]{0}
|
||||||
stat.delivered = 얻은 자원:
|
|
||||||
stat.playtime = 플레이 시간: [accent] {0}
|
stat.playtime = 플레이 시간: [accent] {0}
|
||||||
stat.rank = 최종 순위: [accent]{0}
|
|
||||||
|
|
||||||
globalitems = [accent]전체 자원
|
globalitems = [accent]전체 자원
|
||||||
map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?
|
map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?
|
||||||
@@ -92,7 +91,7 @@ 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
|
||||||
@@ -122,6 +121,7 @@ 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 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 +139,7 @@ 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 +214,7 @@ 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 +316,7 @@ 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 +344,9 @@ 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}
|
||||||
@@ -383,6 +384,7 @@ waves.waves = 단계마다
|
|||||||
waves.perspawn = 마리씩 생성됨
|
waves.perspawn = 마리씩 생성됨
|
||||||
waves.shields = 방어막 hp/단계
|
waves.shields = 방어막 hp/단계
|
||||||
waves.to = 부터
|
waves.to = 부터
|
||||||
|
waves.max = 최대 유닛 수
|
||||||
waves.guardian = 수호자
|
waves.guardian = 수호자
|
||||||
waves.preview = 미리보기
|
waves.preview = 미리보기
|
||||||
waves.edit = 편집
|
waves.edit = 편집
|
||||||
@@ -522,7 +524,7 @@ mapeditor = 맵 편집기
|
|||||||
abandon = 포기하기
|
abandon = 포기하기
|
||||||
abandon.text = 이 지역과 모든 자원이 적에게 넘어갑니다.
|
abandon.text = 이 지역과 모든 자원이 적에게 넘어갑니다.
|
||||||
locked = 잠김
|
locked = 잠김
|
||||||
complete = [lightgray]해금 조건 :
|
complete = [lightgray]해금 조건:
|
||||||
requirement.wave = {1} 지역에서 {0}단계 달성
|
requirement.wave = {1} 지역에서 {0}단계 달성
|
||||||
requirement.core = {0} 지역에서 적 코어를 파괴
|
requirement.core = {0} 지역에서 적 코어를 파괴
|
||||||
requirement.research = {0} 연구
|
requirement.research = {0} 연구
|
||||||
@@ -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.
|
||||||
@@ -561,7 +564,9 @@ 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:
|
||||||
@@ -573,20 +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
|
||||||
@@ -634,7 +639,7 @@ sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내
|
|||||||
sector.impact0078.description = 이곳에는 시스템에 처음 진입한 우주 수송선의 잔해가 있습니다.\n\n우주선이 파괴된 잔해에서 최대한 많은 자원을 회수하고, 손상되지 않은 그들의 기술을 획득하세요.
|
sector.impact0078.description = 이곳에는 시스템에 처음 진입한 우주 수송선의 잔해가 있습니다.\n\n우주선이 파괴된 잔해에서 최대한 많은 자원을 회수하고, 손상되지 않은 그들의 기술을 획득하세요.
|
||||||
sector.planetaryTerminal.description = 이 행성에서의 마지막 전투를 준비하세요.\n\n적이 필사의 각오로 지키고 있는 이 해안 기지엔 우주에 코어를 발사할 수 있는 시설이 있습니다.\n\n해군을 생산하여 적을 신속하게 제거하고, 그들의 코어 발사 기술을 약탈하십시오.\n\n[royal] 건투를 빕니다.[]
|
sector.planetaryTerminal.description = 이 행성에서의 마지막 전투를 준비하세요.\n\n적이 필사의 각오로 지키고 있는 이 해안 기지엔 우주에 코어를 발사할 수 있는 시설이 있습니다.\n\n해군을 생산하여 적을 신속하게 제거하고, 그들의 코어 발사 기술을 약탈하십시오.\n\n[royal] 건투를 빕니다.[]
|
||||||
|
|
||||||
status.burning.name = 불탐
|
status.burning.name = 발화
|
||||||
status.freezing.name = 빙결
|
status.freezing.name = 빙결
|
||||||
status.wet.name = 젖음
|
status.wet.name = 젖음
|
||||||
status.muddy.name = 질척해짐
|
status.muddy.name = 질척해짐
|
||||||
@@ -645,8 +650,9 @@ status.spore-slowed.name = 포자감속
|
|||||||
status.tarred.name = 침유됨
|
status.tarred.name = 침유됨
|
||||||
status.overclock.name = 가속화
|
status.overclock.name = 가속화
|
||||||
status.shocked.name = 감전
|
status.shocked.name = 감전
|
||||||
status.blasted.name = 파열
|
status.blasted.name = 파손
|
||||||
status.unmoving.name = 멈춤
|
status.unmoving.name = 멈춤
|
||||||
|
status.boss.name = 수호자
|
||||||
|
|
||||||
settings.language = 언어
|
settings.language = 언어
|
||||||
settings.data = 게임 데이터
|
settings.data = 게임 데이터
|
||||||
@@ -659,25 +665,25 @@ 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
|
||||||
@@ -771,7 +777,7 @@ bar.corereq = 기본 코어 필요
|
|||||||
bar.drillspeed = 드릴 속도: {0}/s
|
bar.drillspeed = 드릴 속도: {0}/s
|
||||||
bar.pumpspeed = 펌프 속도: {0}/s
|
bar.pumpspeed = 펌프 속도: {0}/s
|
||||||
bar.efficiency = 효율: {0}%
|
bar.efficiency = 효율: {0}%
|
||||||
bar.boost = 가속: {0}%
|
bar.boost = 가속: +{0}%
|
||||||
bar.powerbalance = 전력: {0}/s
|
bar.powerbalance = 전력: {0}/s
|
||||||
bar.powerstored = 저장량: {0}/{1}
|
bar.powerstored = 저장량: {0}/{1}
|
||||||
bar.poweramount = 전력: {0}
|
bar.poweramount = 전력: {0}
|
||||||
@@ -786,23 +792,23 @@ 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.frags = [stat]{0}[lightgray]개 파편 탄환:
|
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
|
||||||
@@ -833,13 +839,13 @@ 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
|
||||||
@@ -858,9 +864,9 @@ setting.uiscale.name = UI 스케일링
|
|||||||
setting.uiscale.description = 적용하려면 재시작이 필요합니다.
|
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
|
||||||
@@ -874,6 +880,7 @@ 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
|
setting.borderlesswindow.name = 테두리 없는 창 모드
|
||||||
|
setting.borderlesswindow.name.windows = 테두리 없는 전체화면
|
||||||
setting.borderlesswindow.description = 적용하려면 재시작이 필요할 수도 있습니다.
|
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
|
||||||
@@ -997,6 +1004,7 @@ 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.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
|
||||||
@@ -1016,12 +1024,15 @@ 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
|
||||||
@@ -1100,13 +1111,12 @@ 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
|
||||||
@@ -1137,8 +1147,8 @@ 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
|
||||||
@@ -1147,7 +1157,7 @@ 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
|
||||||
@@ -1351,7 +1361,7 @@ 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]버려진[] 구조물들은 더 이상 작동하지 않는 오래된 기지의 부서진 잔해입니다.\n\n이 구조물들은 자원으로 다시 [accent]철거[]될 수 있습니다.
|
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.
|
||||||
@@ -1368,7 +1378,7 @@ 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.
|
||||||
@@ -1403,8 +1413,7 @@ 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.derelict = [lightgray] 버려짐[]
|
block.derelict = [lightgray]잔해
|
||||||
block.resupply-point.description = 주변 유닛들에 구리 탄약을 보급합니다. 배터리 전력이 필요한 유닛들은 호환되지 않습니다.
|
|
||||||
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.
|
||||||
@@ -1423,13 +1432,15 @@ block.separator.description = 광재를 광물들로 분리합니다.
|
|||||||
block.spore-press.description = 포자를 석유로 압축합니다.
|
block.spore-press.description = 포자를 석유로 압축합니다.
|
||||||
block.pulverizer.description = 고철을 갈아 모래로 만듭니다.
|
block.pulverizer.description = 고철을 갈아 모래로 만듭니다.
|
||||||
block.coal-centrifuge.description = 석유에서 석탄을 추출합니다.
|
block.coal-centrifuge.description = 석유에서 석탄을 추출합니다.
|
||||||
block.incinerator.description = 넘치는 자원이나 액체를 증발시킵니다.
|
block.incinerator.description = 들어오는 모든 자원과 액체를 소각시킵니다.
|
||||||
block.power-void.description = 입력된 모든 전력을 무효로 합니다. 샌드박스 전용.
|
block.power-void.description = 전력을 제거합니다. 샌드박스 전용.
|
||||||
block.power-source.description = 무한한 전력을 공급해주는 블록입니다. 샌드박스 전용.
|
block.power-source.description = 전력을 무한히 출력합니다. 샌드박스 전용.
|
||||||
block.item-source.description = 자원을 무한대로 출력합니다. 샌드박스 전용.
|
block.item-source.description = 자원을 무한히 출력합니다. 샌드박스 전용.
|
||||||
block.item-void.description = 모든 자원을 파괴합니다. 샌드박스 전용.
|
block.item-void.description = 자원을 제거합니다. 샌드박스 전용.
|
||||||
block.liquid-source.description = 액체를 무한히 출력합니다. 샌드박스 전용.
|
block.liquid-source.description = 액체를 무한히 출력합니다. 샌드박스 전용.
|
||||||
block.liquid-void.description = 액체를 제거합니다. 샌드박스 전용.
|
block.liquid-void.description = 액체를 제거합니다. 샌드박스 전용.
|
||||||
|
block.payload-source.description = 화물을 무한히 출력합니다. 샌드박스 전용.
|
||||||
|
block.payload-void.description = 화물을 제거합니다. 샌드박스 전용.
|
||||||
block.copper-wall.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는 데 유용합니다.
|
block.copper-wall.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는 데 유용합니다.
|
||||||
block.copper-wall-large.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는 데 유용합니다.\n여러 타일을 차지합니다.
|
block.copper-wall-large.description = 저렴한 수비 블록.\n초반 단계에서 코어와 포탑을 보호하는 데 유용합니다.\n여러 타일을 차지합니다.
|
||||||
block.titanium-wall.description = 적당히 강한 방어 블록.\n적에게서 적절한 보호를 제공합니다.
|
block.titanium-wall.description = 적당히 강한 방어 블록.\n적에게서 적절한 보호를 제공합니다.
|
||||||
@@ -1741,7 +1752,8 @@ 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.
|
||||||
@@ -1753,7 +1765,7 @@ 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 =
|
||||||
@@ -1769,7 +1781,7 @@ 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 =
|
||||||
@@ -1844,8 +1856,8 @@ 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 =
|
||||||
@@ -1859,7 +1871,7 @@ 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 =
|
||||||
@@ -1904,9 +1916,9 @@ 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 =
|
||||||
@@ -1934,7 +1946,7 @@ 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 =
|
||||||
@@ -1943,7 +1955,7 @@ 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
|
||||||
|
|||||||
@@ -762,7 +762,7 @@ bar.corereq = Wymagany Rdzeń
|
|||||||
bar.drillspeed = Prędkość wiertła: {0}/s
|
bar.drillspeed = Prędkość wiertła: {0}/s
|
||||||
bar.pumpspeed = Prędkość pompy: {0}/s
|
bar.pumpspeed = Prędkość pompy: {0}/s
|
||||||
bar.efficiency = Efektywność: {0}%
|
bar.efficiency = Efektywność: {0}%
|
||||||
bar.boost = Przyspieszenie: {0}%
|
bar.boost = Przyspieszenie: +{0}%
|
||||||
bar.powerbalance = Moc: {0}
|
bar.powerbalance = Moc: {0}
|
||||||
bar.powerstored = Zmagazynowano: {0}/{1}
|
bar.powerstored = Zmagazynowano: {0}/{1}
|
||||||
bar.poweramount = Moc: {0}
|
bar.poweramount = Moc: {0}
|
||||||
@@ -1090,7 +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
|
||||||
@@ -1121,8 +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
|
||||||
@@ -1131,7 +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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -78,13 +78,12 @@ schematic.tagexists = Acea etichetă există deja.
|
|||||||
|
|
||||||
stats = Informații
|
stats = Informații
|
||||||
stat.wave = Valuri Învinse:[accent] {0}
|
stat.wave = Valuri Învinse:[accent] {0}
|
||||||
|
stat.unitsCreated = Unități Create:[accent] {0}
|
||||||
stat.enemiesDestroyed = Inamici Distruși:[accent] {0}
|
stat.enemiesDestroyed = Inamici Distruși:[accent] {0}
|
||||||
stat.built = Structuri Construite:[accent] {0}
|
stat.built = Structuri Construite:[accent] {0}
|
||||||
stat.destroyed = Structuri Distruse:[accent] {0}
|
stat.destroyed = Structuri Distruse:[accent] {0}
|
||||||
stat.deconstructed = Structuri Deconstruite:[accent] {0}
|
stat.deconstructed = Structuri Deconstruite:[accent] {0}
|
||||||
stat.delivered = Resurse Lansate:
|
|
||||||
stat.playtime = Timp Joc:[accent] {0}
|
stat.playtime = Timp Joc:[accent] {0}
|
||||||
stat.rank = Rang Final: [accent]{0}
|
|
||||||
|
|
||||||
globalitems = [accent]Materiale Totale
|
globalitems = [accent]Materiale Totale
|
||||||
map.delete = Sigur vrei să ștergi harta "[accent]{0}[]"?
|
map.delete = Sigur vrei să ștergi harta "[accent]{0}[]"?
|
||||||
@@ -94,6 +93,7 @@ level.mode = Mod de Joc:
|
|||||||
coreattack = < Nucleul este atacat! >
|
coreattack = < Nucleul este atacat! >
|
||||||
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
||||||
database = Datele Nucleului
|
database = Datele Nucleului
|
||||||
|
database.button = Bază de date
|
||||||
savegame = Salvează Jocul
|
savegame = Salvează Jocul
|
||||||
loadgame = Încarcă Jocul
|
loadgame = Încarcă Jocul
|
||||||
joingame = Intră în Joc
|
joingame = Intră în Joc
|
||||||
@@ -215,6 +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
|
||||||
|
|
||||||
@@ -266,7 +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?
|
||||||
@@ -316,7 +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
|
||||||
@@ -344,9 +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}
|
||||||
@@ -384,6 +385,7 @@ waves.waves = val(uri)
|
|||||||
waves.perspawn = per apariție
|
waves.perspawn = per apariție
|
||||||
waves.shields = scuturi/val
|
waves.shields = scuturi/val
|
||||||
waves.to = până la
|
waves.to = până la
|
||||||
|
waves.max = unități maxime
|
||||||
waves.guardian = Gardian
|
waves.guardian = Gardian
|
||||||
waves.preview = Previzualizare
|
waves.preview = Previzualizare
|
||||||
waves.edit = Editează...
|
waves.edit = Editează...
|
||||||
@@ -538,6 +540,7 @@ 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}
|
||||||
@@ -562,6 +565,8 @@ 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:
|
||||||
@@ -648,6 +653,7 @@ status.overclock.name = Suprasolicitat
|
|||||||
status.shocked.name = Electrocutat
|
status.shocked.name = Electrocutat
|
||||||
status.blasted.name = Explozie
|
status.blasted.name = Explozie
|
||||||
status.unmoving.name = Nemișcat
|
status.unmoving.name = Nemișcat
|
||||||
|
status.boss.name = Gardian
|
||||||
|
|
||||||
settings.language = Limbă
|
settings.language = Limbă
|
||||||
settings.data = Datele Jocului
|
settings.data = Datele Jocului
|
||||||
@@ -772,7 +778,7 @@ bar.corereq = Plasare pe Nucleu Necesară
|
|||||||
bar.drillspeed = Viteză Minare: {0}/s
|
bar.drillspeed = Viteză Minare: {0}/s
|
||||||
bar.pumpspeed = Viteză Pompare: {0}/s
|
bar.pumpspeed = Viteză Pompare: {0}/s
|
||||||
bar.efficiency = Eficiență: {0}%
|
bar.efficiency = Eficiență: {0}%
|
||||||
bar.boost = Efect Grăbire: {0}%
|
bar.boost = Efect Grăbire: +{0}%
|
||||||
bar.powerbalance = Electricitate: {0}/s
|
bar.powerbalance = Electricitate: {0}/s
|
||||||
bar.powerstored = Stocată: {0}/{1}
|
bar.powerstored = Stocată: {0}/{1}
|
||||||
bar.poweramount = Electricitate: {0}
|
bar.poweramount = Electricitate: {0}
|
||||||
@@ -834,13 +840,13 @@ 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
|
||||||
@@ -875,6 +881,7 @@ 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
|
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.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
|
||||||
@@ -961,7 +968,7 @@ 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
|
||||||
@@ -987,7 +994,7 @@ 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
|
||||||
@@ -998,6 +1005,7 @@ 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.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)
|
||||||
@@ -1017,12 +1025,15 @@ 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
|
||||||
@@ -1101,13 +1112,12 @@ 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
|
||||||
@@ -1134,12 +1144,12 @@ 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
|
||||||
@@ -1148,7 +1158,7 @@ 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
|
||||||
@@ -1328,12 +1338,12 @@ 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 = Ruină
|
||||||
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.
|
||||||
@@ -1352,7 +1362,7 @@ 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.derelict = [accent]Ruinele[] sunt rămășițe deteriorate 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.
|
||||||
@@ -1400,12 +1410,11 @@ 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.derelict = [lightgray] Structuri Abandonate
|
block.derelict = [lightgray]Ruină
|
||||||
block.resupply-point.description = Realimentează unitățile din apropiere cu muniție de cupru. Nu este compatibil cu unitățile care se încarcă din baterii.
|
|
||||||
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.
|
||||||
@@ -1431,6 +1440,8 @@ block.item-source.description = Generează materiale la infinit. Doar în modul
|
|||||||
block.item-void.description = Distruge orice material. Doar în modul sandbox.
|
block.item-void.description = Distruge orice material. Doar în modul sandbox.
|
||||||
block.liquid-source.description = Generează lichide la infinit. Doar în modul sandbox.
|
block.liquid-source.description = Generează lichide la infinit. Doar în modul sandbox.
|
||||||
block.liquid-void.description = Distruge orice lichid. Doar în modul sandbox.
|
block.liquid-void.description = Distruge orice lichid. Doar în modul sandbox.
|
||||||
|
block.payload-source.description = Generează încărcături la infinit. Doar în modul sandbox.
|
||||||
|
block.payload-void.description = Distruge orice încărcătură. Doar în modul sandbox.
|
||||||
block.copper-wall.description = Protejează clădirile de proiectilele inamice.
|
block.copper-wall.description = Protejează clădirile de proiectilele inamice.
|
||||||
block.copper-wall-large.description = Protejează clădirile de proiectilele inamice.
|
block.copper-wall-large.description = Protejează clădirile de proiectilele inamice.
|
||||||
block.titanium-wall.description = Protejează clădirile de proiectilele inamice.
|
block.titanium-wall.description = Protejează clădirile de proiectilele inamice.
|
||||||
|
|||||||
@@ -94,6 +94,7 @@ level.mode = Режим игры:
|
|||||||
coreattack = < Ядро находится под атакой! >
|
coreattack = < Ядро находится под атакой! >
|
||||||
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
||||||
database = База данных ядра
|
database = База данных ядра
|
||||||
|
database.button = База данных
|
||||||
savegame = Сохранить игру
|
savegame = Сохранить игру
|
||||||
loadgame = Загрузить игру
|
loadgame = Загрузить игру
|
||||||
joingame = Сетевая игра
|
joingame = Сетевая игра
|
||||||
@@ -770,7 +771,7 @@ bar.corereq = Требуется основа ядра
|
|||||||
bar.drillspeed = Скорость бурения: {0}/с
|
bar.drillspeed = Скорость бурения: {0}/с
|
||||||
bar.pumpspeed = Скорость выкачивания: {0}/с
|
bar.pumpspeed = Скорость выкачивания: {0}/с
|
||||||
bar.efficiency = Эффективность: {0}%
|
bar.efficiency = Эффективность: {0}%
|
||||||
bar.boost = Ускорение: {0}%
|
bar.boost = Ускорение: +{0}%
|
||||||
bar.powerbalance = Энергия: {0}/с
|
bar.powerbalance = Энергия: {0}/с
|
||||||
bar.powerstored = Накоплено: {0}/{1}
|
bar.powerstored = Накоплено: {0}/{1}
|
||||||
bar.poweramount = Энергия: {0}
|
bar.poweramount = Энергия: {0}
|
||||||
@@ -1102,7 +1103,7 @@ 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 +1134,8 @@ 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 +1144,7 @@ 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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -63,7 +63,7 @@ schematic.copy.import = นำเข้าจากคลิปบอร์ด
|
|||||||
schematic.shareworkshop = แชร์บนเวิร์กช็อป
|
schematic.shareworkshop = แชร์บนเวิร์กช็อป
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: กลับแผนผัง
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: กลับแผนผัง
|
||||||
schematic.saved = บันทึกแผนผังแล้ว
|
schematic.saved = บันทึกแผนผังแล้ว
|
||||||
schematic.delete.confirm = แผนผังนี้จะถูกกำจัดให้หมดสิ้นโดยสิ้นเชิง
|
schematic.delete.confirm = แผนผังนี้จะถูกกำจัดให้หมดสิ้นไม่เหลือซาก
|
||||||
schematic.rename = เปลี่ยนชื่อแผนผัง
|
schematic.rename = เปลี่ยนชื่อแผนผัง
|
||||||
schematic.info = {0}x{1}, {2} บล็อก
|
schematic.info = {0}x{1}, {2} บล็อก
|
||||||
schematic.disabled = [scarlet]การใช้แผนผังถูกปิดไว้[]\nคุณไม่สามารถใช้แผนผังได้ใน[accent]แมพ[]หรือ[accent]เซิร์ฟเวอร์นี้
|
schematic.disabled = [scarlet]การใช้แผนผังถูกปิดไว้[]\nคุณไม่สามารถใช้แผนผังได้ใน[accent]แมพ[]หรือ[accent]เซิร์ฟเวอร์นี้
|
||||||
@@ -71,20 +71,19 @@ schematic.tags = แท็ก:
|
|||||||
schematic.edittags = แก้ไขแท็ก
|
schematic.edittags = แก้ไขแท็ก
|
||||||
schematic.addtag = เพิ่มแท็ก
|
schematic.addtag = เพิ่มแท็ก
|
||||||
schematic.texttag = แท็กข้อความ
|
schematic.texttag = แท็กข้อความ
|
||||||
schematic.icontag = ไอคอนแท็ก
|
schematic.icontag = แท็กไอคอน
|
||||||
schematic.renametag = เปลี่ยนชื่อแท็ก
|
schematic.renametag = เปลี่ยนชื่อแท็ก
|
||||||
schematic.tagdelconfirm = จะลบแท็กนี้ทั้งหมดใช่ไหม?
|
schematic.tagdelconfirm = จะลบแท็กนี้ทั่วทั้งหมดเลยใช่ไหม?
|
||||||
schematic.tagexists = แท็กนี้มีอยู่แล้ว
|
schematic.tagexists = แท็กนี้มีอยู่แล้ว
|
||||||
|
|
||||||
stats = สถิติ
|
stats = สถิติ
|
||||||
stat.wave = จำนวนคลื่นที่อยู่รอด:[accent] {0}
|
stat.wave = จำนวนคลื่นที่อยู่รอด:[accent] {0}
|
||||||
|
stat.unitsCreated = จำนวนยูนิตที่สร้าง:[accent] {0}
|
||||||
stat.enemiesDestroyed = จำนวนศัตรูที่ทำลาย:[accent] {0}
|
stat.enemiesDestroyed = จำนวนศัตรูที่ทำลาย:[accent] {0}
|
||||||
stat.built = จำนวนสิ่งก่อสร้างที่สร้าง:[accent] {0}
|
stat.built = จำนวนสิ่งก่อสร้างที่สร้าง:[accent] {0}
|
||||||
stat.destroyed = จำนวนสิ่งก่อสร้างที่ถูกทำลาย:[accent] {0}
|
stat.destroyed = จำนวนสิ่งก่อสร้างที่ถูกทำลาย:[accent] {0}
|
||||||
stat.deconstructed = จำนวนสิ่งก่อสร้างที่ลบไป:[accent] {0}
|
stat.deconstructed = จำนวนสิ่งก่อสร้างที่ลบไป:[accent] {0}
|
||||||
stat.delivered = ทรัพยากรที่ส่งไป:
|
|
||||||
stat.playtime = ระยะเวลาที่เล่นไป:[accent] {0}
|
stat.playtime = ระยะเวลาที่เล่นไป:[accent] {0}
|
||||||
stat.rank = ระดับ: [accent]{0}
|
|
||||||
|
|
||||||
globalitems = [accent]ไอเท็มทั้งหมด
|
globalitems = [accent]ไอเท็มทั้งหมด
|
||||||
map.delete = คุณแน่ใจหรือว่าจะลบแมพ "[accent]{0}[]"?
|
map.delete = คุณแน่ใจหรือว่าจะลบแมพ "[accent]{0}[]"?
|
||||||
@@ -94,6 +93,7 @@ level.mode = เกมโหมด:
|
|||||||
coreattack = < แกนกลางถูกโจมตี! >
|
coreattack = < แกนกลางถูกโจมตี! >
|
||||||
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
||||||
database = ฐานข้อมูลแกนกลาง
|
database = ฐานข้อมูลแกนกลาง
|
||||||
|
database.button = ฐานข้อมูล
|
||||||
savegame = เซฟเกม
|
savegame = เซฟเกม
|
||||||
loadgame = โหลดเกม
|
loadgame = โหลดเกม
|
||||||
joingame = เข้าร่วมเกม
|
joingame = เข้าร่วมเกม
|
||||||
@@ -114,7 +114,7 @@ continue = ต่อ
|
|||||||
maps.none = [lightgray]ไม่มีแมพ!
|
maps.none = [lightgray]ไม่มีแมพ!
|
||||||
invalid = ไม่ถูกต้อง
|
invalid = ไม่ถูกต้อง
|
||||||
pickcolor = เลือกสี
|
pickcolor = เลือกสี
|
||||||
preparingconfig = กำลังเตรียม Config
|
preparingconfig = กำลังเตรียมค่าปรับแต่ง
|
||||||
preparingcontent = กำลังเตรียมเนื้อหา
|
preparingcontent = กำลังเตรียมเนื้อหา
|
||||||
uploadingcontent = กำลังอัปโหลดเนื้อหา
|
uploadingcontent = กำลังอัปโหลดเนื้อหา
|
||||||
uploadingpreviewfile = กำลังอัปโหลดไฟล์พรีวิว
|
uploadingpreviewfile = กำลังอัปโหลดไฟล์พรีวิว
|
||||||
@@ -186,11 +186,11 @@ server.closing = [accent]กำลังปิดเซิร์ฟเวอร
|
|||||||
server.kicked.kick = คุณถูกเตะออกจากเซิร์ฟเวอร์!
|
server.kicked.kick = คุณถูกเตะออกจากเซิร์ฟเวอร์!
|
||||||
server.kicked.whitelist = คุณไม่ได้ถูกรับเชิญ\nคนที่ถูกรับเชิญเท่านั้นที่จะเข้าได้
|
server.kicked.whitelist = คุณไม่ได้ถูกรับเชิญ\nคนที่ถูกรับเชิญเท่านั้นที่จะเข้าได้
|
||||||
server.kicked.serverClose = เซิร์ฟเวอร์ถูกปิด
|
server.kicked.serverClose = เซิร์ฟเวอร์ถูกปิด
|
||||||
server.kicked.vote = คุณถูกโหวตเตะออก บัยบาย
|
server.kicked.vote = คุณถูกโหวตให้เตะออก บัยบาย
|
||||||
server.kicked.clientOutdated = ไคลเอนต์เก่า! กรุณาอัปเดตเกมของคุณ!
|
server.kicked.clientOutdated = ไคลเอนต์เก่า! กรุณาอัปเดตเกมของคุณ!
|
||||||
server.kicked.serverOutdated = เซิร์ฟเวอร์เก่า! โปรดถามเจ้าของเซิร์ฟเวอร์เพื่ออัปเดต!
|
server.kicked.serverOutdated = เซิร์ฟเวอร์เก่า! โปรดถามโฮสต์เพื่อให้อัปเดต!
|
||||||
server.kicked.banned = คุณถูกแบนในเซิร์ฟเวอร์นี้
|
server.kicked.banned = คุณถูกแบนในเซิร์ฟเวอร์นี้
|
||||||
server.kicked.typeMismatch = เซิร์ฟเวอร์นี้ไม่เข้ากับประเภทบิลด์ของคุณ
|
server.kicked.typeMismatch = เซิร์ฟเวอร์นี้ไม่เข้ากับประเภทเวอร์ชั่นของคุณ
|
||||||
server.kicked.playerLimit = เซิร์ฟเวอร์เต็ม กรุณารอให้เซิร์ฟเวอร์ว่างก่อน
|
server.kicked.playerLimit = เซิร์ฟเวอร์เต็ม กรุณารอให้เซิร์ฟเวอร์ว่างก่อน
|
||||||
server.kicked.recentKick = คุณเพิ่งถูกเตะออกจากเซิร์ฟเวอร์นี้\nกรุณารอสักครู่เพื่อเข้าร่วมอีกครั้ง
|
server.kicked.recentKick = คุณเพิ่งถูกเตะออกจากเซิร์ฟเวอร์นี้\nกรุณารอสักครู่เพื่อเข้าร่วมอีกครั้ง
|
||||||
server.kicked.nameInUse = มีคนที่ใช้ชื่อนี้\nอยู่ในเซิร์ฟเวอร์แล้ว
|
server.kicked.nameInUse = มีคนที่ใช้ชื่อนี้\nอยู่ในเซิร์ฟเวอร์แล้ว
|
||||||
@@ -229,7 +229,7 @@ trace.playername = ชื่อผู้เล่น: [accent]{0}
|
|||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.mobile = ไคลเอนต์โมบาย: [accent]{0}
|
trace.mobile = ไคลเอนต์โมบาย: [accent]{0}
|
||||||
trace.modclient = ไคลเอนต์แบบกำหนดเอง: [accent]{0}
|
trace.modclient = ไคลเอนต์ปรับแต่ง: [accent]{0}
|
||||||
trace.times.joined = เวลาเข้า: [accent]{0}
|
trace.times.joined = เวลาเข้า: [accent]{0}
|
||||||
trace.times.kicked = เวลาโดนเตะ: [accent]{0}
|
trace.times.kicked = เวลาโดนเตะ: [accent]{0}
|
||||||
invalidid = client ID ไม่ถูกต้อง! กรุณารายงานบัคนี้
|
invalidid = client ID ไม่ถูกต้อง! กรุณารายงานบัคนี้
|
||||||
@@ -289,15 +289,15 @@ on = เปิด
|
|||||||
off = ปิด
|
off = ปิด
|
||||||
save.autosave = เซฟอัตโนมัติ: {0}
|
save.autosave = เซฟอัตโนมัติ: {0}
|
||||||
save.map = แมพ: {0}
|
save.map = แมพ: {0}
|
||||||
save.wave = Wave {0}
|
save.wave = คลื่นที่ {0}
|
||||||
save.mode = เกมโหมด: {0}
|
save.mode = เกมโหมด: {0}
|
||||||
save.date = เซฟล่าสุด: {0}
|
save.date = เซฟล่าสุด: {0}
|
||||||
save.playtime = เวลาที่เล่นไป: {0}
|
save.playtime = เวลาที่เล่นไป: {0}
|
||||||
warning = คำเตือน
|
warning = คำเตือน
|
||||||
confirm = ตกลง
|
confirm = ตกลง
|
||||||
delete = ลบ
|
delete = ลบ
|
||||||
view.workshop = เปิดในเวิร์คช็อป
|
view.workshop = เปิดในเวิร์กช็อป
|
||||||
workshop.listing = แก้ไขหน้ารายการเวิร์คช็อป
|
workshop.listing = แก้ไขหน้ารายการเวิร์กช็อป
|
||||||
ok = โอเค
|
ok = โอเค
|
||||||
open = เปิด
|
open = เปิด
|
||||||
customize = ตั้งค่ากฎ
|
customize = ตั้งค่ากฎ
|
||||||
@@ -317,7 +317,7 @@ data.invalid = นี่ไม่ใช่ข้อมูลเกมที่
|
|||||||
data.import.confirm = การนำเข้าข้อมูลจากภายนอกจะเขียนทับข้อมูลเก่า[scarlet]ทั้งหมด[]\n[accent]และไม่สามารถย้อนกลับได้![]\n\nหลังจากที่นำเข้าข้อมูลแล้วเกมจะปิดลงโดยทันที
|
data.import.confirm = การนำเข้าข้อมูลจากภายนอกจะเขียนทับข้อมูลเก่า[scarlet]ทั้งหมด[]\n[accent]และไม่สามารถย้อนกลับได้![]\n\nหลังจากที่นำเข้าข้อมูลแล้วเกมจะปิดลงโดยทันที
|
||||||
quit.confirm = คุณแน่ใจหรือว่าจะออก?
|
quit.confirm = คุณแน่ใจหรือว่าจะออก?
|
||||||
loading = [accent]กำลังโหลด...
|
loading = [accent]กำลังโหลด...
|
||||||
reloading = [accent]กำลังรีโหลดม็อด...
|
downloading = [accent]กำลังดาวน์โหลด...
|
||||||
saving = [accent]กำลังเซฟ...
|
saving = [accent]กำลังเซฟ...
|
||||||
respawn = กด [accent][[{0}][] เพื่อเกิดใหม่ที่แกนกลาง
|
respawn = กด [accent][[{0}][] เพื่อเกิดใหม่ที่แกนกลาง
|
||||||
cancelbuilding = กด [accent][[{0}][] เพื่อเคลียร์แผน
|
cancelbuilding = กด [accent][[{0}][] เพื่อเคลียร์แผน
|
||||||
@@ -336,8 +336,8 @@ wave.enemies = ศัตรูคงเหลือ [lightgray]{0} [accent]ต
|
|||||||
wave.enemycores = แกนกลางศัตรูเหลือ [accent]{0}[lightgray] แกน
|
wave.enemycores = แกนกลางศัตรูเหลือ [accent]{0}[lightgray] แกน
|
||||||
wave.enemycore = [accent]{0}[lightgray] แกนกลางศัตรู
|
wave.enemycore = [accent]{0}[lightgray] แกนกลางศัตรู
|
||||||
wave.enemy = ศัตรูคงเหลือ [lightgray]{0} [accent]ตัว
|
wave.enemy = ศัตรูคงเหลือ [lightgray]{0} [accent]ตัว
|
||||||
wave.guardianwarn = การ์เดียนจะปรากฏตัวในอีก [accent]{0}[] คลื่น!
|
wave.guardianwarn = ผู้พิทักษ์จะปรากฏตัวในอีก [accent]{0}[] คลื่น!
|
||||||
wave.guardianwarn.one = การ์เดียนจะปรากฏตัวในอีก [accent]{0}[] คลื่น! เตรียมตัวให้พร้อม!
|
wave.guardianwarn.one = ผู้พิทักษ์จะปรากฏตัวในอีก [accent]{0}[] คลื่น! เตรียมตัวให้พร้อม!
|
||||||
loadimage = โหลดรูป
|
loadimage = โหลดรูป
|
||||||
saveimage = เซฟรูป
|
saveimage = เซฟรูป
|
||||||
unknown = ไม่ทราบ
|
unknown = ไม่ทราบ
|
||||||
@@ -345,13 +345,13 @@ custom = กำหนดเอง
|
|||||||
builtin = ติดตัว
|
builtin = ติดตัว
|
||||||
map.delete.confirm = คุณแน่ใจหรือว่าจะลบแมพนี้? การกระทำครั้งนี้ไม่สามารถย้อนกลับได้!
|
map.delete.confirm = คุณแน่ใจหรือว่าจะลบแมพนี้? การกระทำครั้งนี้ไม่สามารถย้อนกลับได้!
|
||||||
map.random = [accent]สุ่มแมพ
|
map.random = [accent]สุ่มแมพ
|
||||||
map.nospawn = แมพนี้ไม่มีแกนกลางให้ผู้เล่นเกิด! กรุณาใส่แกนกลาง[accent]สีเหลือง[] ในตัวแก้ไข
|
map.nospawn = แมพนี้ไม่มีแกนกลางให้ผู้เล่นเกิด! กรุณาใส่แกนกลาง[#{0}]{1}[] ลงในตัวแก้ไข
|
||||||
map.nospawn.pvp = แมพนี้ไม่มีแกนกลางของศัตรูสำหรับให้ผู้เล่นเกิด! กรุณาใส่แกนกลาง[scarlet]ที่ไม่ใช่สีส้ม[] ในตัวแก้ไข
|
map.nospawn.pvp = แมพนี้ไม่มีแกนกลางของศัตรูสำหรับให้ผู้เล่นเกิด! กรุณาใส่แกนกลาง[scarlet]ที่ไม่ใช่สีส้ม[] ลงในตัวแก้ไข
|
||||||
map.nospawn.attack = แมพนี้ไม่มีแกนกลางของศัตรูสำหรับให้ผู้เล่นโจมตี! กรุณาใส่แกนกลาง[scarlet]สีแดง[] ในตัวแก้ไข
|
map.nospawn.attack = แมพนี้ไม่มีแกนกลางของศัตรูสำหรับให้ผู้เล่นโจมตี! กรุณาใส่แกนกลาง[#{0}]{1}[] ลงในตัวแก้ไข
|
||||||
map.invalid = โหลดแมพผิดพลาด: ไฟล์แมพเสียหายหรือไม่ถูกต้อง
|
map.invalid = โหลดแมพผิดพลาด: ไฟล์แมพเสียหายหรือไม่ถูกต้อง
|
||||||
workshop.update = อัปเดตไอเท็ม
|
workshop.update = อัปเดตไอเท็ม
|
||||||
workshop.error = ผิดพลาดในการนำเวิร์กช็อปมา รายละเอียดดังนี้: {0}
|
workshop.error = ผิดพลาดในการนำเวิร์กช็อปมา รายละเอียดดังนี้: {0}
|
||||||
map.publish.confirm = คุณแน่ใจหรือว่าจะเผยแพร่แมพนี้?\n\n[lightgray]คุณต้องแน่ใจก่อนว่าคุณเห็นด้วยกับ Workshop EULA, มิฉนั้นแมพจะไม่ปรากฏ!
|
map.publish.confirm = คุณแน่ใจหรือว่าจะเผยแพร่แมพนี้?\n\n[lightgray]คุณต้องแน่ใจก่อนว่าคุณเห็นด้วยกับ Workshop EULA มิฉนั้นแมพจะไม่ปรากฏ!
|
||||||
workshop.menu = เลือกว่าจะทำอะไรกับไอเท็มนี้
|
workshop.menu = เลือกว่าจะทำอะไรกับไอเท็มนี้
|
||||||
workshop.info = ข้อมูลไอเท็ม
|
workshop.info = ข้อมูลไอเท็ม
|
||||||
changelog = สิ่งที่เปลี่ยนไป (ไม่จำเป็น):
|
changelog = สิ่งที่เปลี่ยนไป (ไม่จำเป็น):
|
||||||
@@ -374,10 +374,10 @@ editor.waves = คลื่น:
|
|||||||
editor.rules = กฎ:
|
editor.rules = กฎ:
|
||||||
editor.generation = เจนเนอเรชั่น:
|
editor.generation = เจนเนอเรชั่น:
|
||||||
editor.ingame = แก้ไขในเกม
|
editor.ingame = แก้ไขในเกม
|
||||||
editor.publish.workshop = เผยแพร่บนเวิร์คช็อป
|
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
|
||||||
editor.newmap = แมพใหม่
|
editor.newmap = แมพใหม่
|
||||||
editor.center = ศูนย์กลางแมพ
|
editor.center = ศูนย์กลางแมพ
|
||||||
workshop = เวิร์คช็อป
|
workshop = เวิร์กช็อป
|
||||||
waves.title = คลื่น
|
waves.title = คลื่น
|
||||||
waves.remove = ลบ
|
waves.remove = ลบ
|
||||||
waves.every = ทุกๆ
|
waves.every = ทุกๆ
|
||||||
@@ -385,7 +385,8 @@ waves.waves = คลื่น
|
|||||||
waves.perspawn = ต่อการเกิด
|
waves.perspawn = ต่อการเกิด
|
||||||
waves.shields = เกราะ/คลื่น
|
waves.shields = เกราะ/คลื่น
|
||||||
waves.to = ถึง
|
waves.to = ถึง
|
||||||
waves.guardian = การ์เดียน
|
waves.max = ยูนิตสูงสุด
|
||||||
|
waves.guardian = ผู้พิทักษ์
|
||||||
waves.preview = พรีวิว
|
waves.preview = พรีวิว
|
||||||
waves.edit = แก้ไข...
|
waves.edit = แก้ไข...
|
||||||
waves.copy = คัดลอกไปยังคลิปบอร์ด
|
waves.copy = คัดลอกไปยังคลิปบอร์ด
|
||||||
@@ -482,9 +483,9 @@ filter.terrain = พื้นผิว
|
|||||||
|
|
||||||
filter.option.scale = มาตราส่วน
|
filter.option.scale = มาตราส่วน
|
||||||
filter.option.chance = โอกาส
|
filter.option.chance = โอกาส
|
||||||
filter.option.mag = แม็คนิจูต
|
filter.option.mag = แมกนิจูด
|
||||||
filter.option.threshold = เกณฑ์
|
filter.option.threshold = เกณฑ์
|
||||||
filter.option.circle-scale = สเกลวงกลม
|
filter.option.circle-scale = อัตราวงกลม
|
||||||
filter.option.octaves = เลอะเลือน
|
filter.option.octaves = เลอะเลือน
|
||||||
filter.option.falloff = หลุดร่วง
|
filter.option.falloff = หลุดร่วง
|
||||||
filter.option.angle = มุม
|
filter.option.angle = มุม
|
||||||
@@ -522,7 +523,7 @@ editor = ตัวแก้ไขแมพ
|
|||||||
mapeditor = แก้ไขแมพ
|
mapeditor = แก้ไขแมพ
|
||||||
|
|
||||||
abandon = ละทิ้ง
|
abandon = ละทิ้ง
|
||||||
abandon.text = โซนนี้และทรัพยากรทั้งหมดจะถูกยืดไปเป็นของศัตรู
|
abandon.text = โซนนี้และทรัพยากรทั้งหมดจะถูกยึดไปเป็นของศัตรู
|
||||||
locked = ล็อก
|
locked = ล็อก
|
||||||
complete = [lightgray]ต้องมี:
|
complete = [lightgray]ต้องมี:
|
||||||
requirement.wave = ถึงคลื่นที่ {0} ใน {1}
|
requirement.wave = ถึงคลื่นที่ {0} ใน {1}
|
||||||
@@ -539,18 +540,19 @@ configure = ตั้งค่าทรัพยากร
|
|||||||
loadout = ทรัพยากรเริ่มต้น
|
loadout = ทรัพยากรเริ่มต้น
|
||||||
resources = ทรัพยากร
|
resources = ทรัพยากร
|
||||||
bannedblocks = บล็อกต้องห้าม
|
bannedblocks = บล็อกต้องห้าม
|
||||||
|
bannedunits = ยูนิตต้องห้าม
|
||||||
addall = เพิ่มทั้งหมด
|
addall = เพิ่มทั้งหมด
|
||||||
launch.from = ลงจอดจากเซ็กเตอร์: [accent]{0}
|
launch.from = ลงจอดจากเซ็กเตอร์: [accent]{0}
|
||||||
launch.destination = จุดหมายปลายทาง: {0}
|
launch.destination = จุดหมายปลายทาง: {0}
|
||||||
configure.invalid = จำนวนต้องอยู่ระหว่าง 0 ถึง {0}
|
configure.invalid = จำนวนต้องอยู่ระหว่าง 0 ถึง {0}
|
||||||
add = เพิ่ม...
|
add = เพิ่ม...
|
||||||
guardian = การ์เดียน
|
guardian = ผู้พิทักษ์
|
||||||
|
|
||||||
connectfail = [crimson]การเชื่อมต่อผิดพลาด:\n\n[accent]{0}
|
connectfail = [crimson]การเชื่อมต่อผิดพลาด:\n\n[accent]{0}
|
||||||
error.unreachable = เซิร์ฟเวอร์ไม่สามารถเข้าถึงได้\nแน่ใจหรือว่าที่อยู่เขียนถูกต้อง?
|
error.unreachable = เซิร์ฟเวอร์ไม่สามารถเข้าถึงได้\nแน่ใจหรือว่าที่อยู่เขียนถูกต้อง?
|
||||||
error.invalidaddress = ที่อยู่ไม่ถูกต้อง
|
error.invalidaddress = ที่อยู่ไม่ถูกต้อง
|
||||||
error.timedout = Timed out!\nเช็คให้แน่ใจว่า port forwarding ของโฮสต์เปิดอยู่และที่อยู่นั้นถูกต้อง!
|
error.timedout = Timed out!\nเช็คให้แน่ใจว่า port forwarding ของโฮสต์เปิดอยู่และที่อยู่นั้นถูกต้อง!
|
||||||
error.mismatch = Packet error:\nอาจเกิดจากเวอร์ชั่นของ ไคลเอนต์/เซิร์ฟเวอร์ ไม่ตรงกัน\nเช็คให้แน่ใจว่าเซิร์ฟเวอร์ใช้ Mindustry เวอร์ชั่นล่าสุด!
|
error.mismatch = Packet error:\nอาจเกิดจากเวอร์ชั่นของ ไคลเอนต์/เซิร์ฟเวอร์ ไม่ตรงกัน\nเช็คให้แน่ใจว่าคุณและโฮสต์ใช้ Mindustry เวอร์ชั่นล่าสุด!
|
||||||
error.alreadyconnected = เชื่อมต่ออยู่แล้ว
|
error.alreadyconnected = เชื่อมต่ออยู่แล้ว
|
||||||
error.mapnotfound = ไม่พบไฟล์แมพ
|
error.mapnotfound = ไม่พบไฟล์แมพ
|
||||||
error.io = Network I/O error
|
error.io = Network I/O error
|
||||||
@@ -563,6 +565,8 @@ weather.sandstorm.name = พายุทราย
|
|||||||
weather.sporestorm.name = พายุสปอร์
|
weather.sporestorm.name = พายุสปอร์
|
||||||
weather.fog.name = หมอก
|
weather.fog.name = หมอก
|
||||||
|
|
||||||
|
sectorlist = เซ็กเตอร์
|
||||||
|
sectorlist.attacked = {0} ถูกโจมตึ
|
||||||
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
||||||
sectors.resources = ทรัพยากร:
|
sectors.resources = ทรัพยากร:
|
||||||
sectors.production = การผลิต:
|
sectors.production = การผลิต:
|
||||||
@@ -605,7 +609,7 @@ planet.sun.name = ดวงอาทิตย์
|
|||||||
sector.impact0078.name = อิมแพค 0078
|
sector.impact0078.name = อิมแพค 0078
|
||||||
sector.groundZero.name = กราวน์ ซีโร่
|
sector.groundZero.name = กราวน์ ซีโร่
|
||||||
sector.craters.name = บ่ออุกกาบาต
|
sector.craters.name = บ่ออุกกาบาต
|
||||||
sector.frozenForest.name = ป่าหนาวแหน็บ
|
sector.frozenForest.name = ป่าหนาวเหน็บ
|
||||||
sector.ruinousShores.name = ชายฝั่งพังทลาย
|
sector.ruinousShores.name = ชายฝั่งพังทลาย
|
||||||
sector.stainedMountains.name = ภูเขาหลากสี
|
sector.stainedMountains.name = ภูเขาหลากสี
|
||||||
sector.desolateRift.name = เดโซเลต ริฟต์
|
sector.desolateRift.name = เดโซเลต ริฟต์
|
||||||
@@ -620,14 +624,14 @@ sector.extractionOutpost.name = ด่านส่งทรัพยากร
|
|||||||
sector.planetaryTerminal.name = ท่าปล่อยจรวดอวกาศยาน
|
sector.planetaryTerminal.name = ท่าปล่อยจรวดอวกาศยาน
|
||||||
|
|
||||||
sector.groundZero.description = ที่ที่ดีที่สุดในการเริ่มต้นอีกครั้ง ศัตรูน้อย ทรัพยากรน้อย\nเก็บ[accent]ตะกั่ว[]และ[accent]ทองแดง[]ให้ได้มากที่สุด\nแล้วลุยต่อ
|
sector.groundZero.description = ที่ที่ดีที่สุดในการเริ่มต้นอีกครั้ง ศัตรูน้อย ทรัพยากรน้อย\nเก็บ[accent]ตะกั่ว[]และ[accent]ทองแดง[]ให้ได้มากที่สุด\nแล้วลุยต่อ
|
||||||
sector.frozenForest.description = แม้แต่ที่นี่ ที่ที่อยู่ใกล้ภูเขา [accent]สปอร์[]ก็ยังแพร่มาถึงที่นี่ อากาศที่เย็นเยือกไม่สามารถหยุดยั้งพวกมันได้ตลอดไป\n\nเริ่มต้นการใช้ไฟฟ้า สร้างเครื่องกำเนิดไฟฟ้าเผาไหม้ เรียนรู้ที่จะใช้เครื่องซ่อมแซม
|
sector.frozenForest.description = แม้แต่ที่นี่ ที่ที่อยู่ใกล้ภูเขา [accent]สปอร์[]ก็ยังแพร่มาถึงที่นี่\nอากาศอันเย็นเยือกไม่สามารถหยุดยั้งพวกมันได้ตลอดไป\n\nเริ่มต้นการใช้ไฟฟ้า สร้างเครื่องกำเนิดไฟฟ้าเผาไหม้\nเรียนรู้ที่จะใช้เครื่องซ่อมแซม
|
||||||
sector.saltFlats.description = ณ ขอบของทะเลทราย เป็นที่ตั้งของที่ราบเกลือ สามารถพบทรัพยากรบางอย่างได้ที่นี่\n\nศัตรูได้ตั้งฐานเก็บทรัพยากรไว้ที่นี่ ทำลายแกนกลางของพวกมัน อย่าให้มีอะไรเหลือ
|
sector.saltFlats.description = ณ ขอบของทะเลทราย เป็นที่ตั้งของที่ราบเกลือ สามารถพบทรัพยากรบางอย่างได้ที่นี่\n\nศัตรูได้ตั้งฐานเก็บทรัพยากรไว้ที่นี่ ทำลายแกนกลางของพวกมัน อย่าให้มีอะไรเหลือ
|
||||||
sector.craters.description = น้ำขังอยู่ในหลุมอุกกาบาศแห่งนี้ อนุสรณ์สถานของสงครามเก่าแก่ ยึดพื้นที่นี่มา เก็บทราย เผา[accent]กระจกเมต้า[] ปั๊มน้ำเพื่อมาหล่อเย็นป้อมปืนและเครื่องขุดเจาะ
|
sector.craters.description = น้ำขังอยู่ในหลุมอุกกาบาศแห่งนี้ อนุสรณ์สถานของสงครามเก่าแก่\nยึดพื้นที่นี่มา เก็บทราย เผา[accent]กระจกเมต้า[]\nปั๊มน้ำเพื่อมาหล่อเย็นป้อมปืนและเครื่องขุดเจาะ
|
||||||
sector.ruinousShores.description = ถัดจากทะเลทราย เป็นที่ตั้งของชายฝั่ง ที่ครั้งก่อน เคยเป็นที่ตั้งของฐานป้องกันชายฝั่ง ซึ่งทุกทำลายไปซะส่วนใหญ่แล้ว มีเหลือแค่ระบบการป้องกันพื้นฐาน ทุกอย่างที่เหลือถูกทำลายเหลือเพียงแค่เศษเหล็ก\n\nทำการขยายการสำรวจต่อไป ค้นพบกับเทคโนโลยีอีกครั้ง
|
sector.ruinousShores.description = ถัดมาจากทะเลทราย เป็นที่ตั้งของชายฝั่ง ที่ครั้งก่อน เคยเป็นที่ตั้งของฐานป้องกันชายฝั่ง\nซึ่งทุกทำลายไปซะส่วนใหญ่แล้ว มีเหลือแค่ระบบการป้องกันพื้นฐาน\nทุกอย่างที่เหลือถูกทำลายเหลือเพียงแค่เศษเหล็ก\n\nทำการขยายการสำรวจต่อไป ค้นพบกับเทคโนโลยีอีกครั้ง
|
||||||
sector.stainedMountains.description = เข้าลึกไปในพื้นที่ จะพบกับภูเขา ซึ่งยังไม่ถูกสปอร์แตะต้อง\nขุด[accent]ไทเทเนี่ยม[]ที่อุดมสมบูรณ์ในพื้นที่นี้ เรียนรู้ที่จะใช้มัน\n\nมีศัตรูมากขึ้นในบริเวณนี้ อย่าปล่อยให้พวกมันส่งยูนิตที่แข็งแกร่งที่สุดของพวกมันออกมา
|
sector.stainedMountains.description = เข้าลึกไปในพื้นที่ จะพบกับภูเขา ซึ่งยังไม่ถูกสปอร์แตะต้อง\nขุด[accent]ไทเทเนี่ยม[]ที่อุดมสมบูรณ์ในพื้นที่นี้ เรียนรู้ที่จะใช้มัน\n\nมีศัตรูปรากฏตัวมากขึ้นในบริเวณนี้ อย่าปล่อยให้พวกมันส่งยูนิตที่แข็งแกร่งที่สุดออกมา
|
||||||
sector.overgrowth.description = พื้นที่นี้ถูกปกคลุมไปด้วยพืช เข้าใกล้กับแหล่งกำเนิดของสปอร์\nศัตรูได้ตั้งฐานเฝ้าระวังไว้ที่นี่ สร้างยูนิตเมส ทำลายฐานซะ\nวิจัย[accent]เครื่องพัฒนารุ่นยกกำลัง[]เพื่อผลิตยูนิตขนาดที่ใหญ่ขึ้น
|
sector.overgrowth.description = พื้นที่นี้ถูกปกคลุมไปด้วยพืช เข้าใกล้กับแหล่งกำเนิดของสปอร์\nศัตรูได้ตั้งฐานเฝ้าระวังไว้ที่นี่ สร้างยูนิตเมส ทำลายฐานทิ้งซะ\nวิจัย[accent]เครื่องพัฒนารุ่นยกกำลัง[]เพื่อผลิตยูนิตขนาดที่ใหญ่ขึ้น
|
||||||
sector.tarFields.description = ขอบของพื้นที่ผลิตน้ำมัน อยู่ระหว่างภูเขาและทะเลทราย หนึ่งในพื้นที่ที่มีแหล่งน้ำมันดิบที่ใช้งานได้\nแม้ว่าจะถูกทิ้งร้าง พื้นที่นี้ยังคงมีฐานทัพของศัตรูอยู่ใกล้ๆ อย่าประมาทกับพวกมัน\n\n[lightgray]วิจัยเทคโนโลยีการแปรรูปน้ำมันหากเป็นไปได้
|
sector.tarFields.description = ขอบของพื้นที่ผลิตน้ำมัน อยู่ระหว่างภูเขาและทะเลทราย หนึ่งในพื้นที่ที่มีแหล่งน้ำมันดินที่ใช้งานได้\nแม้ว่าจะถูกทิ้งร้าง พื้นที่นี้ยังคงมีฐานทัพของศัตรูอยู่ใกล้ๆ อย่าประมาทกับพวกมัน\n\n[lightgray]วิจัยเทคโนโลยีการแปรรูปน้ำมันหากเป็นไปได้
|
||||||
sector.desolateRift.description = เป็นพื้นที่ที่อันตรายมาก ทรัพยากรมากมาย แต่พื้นที่แคบ ความเสี่ยงการโดนทำลายล้างสูง ออกไปจากที่นี่ให้เร็วที่สุด อย่าถูกหลอกโดยระยะเวลาระหว่างการโจมตีของศัตรูที่เว้นไว้นานกว่าปกติ
|
sector.desolateRift.description = เป็นพื้นที่ที่อันตรายมาก ทรัพยากรมากมาย แต่พื้นที่คับแคบ\nความเสี่ยงการโดนทำลายล้างสูง ออกไปจากที่นี่ให้เร็วที่สุด\nอย่าถูกหลอกโดยระยะเวลาระหว่างการโจมตีของศัตรูที่เว้นไว้นานกว่าปกติ
|
||||||
sector.nuclearComplex.description = สถานที่ผลิตและแปรรูปทอเรี่ยมเก่า ถูกทำลายไม่เหลือสิ้น\nวิจัยทอเรี่ยมและวิธีการใช้มัน\n\nศัตรูในบริเวณนี้มีจำนวนมาก คอยตรวจตราหาผู้บุกรุกอยู่ตลอดเวลา
|
sector.nuclearComplex.description = สถานที่ผลิตและแปรรูปทอเรี่ยมเก่า ถูกทำลายไม่เหลือสิ้น\nวิจัยทอเรี่ยมและวิธีการใช้มัน\n\nศัตรูในบริเวณนี้มีจำนวนมาก คอยตรวจตราหาผู้บุกรุกอยู่ตลอดเวลา
|
||||||
sector.fungalPass.description = ทางผ่านระหว่างพื้นที่สูงและต่ำของภูเขา พื้นที่นี้เต็มไปด้วยสปอร์ ฐานลาดตระเวนขนาดเล็กของศัตรูตั้งอยู่ที่นี่\nทำลายมันซะ\nผลิตยูนิตแด็กเกอร์และครอว์เลอร์ ทำลายแกนกลางทั้งสองไม่ให้เหลือซาก
|
sector.fungalPass.description = ทางผ่านระหว่างพื้นที่สูงและต่ำของภูเขา พื้นที่นี้เต็มไปด้วยสปอร์ ฐานลาดตระเวนขนาดเล็กของศัตรูตั้งอยู่ที่นี่\nทำลายมันซะ\nผลิตยูนิตแด็กเกอร์และครอว์เลอร์ ทำลายแกนกลางทั้งสองไม่ให้เหลือซาก
|
||||||
sector.biomassFacility.description = แหล่งต้นกำเนิดของสปอร์ ที่นี่คือฐานวิจัยและผลิตสปอร์เริ่มแรก\nวิจัยเทคโนโลยีที่อยู่ภายในนั้น เพาะชำ[accent]สปอร์[]เพื่อเป็นเชื้อเพลิงและใช้ในการผลิตพลาสติก\n\n[gray]เมื่อสถานที่นี้ถูกทิ้งร้าง สปอร์ก็ถูกปล่อยออกมา ไม่มีสิ่งใดในระบบนิเวศท้องถิ่นที่สามารถแข่งขันกับสิ่งมีชีวิตที่\nแพร่กระจายเช่นนี้ได้
|
sector.biomassFacility.description = แหล่งต้นกำเนิดของสปอร์ ที่นี่คือฐานวิจัยและผลิตสปอร์เริ่มแรก\nวิจัยเทคโนโลยีที่อยู่ภายในนั้น เพาะชำ[accent]สปอร์[]เพื่อเป็นเชื้อเพลิงและใช้ในการผลิตพลาสติก\n\n[gray]เมื่อสถานที่นี้ถูกทิ้งร้าง สปอร์ก็ถูกปล่อยออกมา ไม่มีสิ่งใดในระบบนิเวศท้องถิ่นที่สามารถแข่งขันกับสิ่งมีชีวิตที่\nแพร่กระจายเช่นนี้ได้
|
||||||
@@ -649,6 +653,7 @@ status.overclock.name = โอเวอร์คล็อก
|
|||||||
status.shocked.name = ช็อก
|
status.shocked.name = ช็อก
|
||||||
status.blasted.name = ระเบิด
|
status.blasted.name = ระเบิด
|
||||||
status.unmoving.name = หยุดนิ่ง
|
status.unmoving.name = หยุดนิ่ง
|
||||||
|
status.boss.name = ผู้พิทักษ์
|
||||||
|
|
||||||
settings.language = ภาษา
|
settings.language = ภาษา
|
||||||
settings.data = ข้อมูลเกม
|
settings.data = ข้อมูลเกม
|
||||||
@@ -773,7 +778,7 @@ bar.corereq = ต้องวางบนแกนกลาง
|
|||||||
bar.drillspeed = ความเร็วการขุด: {0}/วิ
|
bar.drillspeed = ความเร็วการขุด: {0}/วิ
|
||||||
bar.pumpspeed = ความเร็วการปั้ม: {0}/วิ
|
bar.pumpspeed = ความเร็วการปั้ม: {0}/วิ
|
||||||
bar.efficiency = ประสิทธิภาพ: {0}%
|
bar.efficiency = ประสิทธิภาพ: {0}%
|
||||||
bar.boost = เปอร์เซ็นการเร่ง: {0}%
|
bar.boost = เปอร์เซ็นการเร่ง: +{0}%
|
||||||
bar.powerbalance = พลังงาน: {0}/วิ
|
bar.powerbalance = พลังงาน: {0}/วิ
|
||||||
bar.powerstored = เก็บแล้ว: {0}/{1}
|
bar.powerstored = เก็บแล้ว: {0}/{1}
|
||||||
bar.poweramount = พลังงาน: {0}
|
bar.poweramount = พลังงาน: {0}
|
||||||
@@ -824,8 +829,8 @@ unit.percent = %
|
|||||||
unit.shieldhealth = พลังชีวิตโล่
|
unit.shieldhealth = พลังชีวิตโล่
|
||||||
unit.items = ไอเท็ม
|
unit.items = ไอเท็ม
|
||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = [] []ล้าน
|
unit.millions = [lightgray] []ล้าน
|
||||||
unit.billions = [] []พันล้าน
|
unit.billions = [lightgray] []พันล้าน
|
||||||
unit.pershot = [] []ไอเท็ม/การยิง
|
unit.pershot = [] []ไอเท็ม/การยิง
|
||||||
category.purpose = วัตถุประสงค์
|
category.purpose = วัตถุประสงค์
|
||||||
category.general = ทั่วไป
|
category.general = ทั่วไป
|
||||||
@@ -835,6 +840,7 @@ category.items = ไอเท็ม
|
|||||||
category.crafting = การผลิต
|
category.crafting = การผลิต
|
||||||
category.function = ฟังค์ชั่น
|
category.function = ฟังค์ชั่น
|
||||||
category.optional = ทางเลือกการเพิ่มประสิทธิภาพ
|
category.optional = ทางเลือกการเพิ่มประสิทธิภาพ
|
||||||
|
setting.skipcoreanimation.name = ข้ามแอนิเมชั่นบิน/ลงจอดของแกนกลาง
|
||||||
setting.landscape.name = ล็อกภูมิทัศน์แนวนอน
|
setting.landscape.name = ล็อกภูมิทัศน์แนวนอน
|
||||||
setting.shadows.name = เงา
|
setting.shadows.name = เงา
|
||||||
setting.blockreplace.name = แนะนำบล็อกโดยอัตโนมัติ
|
setting.blockreplace.name = แนะนำบล็อกโดยอัตโนมัติ
|
||||||
@@ -862,10 +868,10 @@ setting.difficulty.training = ฝึกซ้อม
|
|||||||
setting.difficulty.easy = ง่าย
|
setting.difficulty.easy = ง่าย
|
||||||
setting.difficulty.normal = ปานกลาง
|
setting.difficulty.normal = ปานกลาง
|
||||||
setting.difficulty.hard = ยาก
|
setting.difficulty.hard = ยาก
|
||||||
setting.difficulty.insane = ยากมาก
|
setting.difficulty.insane = โหดเหี้ยม
|
||||||
setting.difficulty.name = ระดับความยาก:
|
setting.difficulty.name = ระดับความยาก:
|
||||||
setting.screenshake.name = การสั่นของจอ
|
setting.screenshake.name = การสั่นของจอ
|
||||||
setting.effects.name = แสดงเอฟเฟ็กต์
|
setting.effects.name = แสดงเอฟเฟกต์
|
||||||
setting.destroyedblocks.name = แสดงบล็อกที่ถูกทำลาย
|
setting.destroyedblocks.name = แสดงบล็อกที่ถูกทำลาย
|
||||||
setting.blockstatus.name = แสดงสถานะของบล็อก
|
setting.blockstatus.name = แสดงสถานะของบล็อก
|
||||||
setting.conveyorpathfinding.name = ตรวจสอบเส้นทางการวางอัจฉริยะ
|
setting.conveyorpathfinding.name = ตรวจสอบเส้นทางการวางอัจฉริยะ
|
||||||
@@ -875,6 +881,7 @@ setting.seconds = {0} วินาที
|
|||||||
setting.milliseconds = {0} มิลลิวินาที
|
setting.milliseconds = {0} มิลลิวินาที
|
||||||
setting.fullscreen.name = เต็มจอ
|
setting.fullscreen.name = เต็มจอ
|
||||||
setting.borderlesswindow.name = หน้าต่างแบบไร้ขอบ
|
setting.borderlesswindow.name = หน้าต่างแบบไร้ขอบ
|
||||||
|
setting.borderlesswindow.name.windows = จอเต็มแบบไร้ขอบ
|
||||||
setting.borderlesswindow.description = อาจจะต้องรีสตาร์ทเพื่อใส่การเปลี่ยนแปลง
|
setting.borderlesswindow.description = อาจจะต้องรีสตาร์ทเพื่อใส่การเปลี่ยนแปลง
|
||||||
setting.fps.name = แสดง FPS และ Ping
|
setting.fps.name = แสดง FPS และ Ping
|
||||||
setting.smoothcamera.name = กล้องแบบลื่นไหล
|
setting.smoothcamera.name = กล้องแบบลื่นไหล
|
||||||
@@ -921,8 +928,8 @@ keybind.clear_building.name = เคลียร์สิ่งก่อสร
|
|||||||
keybind.press = กดปุ่มใดก็ได้...
|
keybind.press = กดปุ่มใดก็ได้...
|
||||||
keybind.press.axis = กดแกนหรือปุ่มใดก็ได้...
|
keybind.press.axis = กดแกนหรือปุ่มใดก็ได้...
|
||||||
keybind.screenshot.name = ถ่ายรูปแมพ
|
keybind.screenshot.name = ถ่ายรูปแมพ
|
||||||
keybind.toggle_power_lines.name = เปิดปิดเลเซอร์พลังงาน
|
keybind.toggle_power_lines.name = เปิด/ปิด เลเซอร์พลังงาน
|
||||||
keybind.toggle_block_status.name = เปิดปิดสถานะของบล็อก
|
keybind.toggle_block_status.name = เปิด/ปิด สถานะของบล็อก
|
||||||
keybind.move_x.name = เคลื่อนที่ในแกน x
|
keybind.move_x.name = เคลื่อนที่ในแกน x
|
||||||
keybind.move_y.name = เคลี่อนที่ในแกน y
|
keybind.move_y.name = เคลี่อนที่ในแกน y
|
||||||
keybind.mouse_move.name = ตามเม้าส์
|
keybind.mouse_move.name = ตามเม้าส์
|
||||||
@@ -998,6 +1005,7 @@ rules.wavetimer = นับถอยหลังการปล่อยคล
|
|||||||
rules.waves = คลื่น
|
rules.waves = คลื่น
|
||||||
rules.attack = โหมดการโจมตี
|
rules.attack = โหมดการโจมตี
|
||||||
rules.buildai = AI ก่อสร้าง
|
rules.buildai = AI ก่อสร้าง
|
||||||
|
rules.aitier = ระดับของ AI
|
||||||
rules.cleanupdeadteams = ลบล้างสิ่งก่อสร้างศัตรูที่พ่ายแพ้ (PvP)
|
rules.cleanupdeadteams = ลบล้างสิ่งก่อสร้างศัตรูที่พ่ายแพ้ (PvP)
|
||||||
rules.corecapture = ยืดแกนกลางเมื่อทำลาย
|
rules.corecapture = ยืดแกนกลางเมื่อทำลาย
|
||||||
rules.polygoncoreprotection = รัศมีปกป้องแกนกลางแบบหลายเหลี่ยม
|
rules.polygoncoreprotection = รัศมีปกป้องแกนกลางแบบหลายเหลี่ยม
|
||||||
@@ -1017,12 +1025,15 @@ rules.deconstructrefundmultiplier = พหุคูณการคืนทร
|
|||||||
rules.waitForWaveToEnd = คลื่นรอศัตรู
|
rules.waitForWaveToEnd = คลื่นรอศัตรู
|
||||||
rules.dropzoneradius = รัศมีจุดเกิดของศัตรู:[lightgray] (ช่อง)
|
rules.dropzoneradius = รัศมีจุดเกิดของศัตรู:[lightgray] (ช่อง)
|
||||||
rules.unitammo = ยูนิตต้องใช้กระสุน
|
rules.unitammo = ยูนิตต้องใช้กระสุน
|
||||||
|
rules.enemyteam = ทีมศัตรู
|
||||||
|
rules.playerteam = ทีมผู้เล่น
|
||||||
rules.title.waves = คลื่น
|
rules.title.waves = คลื่น
|
||||||
rules.title.resourcesbuilding = ทรัพยากรและสิ่งก่อสร้าง
|
rules.title.resourcesbuilding = ทรัพยากรและสิ่งก่อสร้าง
|
||||||
rules.title.enemy = ศัตรู
|
rules.title.enemy = ศัตรู
|
||||||
rules.title.unit = ยูนิต
|
rules.title.unit = ยูนิต
|
||||||
rules.title.experimental = ทดลอง
|
rules.title.experimental = ทดลอง
|
||||||
rules.title.environment = สิ่งแวดล้อม
|
rules.title.environment = สิ่งแวดล้อม
|
||||||
|
rules.title.teams = ทีม
|
||||||
rules.lighting = แสง
|
rules.lighting = แสง
|
||||||
rules.enemyLights = ไฟศัตรู
|
rules.enemyLights = ไฟศัตรู
|
||||||
rules.fire = ไฟ
|
rules.fire = ไฟ
|
||||||
@@ -1101,13 +1112,12 @@ unit.reign.name = เรน
|
|||||||
unit.vela.name = เวล่า
|
unit.vela.name = เวล่า
|
||||||
unit.corvus.name = คอร์วัส
|
unit.corvus.name = คอร์วัส
|
||||||
|
|
||||||
block.resupply-point.name = จุดเติมของ
|
|
||||||
block.parallax.name = พาราแล็คซ์
|
block.parallax.name = พาราแล็คซ์
|
||||||
block.cliff.name = หน้าผา
|
block.cliff.name = หน้าผา
|
||||||
block.sand-boulder.name = ก้อนหินทราย
|
block.sand-boulder.name = ก้อนหินทราย
|
||||||
block.basalt-boulder.name = ก้อนบะซอลต์
|
block.basalt-boulder.name = ก้อนบะซอลต์
|
||||||
block.grass.name = หญ้า
|
block.grass.name = หญ้า
|
||||||
block.slag.name = แร่หลอม
|
block.molten-slag.name = แร่หลอมละลาย
|
||||||
block.space.name = อวกาศ
|
block.space.name = อวกาศ
|
||||||
block.salt.name = เกลือ
|
block.salt.name = เกลือ
|
||||||
block.salt-wall.name = กำแพงเกลือ
|
block.salt-wall.name = กำแพงเกลือ
|
||||||
@@ -1138,17 +1148,17 @@ block.spawn.name = จุดเกิดศัตรู
|
|||||||
block.core-shard.name = แกนกลาง: ชาร์ด
|
block.core-shard.name = แกนกลาง: ชาร์ด
|
||||||
block.core-foundation.name = แกนกลาง: ฟาวน์เดชั่น
|
block.core-foundation.name = แกนกลาง: ฟาวน์เดชั่น
|
||||||
block.core-nucleus.name = แกนกลาง: นิวเคลียส
|
block.core-nucleus.name = แกนกลาง: นิวเคลียส
|
||||||
block.deepwater.name = น้ำลึก
|
block.deep-water.name = น้ำลึก
|
||||||
block.water.name = น้ำ
|
block.shallow-water.name = น้ำตื้น
|
||||||
block.tainted-water.name = น้ำเสีย
|
block.tainted-water.name = น้ำเสีย
|
||||||
block.darksand-tainted-water.name = น้ำเสียบนทรายดำ
|
block.darksand-tainted-water.name = น้ำเสียบนทรายดำ
|
||||||
block.tar.name = น้ำมันดิบ
|
block.tar.name = น้ำมันดิน
|
||||||
block.stone.name = หิน
|
block.stone.name = หิน
|
||||||
block.sand.name = ทราย
|
block.sand.name = ทราย
|
||||||
block.darksand.name = ทรายดำ
|
block.darksand.name = ทรายดำ
|
||||||
block.ice.name = น้ำแข็ง
|
block.ice.name = น้ำแข็ง
|
||||||
block.snow.name = หิมะ
|
block.snow.name = หิมะ
|
||||||
block.craters.name = หลุมอุกกาบาต
|
block.crater-stone.name = หลุมอุกกาบาต
|
||||||
block.sand-water.name = น้ำบนทราย
|
block.sand-water.name = น้ำบนทราย
|
||||||
block.darksand-water.name = น้ำบนทรายดำ
|
block.darksand-water.name = น้ำบนทรายดำ
|
||||||
block.char.name = ถ่าน
|
block.char.name = ถ่าน
|
||||||
@@ -1198,7 +1208,7 @@ block.door.name = ประตู
|
|||||||
block.door-large.name = ประตูขนาดใหญ่
|
block.door-large.name = ประตูขนาดใหญ่
|
||||||
block.duo.name = ดูโอ้
|
block.duo.name = ดูโอ้
|
||||||
block.scorch.name = สคอร์ช
|
block.scorch.name = สคอร์ช
|
||||||
block.scatter.name = สแกตเตอร์
|
block.scatter.name = สแก็ตเตอร์
|
||||||
block.hail.name = ลูกเห็บ
|
block.hail.name = ลูกเห็บ
|
||||||
block.lancer.name = แลนเซอร์
|
block.lancer.name = แลนเซอร์
|
||||||
block.conveyor.name = สายพาน
|
block.conveyor.name = สายพาน
|
||||||
@@ -1288,7 +1298,7 @@ block.overdrive-projector.name = เครื่องเร่งประส
|
|||||||
block.force-projector.name = เครื่องฉายสนามพลัง
|
block.force-projector.name = เครื่องฉายสนามพลัง
|
||||||
block.arc.name = อาร์ค
|
block.arc.name = อาร์ค
|
||||||
block.rtg-generator.name = เครื่องกำเนิดไฟฟ้า RTG
|
block.rtg-generator.name = เครื่องกำเนิดไฟฟ้า RTG
|
||||||
block.spectre.name = สเปคเตอร์
|
block.spectre.name = สเป็คเตอร์
|
||||||
block.meltdown.name = เมลท์ดาวน์
|
block.meltdown.name = เมลท์ดาวน์
|
||||||
block.foreshadow.name = ฟอร์ชาโดว์
|
block.foreshadow.name = ฟอร์ชาโดว์
|
||||||
block.container.name = ตู้เก็บของ
|
block.container.name = ตู้เก็บของ
|
||||||
@@ -1353,8 +1363,8 @@ hint.breaking = [accent]คลิ๊กขวา[] แล้วลากเพ
|
|||||||
hint.breaking.mobile = เปิดใช้ \ue817 [accent]ค้อน[] ตรงล่างขวาแล้วเลือกเพื่อทำลายบล็อก\n\nเอานิ้วจิ้มลงไปสักแป๊บนึงแล้วลากเพื่อเลือกหลายๆ อัน
|
hint.breaking.mobile = เปิดใช้ \ue817 [accent]ค้อน[] ตรงล่างขวาแล้วเลือกเพื่อทำลายบล็อก\n\nเอานิ้วจิ้มลงไปสักแป๊บนึงแล้วลากเพื่อเลือกหลายๆ อัน
|
||||||
hint.blockInfo = ดูข้อมูลของบล็อกโดยการเลือกจาก[accent]เมนูการสร้าง[] แล้วกดที่รูป [accent][[?][] ตรงด้านขวา
|
hint.blockInfo = ดูข้อมูลของบล็อกโดยการเลือกจาก[accent]เมนูการสร้าง[] แล้วกดที่รูป [accent][[?][] ตรงด้านขวา
|
||||||
hint.derelict = สิ่งก่อสร้างที่ถูก[accent]ทิ้งร้าง[]คือเศษซากพังทลายของฐานเก่าแก่ที่ไม่สามารถใช้งานได้แล้ว\n\nสิ่งก่อสร้างพวกนี้สามารถ[accent]ทุบทิ้ง[]เพื่อเก็บเกี่ยวทรัพยากรที่อยู่ในนั้นได้
|
hint.derelict = สิ่งก่อสร้างที่ถูก[accent]ทิ้งร้าง[]คือเศษซากพังทลายของฐานเก่าแก่ที่ไม่สามารถใช้งานได้แล้ว\n\nสิ่งก่อสร้างพวกนี้สามารถ[accent]ทุบทิ้ง[]เพื่อเก็บเกี่ยวทรัพยากรที่อยู่ในนั้นได้
|
||||||
hint.research = ใช้ปุ่ม \ue875 [accent]วิจัย[] เพื่อวิจัยเทคโนโลยีใหม่ๆ
|
hint.research = กดปุ่ม \ue875 [accent]วิจัย[] เพื่อวิจัยเทคโนโลยีใหม่ๆ
|
||||||
hint.research.mobile = ใช้ปุ่ม \ue875 [accent]วิจัย[] ใน \ue88c [accent]เมนู[] เพื่อวิจัยเทคโนโลยีใหม่ๆ
|
hint.research.mobile = กดปุ่ม \ue875 [accent]วิจัย[] ใน \ue88c [accent]เมนู[] เพื่อวิจัยเทคโนโลยีใหม่ๆ
|
||||||
hint.unitControl = กด [accent][[L-Ctrl][] ค้างไว้แล้วกด[accent]คลิ๊ก[]เพื่อควบคุมยานพวกพ้องหรือป้อมปืน
|
hint.unitControl = กด [accent][[L-Ctrl][] ค้างไว้แล้วกด[accent]คลิ๊ก[]เพื่อควบคุมยานพวกพ้องหรือป้อมปืน
|
||||||
hint.unitControl.mobile = [accent][[กดสองครั้ง][]เพื่อควบคุมยานพวกพ้องหรือป้อมปืน
|
hint.unitControl.mobile = [accent][[กดสองครั้ง][]เพื่อควบคุมยานพวกพ้องหรือป้อมปืน
|
||||||
hint.launch = เมื่อเก็บทรัพยากรเยอะพอ คุณสามารถ[accent]ส่งแกนกลาง[]โดยการเลือกเซ็กเตอร์จาก \ue827 [accent]แผนที่[] ตรงขวาล่าง
|
hint.launch = เมื่อเก็บทรัพยากรเยอะพอ คุณสามารถ[accent]ส่งแกนกลาง[]โดยการเลือกเซ็กเตอร์จาก \ue827 [accent]แผนที่[] ตรงขวาล่าง
|
||||||
@@ -1371,9 +1381,9 @@ hint.payloadDrop = กด [accent]][] เพื่อปล่อยสิ่ง
|
|||||||
hint.payloadDrop.mobile = [accent]กดค้างไว้[]ที่พื้นที่โล่งๆ เพื่อปล่อยสิ่งที่บรรทุกอยู่
|
hint.payloadDrop.mobile = [accent]กดค้างไว้[]ที่พื้นที่โล่งๆ เพื่อปล่อยสิ่งที่บรรทุกอยู่
|
||||||
hint.waveFire = ป้อมปืน[accent]คลื่นน้ำ[]หากเติมน้ำเข้าไปจะช่วยดับไฟรอบข้างให้อัตโนมัติ
|
hint.waveFire = ป้อมปืน[accent]คลื่นน้ำ[]หากเติมน้ำเข้าไปจะช่วยดับไฟรอบข้างให้อัตโนมัติ
|
||||||
hint.generator = \uf879 [accent]เครื่องกำเนิดไฟฟ้าเผาไหม้[]จะเผาถ่านและส่งพลังงานไปยังบล็อกที่อยู่ใกล้ๆ\n\nระยะของพลังงานสามารถขยายได้ด้วย \uf87f [accent]ตัวจ่ายพลังงาน[]
|
hint.generator = \uf879 [accent]เครื่องกำเนิดไฟฟ้าเผาไหม้[]จะเผาถ่านและส่งพลังงานไปยังบล็อกที่อยู่ใกล้ๆ\n\nระยะของพลังงานสามารถขยายได้ด้วย \uf87f [accent]ตัวจ่ายพลังงาน[]
|
||||||
hint.guardian = หน่วย[accent]การ์เดียน[]มีเกราะป้องกันหนาแน่น กระสุนเปราะบางอย่าง[accent]ทองแดง[]และ[accent]ตะกั่ว[][scarlet]ไม่มีประสิทธิภาพ[]\n\nควรใช้ป้อมปืนที่ดีกว่านี้หรือใช้ \uf835 [accent]กราไฟท์[]ใส่ใน \uf861 ดูโอ/ \uf859 ซัลโวเป็นกระสุนเพื่อทำลายการ์เดียน
|
hint.guardian = หน่วย[accent]ผู้พิทักษ์[]มีเกราะป้องกันหนาแน่น กระสุนเปราะบางอย่าง[accent]ทองแดง[]และ[accent]ตะกั่ว[][scarlet]ไม่มีประสิทธิภาพ[]\n\nควรใช้ป้อมปืนที่ดีกว่านี้หรือใช้ \uf835 [accent]กราไฟท์[]ใส่ใน \uf861 ดูโอ/ \uf859 ซัลโวเป็นกระสุนเพื่อทำลายผู้พิทักษ์
|
||||||
hint.coreUpgrade = สามารถอัพเกรดแกนกลางได้โดย[accent]วางแกนกลางที่ใหญ่กว่าทับมัน[]\n\nวาง [accent]แกนกลาง: ฟาวน์เดชั่น[]ทับ [accent]แกนกลาง: ชาร์ด[] ต้องแน่ใจว่ารอบข้างมีที่ว่างก่อนจะวาง
|
hint.coreUpgrade = สามารถอัปเกรดแกนกลางได้โดย[accent]วางแกนกลางที่ใหญ่กว่าทับมัน[]\n\nวาง [accent]แกนกลาง: ฟาวน์เดชั่น[]ทับ [accent]แกนกลาง: ชาร์ด[] ต้องแน่ใจว่ารอบข้างมีที่ว่างก่อนจะวาง
|
||||||
hint.presetLaunch = [accent]เซ็กเตอร์ลงจอด[]สีเทา อย่างเช่น[accent]ป่าหนาวแหน็บ[] สามารถลงจอดจากที่ไหนที่ได้ในแผนที่ พวกนั้นไม่จำเป็นต้องยืดครองเซ็กเตอร์รอบข้างเพื่อส่งแกนกลางไป\n\n[accent]เซ็กเตอร์ที่มีเลข[] อย่างเช่นอันนี้[accent]ไม่จำเป็น[]ต้องยืดครอง
|
hint.presetLaunch = [accent]เซ็กเตอร์ลงจอด[]สีเทา อย่างเช่น[accent]ป่าหนาวเหน็บ[] สามารถลงจอดจากที่ไหนที่ได้ในแผนที่ พวกนั้นไม่จำเป็นต้องยืดครองเซ็กเตอร์รอบข้างเพื่อส่งแกนกลางไป\n\n[accent]เซ็กเตอร์ที่มีเลข[] อย่างเช่นอันนี้[accent]ไม่จำเป็น[]ต้องยืดครอง
|
||||||
hint.coreIncinerate = เมื่อแกนกลางมีจำนวนไอเท็มชนิดหนึ่งที่เต็ม ไอเท็มชนิดนั้นที่เข้ามาเพิ่มจะ[accent]ถูกเผา[]
|
hint.coreIncinerate = เมื่อแกนกลางมีจำนวนไอเท็มชนิดหนึ่งที่เต็ม ไอเท็มชนิดนั้นที่เข้ามาเพิ่มจะ[accent]ถูกเผา[]
|
||||||
hint.coopCampaign = ตอนที่เล่น[accent]แคมเปญร่วมกัน[]กับเพื่อน ไอเท็มที่ผลิตในแมพนี้จะถูกส่ง[accent]ไปยังเซ็กเตอร์ของคุณด้วย[]\n\nการวิจัยใหม่ที่โฮสต์ได้วิจัยก็เก็บเป็นของคุณด้วย
|
hint.coopCampaign = ตอนที่เล่น[accent]แคมเปญร่วมกัน[]กับเพื่อน ไอเท็มที่ผลิตในแมพนี้จะถูกส่ง[accent]ไปยังเซ็กเตอร์ของคุณด้วย[]\n\nการวิจัยใหม่ที่โฮสต์ได้วิจัยก็เก็บเป็นของคุณด้วย
|
||||||
|
|
||||||
@@ -1415,9 +1425,8 @@ liquid.oil.details = ของเหลวเฉื่อยพบได้ไ
|
|||||||
liquid.cryofluid.description = ใช้ในการหล่อเย็นเตาปฏิกร สิ่งก่อสร้างหรือโรงงานต่างๆ
|
liquid.cryofluid.description = ใช้ในการหล่อเย็นเตาปฏิกร สิ่งก่อสร้างหรือโรงงานต่างๆ
|
||||||
liquid.cryofluid.details = ของเหลวเฉื่อยและไม่กัดกร่อน ผลิตจากน้ำและไทเทเนี่ยม มีคุณสมบัติการถ่ายเทความร้อนสูง
|
liquid.cryofluid.details = ของเหลวเฉื่อยและไม่กัดกร่อน ผลิตจากน้ำและไทเทเนี่ยม มีคุณสมบัติการถ่ายเทความร้อนสูง
|
||||||
|
|
||||||
block.derelict = [lightgray] ถูกทิ้งร้าง
|
block.derelict = [lightgray]ถูกทิ้งร้าง
|
||||||
block.resupply-point.description = เติมกระสุนยูนิตรอบข้างด้วยกระสุนทองแดง ใช้กับยูนิตที่ใช้พลังงานเป็นกระสุนไม่ได้
|
block.armored-conveyor.description = เลื่อนไอเท็มไปข้างหน้า เร็วเท่าสายพานไทเทเนี่ยม แต่มีเกราะที่แข็งแรงกว่า ไม่รับไอเท็มจากด้านข้างยกเว้นเป็นสายพานด้วยกันเอง
|
||||||
block.armored-conveyor.description = เลื่อนไอเท็มไปข้างหน้า เร็วเท่าสายพานไทเทเนี่ยม แต่มีเกราะที่แข็งแรงกว่า ไม่รับไอเท็มจากด้านข้างยกเว้นเป็นสายพานชนิดเดียวกัน
|
|
||||||
block.illuminator.description = ตัวเปล่งแสงขนาดกะทัดรัด ส่องสว่างในที่มืดได้ดี\nแถมยังกำหนดสีของแสงได้ด้วย... เจ๋งใช่มั้ยล่ะ
|
block.illuminator.description = ตัวเปล่งแสงขนาดกะทัดรัด ส่องสว่างในที่มืดได้ดี\nแถมยังกำหนดสีของแสงได้ด้วย... เจ๋งใช่มั้ยล่ะ
|
||||||
block.message.description = เก็บข้อความ ใช้สื่อสารกับพันธมิตร
|
block.message.description = เก็บข้อความ ใช้สื่อสารกับพันธมิตร
|
||||||
block.graphite-press.description = อัดก้อนถ่านหินให้เป็นแผ่นกราไฟต์บริสุทธิ์
|
block.graphite-press.description = อัดก้อนถ่านหินให้เป็นแผ่นกราไฟต์บริสุทธิ์
|
||||||
@@ -1536,7 +1545,7 @@ block.arc.description = ยิงสายฟ้าใส่ศัตรูพ
|
|||||||
block.swarmer.description = ยิงขีปนาวุธติดตามตัวใส่ศัตรูทั้งอากาศและพื้นดิน
|
block.swarmer.description = ยิงขีปนาวุธติดตามตัวใส่ศัตรูทั้งอากาศและพื้นดิน
|
||||||
block.salvo.description = ป้อมปืนขนาดกลาง ระดมยิงกระสุนหนักใส่ศัตรูอย่างรวดเร็ว
|
block.salvo.description = ป้อมปืนขนาดกลาง ระดมยิงกระสุนหนักใส่ศัตรูอย่างรวดเร็ว
|
||||||
block.fuse.description = ป้อมปืนระยะใกล้ขนาดใหญ่ ยิงลำแสงเจาะทะลุสามแฉกใส่ศัตรูที่อยู่ใกล้เคียง
|
block.fuse.description = ป้อมปืนระยะใกล้ขนาดใหญ่ ยิงลำแสงเจาะทะลุสามแฉกใส่ศัตรูที่อยู่ใกล้เคียง
|
||||||
block.ripple.description = ป้อมปืนใหญ่ทรงพลัง ยิงลูกระเบิดเป็นกระจุกใส่ศัตรูพื้นดินจากระยะไกล
|
block.ripple.description = ป้อมปืนใหญ่อันทรงพลัง ยิงลูกระเบิดเป็นกระจุกใส่ศัตรูพื้นดินจากระยะไกล
|
||||||
block.cyclone.description = ป้อมปืนรวดเร็วดั่งพายุ ยิงก้อนสะเก็ดระเบิดใส่ยูนิตศัตรูอย่างรวดเร็ว
|
block.cyclone.description = ป้อมปืนรวดเร็วดั่งพายุ ยิงก้อนสะเก็ดระเบิดใส่ยูนิตศัตรูอย่างรวดเร็ว
|
||||||
block.spectre.description = ปืนใหญ่คู่ขนาดยักษ์ ยิงกระสุนเจาะเกราะใส่ศัตรูทั้งบนอากาศและพื้นดิน
|
block.spectre.description = ปืนใหญ่คู่ขนาดยักษ์ ยิงกระสุนเจาะเกราะใส่ศัตรูทั้งบนอากาศและพื้นดิน
|
||||||
block.meltdown.description = ชาร์จแล้วยิงลำแสงเลเซอร์ใส่ศัตรูที่อยู่ใกล้เคียงอย่างต่อเนื่อง ต้องมีของเหลวมาหล่อเย็นป้อมปืนเพื่อทำงาน
|
block.meltdown.description = ชาร์จแล้วยิงลำแสงเลเซอร์ใส่ศัตรูที่อยู่ใกล้เคียงอย่างต่อเนื่อง ต้องมีของเหลวมาหล่อเย็นป้อมปืนเพื่อทำงาน
|
||||||
@@ -1551,13 +1560,13 @@ block.overdrive-dome.description = เร่งประสิทธิภา
|
|||||||
block.payload-conveyor.description = เคลื่อนย้ายสิ่งของบรรทุกหนัก อย่างเช่นยูนิต
|
block.payload-conveyor.description = เคลื่อนย้ายสิ่งของบรรทุกหนัก อย่างเช่นยูนิต
|
||||||
block.payload-router.description = แยกสิ่งของบรรทุกออกเป็นสามทิศทาง
|
block.payload-router.description = แยกสิ่งของบรรทุกออกเป็นสามทิศทาง
|
||||||
block.command-center.description = ควบคุมและสั่งการยูนิตด้วยคำสั่งที่มีมากมาย
|
block.command-center.description = ควบคุมและสั่งการยูนิตด้วยคำสั่งที่มีมากมาย
|
||||||
block.ground-factory.description = ผลิตยูนิตทางบก ยูนิตที่ผลิตสามารถใช้ได้เลย หรือนำไปใส่ในเครื่องพัฒนาเพื่ออัพเกรด
|
block.ground-factory.description = ผลิตยูนิตทางบก ยูนิตที่ผลิตสามารถใช้ได้เลย หรือนำไปใส่ในเครื่องพัฒนาเพื่ออัปเกรด
|
||||||
block.air-factory.description = ผลิตยูนิตทางอากาศ ยูนิตที่ผลิตสามารถใช้ได้เลย หรือนำไปใส่ในเครื่องพัฒนาเพื่ออัพเกรด
|
block.air-factory.description = ผลิตยูนิตทางอากาศ ยูนิตที่ผลิตสามารถใช้ได้เลย หรือนำไปใส่ในเครื่องพัฒนาเพื่ออัปเกรด
|
||||||
block.naval-factory.description = ผลิตยูนิตเรือ ยูนิตที่ผลิตสามารถใช้ได้เลย หรือนำไปใส่ในเครื่องพัฒนาเพื่ออัพเกรด
|
block.naval-factory.description = ผลิตยูนิตเรือ ยูนิตที่ผลิตสามารถใช้ได้เลย หรือนำไปใส่ในเครื่องพัฒนาเพื่ออัปเกรด
|
||||||
block.additive-reconstructor.description = อัพเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่สอง
|
block.additive-reconstructor.description = อัปเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่สอง
|
||||||
block.multiplicative-reconstructor.description = อัพเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่สาม
|
block.multiplicative-reconstructor.description = อัปเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่สาม
|
||||||
block.exponential-reconstructor.description = อัพเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่สี่
|
block.exponential-reconstructor.description = อัปเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่สี่
|
||||||
block.tetrative-reconstructor.description = อัพเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่ห้าและรุ่นสุดท้าย
|
block.tetrative-reconstructor.description = อัปเกรดยูนิตที่อยู่ข้างในให้เป็นรุ่นที่ห้าและรุ่นสุดท้าย
|
||||||
block.switch.description = สวิตช์เปิดปิดได้ สามารถควบคุมหรืออ่านค่าได้ด้วยตัวประมวลผลลอจิก
|
block.switch.description = สวิตช์เปิดปิดได้ สามารถควบคุมหรืออ่านค่าได้ด้วยตัวประมวลผลลอจิก
|
||||||
block.micro-processor.description = รันคำสั่งลอจิกเป็นลำดับวนไปวนมา สามารถใช้ควบคุมยูนิตหรือสิ่งก่อสร้าง ไม่ค่อยเร็วเท่าไหร่
|
block.micro-processor.description = รันคำสั่งลอจิกเป็นลำดับวนไปวนมา สามารถใช้ควบคุมยูนิตหรือสิ่งก่อสร้าง ไม่ค่อยเร็วเท่าไหร่
|
||||||
block.logic-processor.description = รันคำสั่งลอจิกเป็นลำดับวนไปวนมา สามารถใช้ควบคุมยูนิตหรือสิ่งก่อสร้าง ค่อนข้างเร็ว มีระยะการเชื่อมต่อที่ค่อนข้างไกล
|
block.logic-processor.description = รันคำสั่งลอจิกเป็นลำดับวนไปวนมา สามารถใช้ควบคุมยูนิตหรือสิ่งก่อสร้าง ค่อนข้างเร็ว มีระยะการเชื่อมต่อที่ค่อนข้างไกล
|
||||||
@@ -1596,16 +1605,16 @@ unit.mega.description = ซ่อมแซมสิ่งก่อสร้า
|
|||||||
unit.quad.description = ทิ้งระเบิดขนาดใหญ่ลงบนเป้าหมายพื้นดิน ซ่อมแซมสิ่งก่อสร้างของพวกพ้องและสร้างความเสียหายแก่ศัตรู สามารถบรรทุกยูนิตพื้นดินขนาดกลางได้
|
unit.quad.description = ทิ้งระเบิดขนาดใหญ่ลงบนเป้าหมายพื้นดิน ซ่อมแซมสิ่งก่อสร้างของพวกพ้องและสร้างความเสียหายแก่ศัตรู สามารถบรรทุกยูนิตพื้นดินขนาดกลางได้
|
||||||
unit.oct.description = ปกป้องพวกพ้องที่อยู่ใกล้เคียงด้วยโล่พลังงาน สามารถบรรทุกยูนิตภาคพื้นดินได้แทบทุกตัว
|
unit.oct.description = ปกป้องพวกพ้องที่อยู่ใกล้เคียงด้วยโล่พลังงาน สามารถบรรทุกยูนิตภาคพื้นดินได้แทบทุกตัว
|
||||||
unit.risso.description = ยิงขีปนาวุธและสาดกระสุนจำนวนมากใส่ศัตรูใกล้เคียง
|
unit.risso.description = ยิงขีปนาวุธและสาดกระสุนจำนวนมากใส่ศัตรูใกล้เคียง
|
||||||
unit.minke.description = ยิงกระสุนหนักและกระสุนธรรมดาไปยังเป้าหมายพื้นดินที่อยู่ใกล้เคียง\nให้สถานะ[accent]โอเวอร์คล็อก[]แก่พวกพ้องรอบข้าง ทำให้ยิงเร็วและแรงขึ้น
|
unit.minke.description = ยิงทั้งกระสุนหนักและกระสุนธรรมดาไปยังเป้าหมายพื้นดินที่อยู่ใกล้เคียง
|
||||||
unit.bryde.description = ยิงกระสุนปืนใหญ่พิสัยไกลและขีปนาวุธติดตามตัวใส่ศัตรู
|
unit.bryde.description = ยิงกระสุนปืนใหญ่พิสัยไกลและขีปนาวุธติดตามตัวใส่ศัตรู
|
||||||
unit.sei.description = ยิงขีปนาวุธติดตามตัวและกระสุนเจาะเกราะใส่ศัตรู
|
unit.sei.description = ยิงขีปนาวุธติดตามตัวและกระสุนเจาะเกราะใส่ศัตรู
|
||||||
unit.omura.description = ยิงลำแสงปืนเรลกันเจาะทะลุระยะไกลใส่ศัตรู สร้างยูนิตแฟลร์
|
unit.omura.description = ยิงลำแสงปืนเรลกันเจาะทะลุระยะไกลใส่ศัตรู สร้างยูนิตแฟลร์
|
||||||
unit.alpha.description = ปกป้องแกนกลางชาร์ดจากศัตรู สร้างสิ่งต่างๆ
|
unit.alpha.description = ปกป้องแกนกลางชาร์ดจากศัตรู สร้างสิ่งต่างๆ
|
||||||
unit.beta.description = ปกป้องแกนกลางฟาวน์เดชั่นจากศัตรู สร้างสิ่งต่างๆ
|
unit.beta.description = ปกป้องแกนกลางฟาวน์เดชั่นจากศัตรู สร้างสิ่งต่างๆ
|
||||||
unit.gamma.description = ปกป้องแกนกลางนิวเคลียสจากศัตรู สร้างสิ่งต่างๆ
|
unit.gamma.description = ปกป้องแกนกลางนิวเคลียสจากศัตรู สร้างสิ่งต่างๆ
|
||||||
unit.retusa.description = วางทุ่นระเบิดระยะใกล้ ซ่อมแซมยูนิตพวกพ้องที่อยู่ใกล้เคียง
|
unit.retusa.description = วางทุ่นระเบิดระยะใกล้ และซ่อมแซมยูนิตพวกพ้องที่อยู่ใกล้เคียง
|
||||||
unit.oxynoe.description = ยิงเปลวไฟเผาไหม้ใส่ศัตรูที่อยู่ใกล้เคียงและซ่อมแซมสิ่งก่อสร้างของพวกพ้อง\nทำลายกระสุนที่กำลังเข้ามาด้วยปืนป้องกันจุด
|
unit.oxynoe.description = ยิงเปลวไฟเผาไหม้ใส่ศัตรูที่อยู่ใกล้เคียงและซ่อมแซมสิ่งก่อสร้างของพวกพ้อง\nทำลายกระสุนที่กำลังเข้ามาด้วยปืนป้องกันจุด\nให้สถานะ[accent]โอเวอร์คล็อก[]แก่พวกพ้องรอบข้าง ทำให้ยิงเร็วและแรงขึ้น
|
||||||
unit.cyerce.description = ยิงขีปนาวุธพลาสม่าติดตามตัวเป็นกระจุกระเบิดใส่ศัตรู\nซ่อมแซมยูนิตพวกพ้องที่อยู่ใกล้เคียง
|
unit.cyerce.description = ยิงขีปนาวุธพลาสม่าติดตามตัวเป็นกระจุกระเบิดใส่ศัตรู\nซ่อมแซมยูนิตพวกพ้องที่อยู่ใกล้เคียงด้วยปืนซ่อมแซม
|
||||||
unit.aegires.description = ช็อตทุกสิ่งก่อสร้างและยูนิตศัตรูที่เข้ามาในสนามพลังงานของมัน\nซ่อมแซมสิ่งก่อสร้างและยูนิตพวกพ้อง
|
unit.aegires.description = ช็อตทุกสิ่งก่อสร้างและยูนิตศัตรูที่เข้ามาในสนามพลังงานของมัน\nซ่อมแซมสิ่งก่อสร้างและยูนิตพวกพ้อง
|
||||||
unit.navanax.description = ยิงลูกระเบิดคลื่นชีพจรแม่เหล็กขนาดใหญ่ สร้างความเสียหายอย่างหนักให้กับเครือข่ายพลังงานศัตรู\nและซ่อมแซมสิ่งก่อสร้างของพวกพ้อง\nหลอมละลายศัตรูที่อยู่ใกล้เคียงด้วยป้อมปืนเลเซอร์อัตโนมัติสี่ป้อม
|
unit.navanax.description = ยิงลูกระเบิดคลื่นชีพจรแม่เหล็กขนาดใหญ่ สร้างความเสียหายอย่างหนักให้กับเครือข่ายพลังงานศัตรู\nและซ่อมแซมสิ่งก่อสร้างของพวกพ้อง\nหลอมละลายศัตรูที่อยู่ใกล้เคียงด้วยป้อมปืนเลเซอร์อัตโนมัติสี่ป้อม
|
||||||
|
|
||||||
@@ -1696,7 +1705,7 @@ lenum.any = ยูนิตอะไรก็ได้
|
|||||||
lenum.ally = ยูนิตพวกพ้อง
|
lenum.ally = ยูนิตพวกพ้อง
|
||||||
lenum.attacker = ยูนิตติดอาวุธ
|
lenum.attacker = ยูนิตติดอาวุธ
|
||||||
lenum.enemy = ยูนิตศัตรู
|
lenum.enemy = ยูนิตศัตรู
|
||||||
lenum.boss = ยูนิตการ์เดียน
|
lenum.boss = ยูนิตผู้พิทักษ์
|
||||||
lenum.flying = ยูนิตอากาศ
|
lenum.flying = ยูนิตอากาศ
|
||||||
lenum.ground = ยูนิตพื้นดิน
|
lenum.ground = ยูนิตพื้นดิน
|
||||||
lenum.player = ยูนิตที่ถูกควบคุมโดยผู้เล่น
|
lenum.player = ยูนิตที่ถูกควบคุมโดยผู้เล่น
|
||||||
|
|||||||
@@ -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 = su alti
|
block.deep-water.name = su alti
|
||||||
block.water.name = su
|
block.shallow-water.name = su
|
||||||
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 = kum
|
|||||||
block.darksand.name = Dark Sand
|
block.darksand.name = Dark Sand
|
||||||
block.ice.name = buz
|
block.ice.name = buz
|
||||||
block.snow.name = kar
|
block.snow.name = kar
|
||||||
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
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ linkfail = Link açılamadı!\nURL kopyalandı.
|
|||||||
screenshot = Ekran görüntüsü {0} konumuna kaydedildi
|
screenshot = Ekran görüntüsü {0} konumuna kaydedildi
|
||||||
screenshot.invalid = Harita çok büyük, muhtemelen ekran görüntüsü için yeterli bellek yok.
|
screenshot.invalid = Harita çok büyük, muhtemelen ekran görüntüsü için yeterli bellek yok.
|
||||||
gameover = Kaybettin
|
gameover = Kaybettin
|
||||||
gameover.waiting = [accent]Harita Bekleniyor...
|
gameover.waiting = [accent]Sonraki Harita Bekleniyor...
|
||||||
gameover.pvp = [accent] {0}[] Takımı kazandı!
|
gameover.pvp = [accent] {0}[] Takımı kazandı!
|
||||||
gameover.disconnect = Bağlantı Koptu!
|
gameover.disconnect = Bağlantı Koptu!
|
||||||
highscore = [accent]Yeni rekor!
|
highscore = [accent]Yeni rekor!
|
||||||
@@ -35,7 +35,7 @@ load.mod = Modlar
|
|||||||
load.scripts = Betikler
|
load.scripts = Betikler
|
||||||
|
|
||||||
be.update = Yeni bir erken erişim sürümü var:
|
be.update = Yeni bir erken erişim sürümü var:
|
||||||
be.update.confirm = Yüklenip yeniden başlatılsın mı?
|
be.update.confirm = İndirip yeniden başlatılsın mı?
|
||||||
be.updating = Yeni sürüm yükleniyor...
|
be.updating = Yeni sürüm yükleniyor...
|
||||||
be.ignore = Hayır
|
be.ignore = Hayır
|
||||||
be.noupdates = Yeni güncelleme bulunamadı.
|
be.noupdates = Yeni güncelleme bulunamadı.
|
||||||
@@ -54,30 +54,30 @@ schematic.add = Şemayı Kaydet...
|
|||||||
schematics = Şemalar
|
schematics = Şemalar
|
||||||
schematic.replace = Aynı isimde bir şema zaten var. Üzerine yazılsın mı?
|
schematic.replace = Aynı isimde bir şema zaten var. Üzerine yazılsın mı?
|
||||||
schematic.exists = Aynı isimde bir şema zaten var.
|
schematic.exists = Aynı isimde bir şema zaten var.
|
||||||
schematic.import = Şema İçeri Aktar...
|
schematic.import = Şemayı İçeri Aktar...
|
||||||
schematic.exportfile = Dışa Aktar
|
schematic.exportfile = Dışa Aktar
|
||||||
schematic.importfile = İçe Aktar
|
schematic.importfile = İçe Aktar
|
||||||
schematic.browseworkshop = Atölyeyi incele
|
schematic.browseworkshop = Atölyeyi araştır
|
||||||
schematic.copy = Panoya Kopyala
|
schematic.copy = Panoya Kopyala
|
||||||
schematic.copy.import = Panodan İçeri Aktar
|
schematic.copy.import = Panodan İçeri Aktar
|
||||||
schematic.shareworkshop = Atölyede Kaydet
|
schematic.shareworkshop = Atölyede paylaş
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür
|
||||||
schematic.saved = Şema Kaydedildi.
|
schematic.saved = Şema Kaydedildi.
|
||||||
schematic.delete.confirm = Bu şema tamamen yok edilecek.
|
schematic.delete.confirm = Bu şema tamamen silinecek.
|
||||||
schematic.rename = Şemayı yeniden adlandır
|
schematic.rename = Şemayı yeniden adlandır
|
||||||
schematic.info = {0}x{1}, {2} blok
|
schematic.info = {0}x{1}, {2} blok
|
||||||
schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
|
schematic.disabled = [scarlet]Şema devre dışı bırakıldı[]\nBu şemayı [accent]bu haritada[] veya [accent]server'da kullanma iznin yok.
|
||||||
schematic.tags = Etiketler:
|
schematic.tags = Etiketler:
|
||||||
schematic.edittags = Etiketleri Düzenle
|
schematic.edittags = Etiketleri Düzenle
|
||||||
schematic.addtag = Etiket Ekle
|
schematic.addtag = Etiket Ekle
|
||||||
schematic.texttag = Yazı Etiketi
|
schematic.texttag = Yazı Etiketi
|
||||||
schematic.icontag = İcon Etiketi
|
schematic.icontag = İkon Etiketi
|
||||||
schematic.renametag = Etiketi Yeniden Adlandır
|
schematic.renametag = Etiketi Yeniden Adlandır
|
||||||
schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin?
|
schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin?
|
||||||
schematic.tagexists = Böyle bir Etiket zaten var.
|
schematic.tagexists = Böyle bir Etiket zaten var.
|
||||||
|
|
||||||
stats = İstatistikler
|
stats = İstatistikler
|
||||||
stat.wave = Yenilen Dalgalar:[accent] {0}
|
stat.wave = Bozguna Uğratılan Dalgalar:[accent] {0}
|
||||||
stat.enemiesDestroyed = Yok Edilen Düşmanlar:[accent] {0}
|
stat.enemiesDestroyed = Yok Edilen Düşmanlar:[accent] {0}
|
||||||
stat.built = İnşa Edilen Yapılar:[accent] {0}
|
stat.built = İnşa Edilen Yapılar:[accent] {0}
|
||||||
stat.destroyed = Yok Edilen Yapılar:[accent] {0}
|
stat.destroyed = Yok Edilen Yapılar:[accent] {0}
|
||||||
@@ -89,7 +89,7 @@ stat.rank = Rütbe: [accent]{0}
|
|||||||
globalitems = [accent]Toplanan Kaynaklar
|
globalitems = [accent]Toplanan Kaynaklar
|
||||||
map.delete = "[accent]{0}[]" haritasını silmek istediğine emin misin?
|
map.delete = "[accent]{0}[]" haritasını silmek istediğine emin misin?
|
||||||
level.highscore = Rekor: [accent]{0}
|
level.highscore = Rekor: [accent]{0}
|
||||||
level.select = Seviye Seçimi
|
level.select = Bölüm Seçimi
|
||||||
level.mode = Oyun Modu:
|
level.mode = Oyun Modu:
|
||||||
coreattack = < Merkez saldırı altında! >
|
coreattack = < Merkez saldırı altında! >
|
||||||
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
||||||
@@ -101,6 +101,7 @@ customgame = Özel Oyun
|
|||||||
newgame = Yeni Oyun
|
newgame = Yeni Oyun
|
||||||
none = <yok>
|
none = <yok>
|
||||||
none.found = [lightgray]<Bulunamadı>
|
none.found = [lightgray]<Bulunamadı>
|
||||||
|
none.inmap = [lightgray]<Haritada Bulunamadı>
|
||||||
minimap = Harita
|
minimap = Harita
|
||||||
position = Pozisyon
|
position = Pozisyon
|
||||||
close = Kapat
|
close = Kapat
|
||||||
@@ -121,7 +122,7 @@ committingchanges = Değişiklikler Uygulanıyor
|
|||||||
done = Bitti
|
done = Bitti
|
||||||
feature.unsupported = Cihazınızda bu özellik desteklenmemektedir.
|
feature.unsupported = Cihazınızda bu özellik desteklenmemektedir.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] OH NO! Mindustry Çöktü. Bu Büyük ihtimalle bir moddan kaynaklandı.\n\nSonsuz Çökmeyi önlemek için, [red]tüm modlar kapatıldı.[]\n\nBu özelliği kapamak için, [accent]Ayarlar->Oyun->Modları Çökmede Kapa[].
|
mods.initfailed = [red]⚠[] OLAMAZ! Mindustry Çöktü. Bu Büyük ihtimalle bir moddan kaynaklandı.\n\nSonsuz Çökmeyi önlemek için, [red]tüm modlar kapatıldı.[]\n\nBu özelliği kapamak için, [accent]Ayarlar->Oyun->Modları Başlangıçta Çökme Durumunda Kapat[].
|
||||||
mods = Modlar
|
mods = Modlar
|
||||||
mods.none = [lightgray]Hiç mod bulunamadı!
|
mods.none = [lightgray]Hiç mod bulunamadı!
|
||||||
mods.guide = Mod Rehberi
|
mods.guide = Mod Rehberi
|
||||||
@@ -214,6 +215,7 @@ hosts.none = [lightgray]Yerel oyun bulunamadı!
|
|||||||
host.invalid = [scarlet]Kurucuya bağlanılamıyor.
|
host.invalid = [scarlet]Kurucuya bağlanılamıyor.
|
||||||
|
|
||||||
servers.local = Yerel Sunucular
|
servers.local = Yerel Sunucular
|
||||||
|
servers.local.steam = Açık Oyunar & Yerel Sunucular
|
||||||
servers.remote = Uzak Sunucular
|
servers.remote = Uzak Sunucular
|
||||||
servers.global = Topluluk Sunucuları
|
servers.global = Topluluk Sunucuları
|
||||||
|
|
||||||
@@ -491,7 +493,7 @@ filter.option.amount = Miktar
|
|||||||
filter.option.block = Blok
|
filter.option.block = Blok
|
||||||
filter.option.floor = Zemin
|
filter.option.floor = Zemin
|
||||||
filter.option.flooronto = Hedef Zemin
|
filter.option.flooronto = Hedef Zemin
|
||||||
filter.option.target = Target
|
filter.option.target = Hedef
|
||||||
filter.option.replacement = Değiştirme
|
filter.option.replacement = Değiştirme
|
||||||
filter.option.wall = Duvar
|
filter.option.wall = Duvar
|
||||||
filter.option.ore = Maden
|
filter.option.ore = Maden
|
||||||
@@ -537,12 +539,13 @@ configure = Ekipmanı Yapılandır
|
|||||||
loadout = Yükleme
|
loadout = Yükleme
|
||||||
resources = Kaynaklar
|
resources = Kaynaklar
|
||||||
bannedblocks = Yasaklı Bloklar
|
bannedblocks = Yasaklı Bloklar
|
||||||
|
bannedunits = Yasaklı Elemanlar
|
||||||
addall = Hepsini Ekle
|
addall = Hepsini Ekle
|
||||||
launch.from = [accent]{0} dan fırlatılıyor.
|
launch.from = [accent]{0} dan fırlatılıyor.
|
||||||
launch.destination = Varış Yeri: {0}
|
launch.destination = Varış Yeri: {0}
|
||||||
configure.invalid = Miktar 0 ve {0} arasında bir sayı olmalı.
|
configure.invalid = Miktar 0 ve {0} arasında bir sayı olmalı.
|
||||||
add = Ekle...
|
add = Ekle...
|
||||||
guardian = Gardian
|
guardian = Gardiyan
|
||||||
|
|
||||||
connectfail = [crimson]Bağlantı hatası:\n\n[accent]{0}
|
connectfail = [crimson]Bağlantı hatası:\n\n[accent]{0}
|
||||||
error.unreachable = Sunucuya ulaşılamıyor.\nAdresin doğru yazıldığına emin misiniz?
|
error.unreachable = Sunucuya ulaşılamıyor.\nAdresin doğru yazıldığına emin misiniz?
|
||||||
@@ -561,12 +564,15 @@ weather.sandstorm.name = Kum Fırtınası
|
|||||||
weather.sporestorm.name = Spor Yağmuru
|
weather.sporestorm.name = Spor Yağmuru
|
||||||
weather.fog.name = Sis
|
weather.fog.name = Sis
|
||||||
|
|
||||||
|
sectorlist = Sektörler
|
||||||
|
sectorlist.attacked = {0} saldırı altında
|
||||||
sectors.unexplored = [lightgray]Keşfedilmemiş
|
sectors.unexplored = [lightgray]Keşfedilmemiş
|
||||||
sectors.resources = Kaynaklar:
|
sectors.resources = Kaynaklar:
|
||||||
sectors.production = Üretim:
|
sectors.production = Üretim:
|
||||||
sectors.export = İhracat:
|
sectors.export = İhracat:
|
||||||
|
sectors.import = İthalat:
|
||||||
sectors.time = Zaman:
|
sectors.time = Zaman:
|
||||||
sectors.threat = Tehlike:
|
sectors.threat = Zorluk:
|
||||||
sectors.wave = Dalga:
|
sectors.wave = Dalga:
|
||||||
sectors.stored = Depolanan:
|
sectors.stored = Depolanan:
|
||||||
sectors.resume = Devam Et
|
sectors.resume = Devam Et
|
||||||
@@ -606,8 +612,8 @@ sector.frozenForest.name = Donmuş Orman
|
|||||||
sector.ruinousShores.name = Harap Kıyılar
|
sector.ruinousShores.name = Harap Kıyılar
|
||||||
sector.stainedMountains.name = Lekeli Dağlar
|
sector.stainedMountains.name = Lekeli Dağlar
|
||||||
sector.desolateRift.name = Issız Kanyon
|
sector.desolateRift.name = Issız Kanyon
|
||||||
sector.nuclearComplex.name = Nüleer Santral Kompleksi
|
sector.nuclearComplex.name = Nükleer Santral Kompleksi
|
||||||
sector.overgrowth.name = Aşırı Büyüme
|
sector.overgrowth.name = Sarmaşık Sporlar
|
||||||
sector.tarFields.name = Katran Çölü
|
sector.tarFields.name = Katran Çölü
|
||||||
sector.saltFlats.name = Tuz Düzlükleri
|
sector.saltFlats.name = Tuz Düzlükleri
|
||||||
sector.fungalPass.name = Mantar Geçidi
|
sector.fungalPass.name = Mantar Geçidi
|
||||||
@@ -639,7 +645,7 @@ status.wet.name = Islak
|
|||||||
status.muddy.name = Çamurlu
|
status.muddy.name = Çamurlu
|
||||||
status.melting.name = Eriyor
|
status.melting.name = Eriyor
|
||||||
status.sapped.name = Emilmiş
|
status.sapped.name = Emilmiş
|
||||||
status.electrified.name = Elektirklenmiş
|
status.electrified.name = Elektriklenmiş
|
||||||
status.spore-slowed.name = Sporlanmış
|
status.spore-slowed.name = Sporlanmış
|
||||||
status.tarred.name = Ziftlenmiş
|
status.tarred.name = Ziftlenmiş
|
||||||
status.overclock.name = Hızlandırlımış
|
status.overclock.name = Hızlandırlımış
|
||||||
@@ -806,6 +812,7 @@ bullet.reload = [stat]{0}[lightgray]x atış hızı
|
|||||||
unit.blocks = blok
|
unit.blocks = blok
|
||||||
unit.blockssquared = blok²
|
unit.blockssquared = blok²
|
||||||
unit.powersecond = enerji birimi/saniye
|
unit.powersecond = enerji birimi/saniye
|
||||||
|
unit.tilessecond = alan/saniye
|
||||||
unit.liquidsecond = sıvı birimi/saniye
|
unit.liquidsecond = sıvı birimi/saniye
|
||||||
unit.itemssecond = eşya/saniye
|
unit.itemssecond = eşya/saniye
|
||||||
unit.liquidunits = sıvı birimi
|
unit.liquidunits = sıvı birimi
|
||||||
@@ -871,7 +878,9 @@ setting.saveinterval.name = Kayıt Aralığı
|
|||||||
setting.seconds = {0} Saniye
|
setting.seconds = {0} Saniye
|
||||||
setting.milliseconds = {0} milisaniye
|
setting.milliseconds = {0} milisaniye
|
||||||
setting.fullscreen.name = Tam Ekran
|
setting.fullscreen.name = Tam Ekran
|
||||||
setting.borderlesswindow.name = Kenarsız Pencere [lightgray](yeniden açmak gerekebilir)
|
setting.borderlesswindow.name = Kenarsız Pencere
|
||||||
|
setting.borderlesswindow.name.windows = Kenrasız TamEkran
|
||||||
|
setting.borderlesswindow.description = Oyunu baştan açman gerekebilir.
|
||||||
setting.fps.name = FPS Göster
|
setting.fps.name = FPS Göster
|
||||||
setting.smoothcamera.name = Yumuşak Geçişli Kamera
|
setting.smoothcamera.name = Yumuşak Geçişli Kamera
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
@@ -994,6 +1003,8 @@ rules.wavetimer = Dalga Zamanlayıcısı
|
|||||||
rules.waves = Dalgalar
|
rules.waves = Dalgalar
|
||||||
rules.attack = Saldırı Modu
|
rules.attack = Saldırı Modu
|
||||||
rules.buildai = Yapay Zeka İnşası
|
rules.buildai = Yapay Zeka İnşası
|
||||||
|
rules.aitier = Yapay Zeka Seviyesi
|
||||||
|
rules.cleanupdeadteams = Kaybeden Takımın Bloklarını Temizle (PvP)
|
||||||
rules.corecapture = Yıkımca Çekirdeği Elegeçir
|
rules.corecapture = Yıkımca Çekirdeği Elegeçir
|
||||||
rules.polygoncoreprotection = Çokgenli Çekirdek Koruması
|
rules.polygoncoreprotection = Çokgenli Çekirdek Koruması
|
||||||
rules.enemyCheat = Sonsuz AI (Kırmızı Takım) Kaynakları
|
rules.enemyCheat = Sonsuz AI (Kırmızı Takım) Kaynakları
|
||||||
@@ -1012,12 +1023,15 @@ rules.deconstructrefundmultiplier = Yıkım İade Çarpanı
|
|||||||
rules.waitForWaveToEnd = Dalgalar Düşmanı Bekler
|
rules.waitForWaveToEnd = Dalgalar Düşmanı Bekler
|
||||||
rules.dropzoneradius = İniş Noktası Yarıçapı: [lightgray](kare)
|
rules.dropzoneradius = İniş Noktası Yarıçapı: [lightgray](kare)
|
||||||
rules.unitammo = Birlikler Mermi Gerektiriyor
|
rules.unitammo = Birlikler Mermi Gerektiriyor
|
||||||
|
rules.enemyteam = Düşman Takım
|
||||||
|
rules.playerteam = Oyuncu Takımı
|
||||||
rules.title.waves = Dalgalar
|
rules.title.waves = Dalgalar
|
||||||
rules.title.resourcesbuilding = Kaynaklar & İnşa
|
rules.title.resourcesbuilding = Kaynaklar & İnşa
|
||||||
rules.title.enemy = Düşmanlar
|
rules.title.enemy = Düşmanlar
|
||||||
rules.title.unit = Birlikler
|
rules.title.unit = Birlikler
|
||||||
rules.title.experimental = Deneysel
|
rules.title.experimental = Deneysel
|
||||||
rules.title.environment = Çevre
|
rules.title.environment = Çevre
|
||||||
|
rules.title.teams = Takımlar
|
||||||
rules.lighting = Işıklandırma
|
rules.lighting = Işıklandırma
|
||||||
rules.enemyLights = Enemy Lights
|
rules.enemyLights = Enemy Lights
|
||||||
rules.fire = Ateş
|
rules.fire = Ateş
|
||||||
@@ -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 = İkmal Noktası
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Uçurum
|
block.cliff.name = Uçurum
|
||||||
block.sand-boulder.name = Kumlu Kaya Parçaları
|
block.sand-boulder.name = Kumlu Kaya Parçaları
|
||||||
block.basalt-boulder.name = Bazalt Kaya
|
block.basalt-boulder.name = Bazalt Kaya
|
||||||
block.grass.name = Çimen
|
block.grass.name = Çimen
|
||||||
block.slag.name = Cüruf
|
block.molten-slag.name = Cüruf
|
||||||
block.space.name = Uzay
|
block.space.name = Uzay
|
||||||
block.salt.name = Tuz
|
block.salt.name = Tuz
|
||||||
block.salt-wall.name = Tuz Duvar
|
block.salt-wall.name = Tuz Duvar
|
||||||
@@ -1133,8 +1146,8 @@ block.spawn.name = Düşman Doğma Noktası
|
|||||||
block.core-shard.name = Merkez: Parçacık
|
block.core-shard.name = Merkez: Parçacık
|
||||||
block.core-foundation.name = Merkez: Temel
|
block.core-foundation.name = Merkez: Temel
|
||||||
block.core-nucleus.name = Merkez: Çekirdek
|
block.core-nucleus.name = Merkez: Çekirdek
|
||||||
block.deepwater.name = Derin Su
|
block.deep-water.name = Derin Su
|
||||||
block.water.name = Su
|
block.shallow-water.name = Su
|
||||||
block.tainted-water.name = Kirli Su
|
block.tainted-water.name = Kirli Su
|
||||||
block.darksand-tainted-water.name = Kara Kumlu Kirli Su
|
block.darksand-tainted-water.name = Kara Kumlu Kirli Su
|
||||||
block.tar.name = Katran
|
block.tar.name = Katran
|
||||||
@@ -1143,7 +1156,7 @@ block.sand.name = Kum
|
|||||||
block.darksand.name = Kara Kum
|
block.darksand.name = Kara Kum
|
||||||
block.ice.name = Buz
|
block.ice.name = Buz
|
||||||
block.snow.name = Kar
|
block.snow.name = Kar
|
||||||
block.craters.name = Krater
|
block.crater-stone.name = Krater
|
||||||
block.sand-water.name = Kumlu Su
|
block.sand-water.name = Kumlu Su
|
||||||
block.darksand-water.name = Kara Kumlu Su
|
block.darksand-water.name = Kara Kumlu Su
|
||||||
block.char.name = Kömür
|
block.char.name = Kömür
|
||||||
@@ -1259,7 +1272,7 @@ block.oil-extractor.name = Petrol Çıkarıcı
|
|||||||
block.repair-point.name = Tamir Noktası
|
block.repair-point.name = Tamir Noktası
|
||||||
block.repair-turret.name = Tamir Turreti
|
block.repair-turret.name = Tamir Turreti
|
||||||
block.pulse-conduit.name = Dalga Borusu
|
block.pulse-conduit.name = Dalga Borusu
|
||||||
block.plated-conduit.name = Kaplı Boru
|
block.plated-conduit.name = Yalıtımlı Boru
|
||||||
block.phase-conduit.name = Faz Borusu
|
block.phase-conduit.name = Faz Borusu
|
||||||
block.liquid-router.name = Sıvı Yönlendiricisi
|
block.liquid-router.name = Sıvı Yönlendiricisi
|
||||||
block.liquid-tank.name = Sıvı Tankı
|
block.liquid-tank.name = Sıvı Tankı
|
||||||
@@ -1287,8 +1300,7 @@ block.spectre.name = Spectre
|
|||||||
block.meltdown.name = Meltdown
|
block.meltdown.name = Meltdown
|
||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Konteyner
|
block.container.name = Konteyner
|
||||||
block.launch-pad.name = Kalkış Pisti
|
block.launch-pad.name = Fıralatış Rampası
|
||||||
block.launch-pad-large.name = Büyük Kalkış Pisti
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.command-center.name = Komuta Merkezi
|
block.command-center.name = Komuta Merkezi
|
||||||
block.ground-factory.name = Yer Birimi Fabrikası
|
block.ground-factory.name = Yer Birimi Fabrikası
|
||||||
@@ -1348,6 +1360,7 @@ hint.placeTurret = \uf861 [accent]Silahlar[] seni düşman birimlerinden korumak
|
|||||||
hint.breaking = Blokları silmek için silmek istediğiniz objelerin üstüne [accent]Sağ Tıklayın[]. Birden fazla obje silmek için sağ tuşu basılı tutun ve farenizi sürükleyin.
|
hint.breaking = Blokları silmek için silmek istediğiniz objelerin üstüne [accent]Sağ Tıklayın[]. Birden fazla obje silmek için sağ tuşu basılı tutun ve farenizi sürükleyin.
|
||||||
hint.breaking.mobile = Ekranın sağ altındaki \ue817 [accent]çekiç[] tuşuna basın ve silmek istediğiniz objelere tıklayın. \n\nBirden fazla obje silmek için parmağınızı ekranda 1 saniye basılı tutun ve parmağınızı sürükleyin.
|
hint.breaking.mobile = Ekranın sağ altındaki \ue817 [accent]çekiç[] tuşuna basın ve silmek istediğiniz objelere tıklayın. \n\nBirden fazla obje silmek için parmağınızı ekranda 1 saniye basılı tutun ve parmağınızı sürükleyin.
|
||||||
hint.blockInfo = Bir blok hakkında bilgiyi görüntülemek için [accent]inşa menüsüne[] tıklayın. Sonra sağdaki [accent][[?][] sembolüne tıklayın.
|
hint.blockInfo = Bir blok hakkında bilgiyi görüntülemek için [accent]inşa menüsüne[] tıklayın. Sonra sağdaki [accent][[?][] sembolüne tıklayın.
|
||||||
|
hint.derelict = [accent]Sahipsiz[] binalar artık çalışmaz durumdadır. \n\nBu binaları [accent]yıkarsanız[] size malzeme verirler.
|
||||||
hint.research = \ue875 [accent]Araştırma[] sekmesini kullanarak yeni teknolojiler araştırabilirsiniz.
|
hint.research = \ue875 [accent]Araştırma[] sekmesini kullanarak yeni teknolojiler araştırabilirsiniz.
|
||||||
hint.research.mobile = \ue88c [accent]Menüdeki[] \ue875 [accent]Araştırma[] sekmesini kullanarak yeni teknolojiler araştırabilirsiniz.
|
hint.research.mobile = \ue88c [accent]Menüdeki[] \ue875 [accent]Araştırma[] sekmesini kullanarak yeni teknolojiler araştırabilirsiniz.
|
||||||
hint.unitControl = Kendi takımınızdaki taret ve birimleri kontrol etmek için [accent][[Sol CTRL][] tuşunu basılı tutarak istediğiniz taretin yada birimin üstüne sol tıklayın.
|
hint.unitControl = Kendi takımınızdaki taret ve birimleri kontrol etmek için [accent][[Sol CTRL][] tuşunu basılı tutarak istediğiniz taretin yada birimin üstüne sol tıklayın.
|
||||||
@@ -1369,8 +1382,6 @@ hint.generator = \uf879 [accent]Termik Jeneratör[] kömür yakarak enerji üret
|
|||||||
hint.guardian = [accent]Gardiyan[] birimleri güçlü bir zırha sahiptir. [accent]bakır[] ve [accent]kurşun[] gibi mermilere karşı [scarlet]Dayanıklıdır[].\n\nGardiyanları öldürmek için [accent]salvo[] gibi daha güçlü taretleri ve \uf835 [accent]grafit[] gibi daha çok hasar veren mermileri kullanın.
|
hint.guardian = [accent]Gardiyan[] birimleri güçlü bir zırha sahiptir. [accent]bakır[] ve [accent]kurşun[] gibi mermilere karşı [scarlet]Dayanıklıdır[].\n\nGardiyanları öldürmek için [accent]salvo[] gibi daha güçlü taretleri ve \uf835 [accent]grafit[] gibi daha çok hasar veren mermileri kullanın.
|
||||||
hint.coreUpgrade = Merkezinizi, [accent]merkezinizin üstüne daha gelişmiş bir merkez[] koyarak geliştirebilirsiniz. \n\n[accent]Parçacık[] olarak adlandırılan fakirhanenizin üstüne [accent]Temel[] olarak adlandırılan merkezinizi koyun. Merkezinizin etrafında hiçbir yapı olmamalıdır.
|
hint.coreUpgrade = Merkezinizi, [accent]merkezinizin üstüne daha gelişmiş bir merkez[] koyarak geliştirebilirsiniz. \n\n[accent]Parçacık[] olarak adlandırılan fakirhanenizin üstüne [accent]Temel[] olarak adlandırılan merkezinizi koyun. Merkezinizin etrafında hiçbir yapı olmamalıdır.
|
||||||
hint.presetLaunch = [accent]Donmuş Ormanlar[] gibi [accent]ana sektörlere iniş[] herhangi bir yerden yapılabilir. Yakındaki bir sektörden fırlatma gerektirmez.\n\nBunun gibi [accent]sayı ile isimlendirilmiş[] sektörleri ele geçirmek [accent]isteğe bağlıdır.[].
|
hint.presetLaunch = [accent]Donmuş Ormanlar[] gibi [accent]ana sektörlere iniş[] herhangi bir yerden yapılabilir. Yakındaki bir sektörden fırlatma gerektirmez.\n\nBunun gibi [accent]sayı ile isimlendirilmiş[] sektörleri ele geçirmek [accent]isteğe bağlıdır.[].
|
||||||
hint.coreUpgrade = Bir çekirdeğin Üstüne başka bir çekirdek koayarak onu geliştirebilirsin!\n\n Daha gelişmiş çekirdekler daha fazla kapasite demektir.
|
|
||||||
hint.presetLaunch = Hikaye Sektörlerine her yerden fırltış yapabilirsin! Ancak Numaralı Sektörlere temas olmadan Fırlatış yapılamaz.
|
|
||||||
hint.coreIncinerate = Bir çekirdek ağzına kadar dolduktan sonra, ekstra itemler [accent]eritilir[].
|
hint.coreIncinerate = Bir çekirdek ağzına kadar dolduktan sonra, ekstra itemler [accent]eritilir[].
|
||||||
hint.coopCampaign = Arkadaşlarınla Multiplayer Campaign oynarken, her yaptığınız Araştırma ve item aktarımı, senin oyun içi Campaign ine de aktarılır.
|
hint.coopCampaign = Arkadaşlarınla Multiplayer Campaign oynarken, her yaptığınız Araştırma ve item aktarımı, senin oyun içi Campaign ine de aktarılır.
|
||||||
#Yukarıdaki bağzı cümleler Anti Dragon tarafından çevirildi.
|
#Yukarıdaki bağzı cümleler Anti Dragon tarafından çevirildi.
|
||||||
@@ -1401,7 +1412,7 @@ liquid.slag.description = Çeşitli tipte erimiş metallerin birbirine karışı
|
|||||||
liquid.oil.description = İleri seviye malzeme üretiminde kullanılan bir sıvıdır. Yakıt olarak kömür haline getirilebilir veya püskürtülüp ateşe verilerek bir silah olarak kullanılabilir.
|
liquid.oil.description = İleri seviye malzeme üretiminde kullanılan bir sıvıdır. Yakıt olarak kömür haline getirilebilir veya püskürtülüp ateşe verilerek bir silah olarak kullanılabilir.
|
||||||
liquid.cryofluid.description = Su ve titanyumdan oluşturulan inaktif bir sıvı. Son derece yüksek ısı kapasitesine sahiptir. Soğutucu olarak yaygın olarak kullanılır.
|
liquid.cryofluid.description = Su ve titanyumdan oluşturulan inaktif bir sıvı. Son derece yüksek ısı kapasitesine sahiptir. Soğutucu olarak yaygın olarak kullanılır.
|
||||||
|
|
||||||
block.resupply-point.description = Yakındaki birimlere mermi verir. Elektikle çalışmaz.
|
block.derelict = [lightgray] Sahipsiz
|
||||||
block.armored-conveyor.description = Materyalleri titanyum konveyörlerle aynı hızda taşır ama daha fazla zırha sahiptir. Diğer konveyörler dışında yan taraflardan materyal kabul etmez.
|
block.armored-conveyor.description = Materyalleri titanyum konveyörlerle aynı hızda taşır ama daha fazla zırha sahiptir. Diğer konveyörler dışında yan taraflardan materyal kabul etmez.
|
||||||
block.illuminator.description = Küçük, kompakt, yapılandırılabilir bir ışık kaynağı. Çalışması için enerji gerekir.
|
block.illuminator.description = Küçük, kompakt, yapılandırılabilir bir ışık kaynağı. Çalışması için enerji gerekir.
|
||||||
block.message.description = Bir mesajı saklar. Müttefikler arasındaki haberleşmede kullanılır.
|
block.message.description = Bir mesajı saklar. Müttefikler arasındaki haberleşmede kullanılır.
|
||||||
@@ -1427,6 +1438,8 @@ block.item-source.description = Seçilen eşyadan sonsuz verir. Sadece Yaratıc
|
|||||||
block.item-void.description = Verilen eşyaları yok eder. Sadece Yaratıcı Modda.
|
block.item-void.description = Verilen eşyaları yok eder. Sadece Yaratıcı Modda.
|
||||||
block.liquid-source.description = Seçilen sıvıyı sonsuz verir. Sadece Yaratıcı Modda.
|
block.liquid-source.description = Seçilen sıvıyı sonsuz verir. Sadece Yaratıcı Modda.
|
||||||
block.liquid-void.description = Verilen sıvıları yok eder. Sadece Yaratıcı Modda.
|
block.liquid-void.description = Verilen sıvıları yok eder. Sadece Yaratıcı Modda.
|
||||||
|
block.payload-source.description = Sınırsız bir şekilde Eleman ve Kargo oluşturur. Sadece Yaratıcı Modda.
|
||||||
|
block.payload-void.description = Tüm Yük ve Elemanları Yok Eder. Sadece Yaratıcı Modda.
|
||||||
block.copper-wall.description = Ucuz bir savunma bloğu.\nİlk birkaç dalgada merkezi ve silahları korumak için kullanışlıdır.
|
block.copper-wall.description = Ucuz bir savunma bloğu.\nİlk birkaç dalgada merkezi ve silahları korumak için kullanışlıdır.
|
||||||
block.copper-wall-large.description = Ucuz bir savunma bloğu.\nİlk birkaç dalgada merkezi ve taretleri korumak için kullanışlıdır.\nBirçok blok alan kaplar.
|
block.copper-wall-large.description = Ucuz bir savunma bloğu.\nİlk birkaç dalgada merkezi ve taretleri korumak için kullanışlıdır.\nBirçok blok alan kaplar.
|
||||||
block.titanium-wall.description = Orta derecede güçlü savunma bloğu.\nDüşmanlardan orta derecede koruma sağlar.
|
block.titanium-wall.description = Orta derecede güçlü savunma bloğu.\nDüşmanlardan orta derecede koruma sağlar.
|
||||||
@@ -1504,7 +1517,6 @@ block.vault.description = Her materyalden az miktarda saklar. Materyalleri kasad
|
|||||||
block.container.description = Her materyalden az miktarda saklar. Materyalleri konteynerden almak için bir boşaltıcı bloğu kullanılabilir.
|
block.container.description = Her materyalden az miktarda saklar. Materyalleri konteynerden almak için bir boşaltıcı bloğu kullanılabilir.
|
||||||
block.unloader.description = Materyalleri bir konteyner, kasa, veya çekirdekten çıkarıp; bir konveyöre veya dibindeki bir bloğa koyar. Çıkardığı materyal türü dokunularak değiştirilebilir.
|
block.unloader.description = Materyalleri bir konteyner, kasa, veya çekirdekten çıkarıp; bir konveyöre veya dibindeki bir bloğa koyar. Çıkardığı materyal türü dokunularak değiştirilebilir.
|
||||||
block.launch-pad.description = Başka Bir Sektöre item gönderir.
|
block.launch-pad.description = Başka Bir Sektöre item gönderir.
|
||||||
block.launch-pad-large.description = Kalkış pistinin daha gelişmiş bir versiyonu. Daha fazla materyali daha sık gönderebilir.
|
|
||||||
block.duo.description = Küçük, ucuz bir taret. Yer birimlerine karşı etkilidir.
|
block.duo.description = Küçük, ucuz bir taret. Yer birimlerine karşı etkilidir.
|
||||||
block.scatter.description = Önemli bir uçaksavar tareti. Düşman birimlerine hurda ya da kurşun uçaksavar mermileri atar.
|
block.scatter.description = Önemli bir uçaksavar tareti. Düşman birimlerine hurda ya da kurşun uçaksavar mermileri atar.
|
||||||
block.scorch.description = Etrafındaki düşmanları ateşe verir. Yakın mesafede çok etkilidir.
|
block.scorch.description = Etrafındaki düşmanları ateşe verir. Yakın mesafede çok etkilidir.
|
||||||
@@ -1519,6 +1531,7 @@ block.ripple.description = Çok güçlü bir havan tareti. Uzak mesafedeki düş
|
|||||||
block.cyclone.description = Büyük bir anti hava ve anti kara tareti. Yakınındaki düşmanlara patlayıcı uçaksavar mermi kümeleri atar.
|
block.cyclone.description = Büyük bir anti hava ve anti kara tareti. Yakınındaki düşmanlara patlayıcı uçaksavar mermi kümeleri atar.
|
||||||
block.spectre.description = Dev bir çift namlulu top. Hava ve kara birimlerine iri, zırh delici mermiler atar.
|
block.spectre.description = Dev bir çift namlulu top. Hava ve kara birimlerine iri, zırh delici mermiler atar.
|
||||||
block.meltdown.description = Dev bir lazer topu. Yüklenip yakındaki düşmanlara uzun süreli lazer ışınları yollar. Çalışması için soğutucu gerekir.
|
block.meltdown.description = Dev bir lazer topu. Yüklenip yakındaki düşmanlara uzun süreli lazer ışınları yollar. Çalışması için soğutucu gerekir.
|
||||||
|
block.foreshadow.description = Çok uzaktaki Tek bir hedefe inanılmaz güçlü bir şok ışını vurur. En fazla canı olan elemanı hedef alır.
|
||||||
block.repair-point.description = Kendisine en yakın hasarlı birimi tamir eder.
|
block.repair-point.description = Kendisine en yakın hasarlı birimi tamir eder.
|
||||||
block.segment.description = Gelen mermilere zarar verir ve onları yok eder. Lazer mermilere etki etmez.
|
block.segment.description = Gelen mermilere zarar verir ve onları yok eder. Lazer mermilere etki etmez.
|
||||||
block.parallax.description = Çekici bir ışın fırlatarak hava düşmanlarını kendine çeker. Onlara az da olsa zarar verir.
|
block.parallax.description = Çekici bir ışın fırlatarak hava düşmanlarını kendine çeker. Onlara az da olsa zarar verir.
|
||||||
@@ -1545,6 +1558,8 @@ block.memory-bank.description = Bilgi saklar. Yüksek kapasiteye sahiptir.
|
|||||||
block.logic-display.description = Bir işlemciden bilgi alarak grafik gösteririr.
|
block.logic-display.description = Bir işlemciden bilgi alarak grafik gösteririr.
|
||||||
block.large-logic-display.description = Bir işlemciden bilgi alarak grafik gösteririr.
|
block.large-logic-display.description = Bir işlemciden bilgi alarak grafik gösteririr.
|
||||||
block.interplanetary-accelerator.description = Gezegenler Arası ulaşım şimdi parmaklarının ucunda...
|
block.interplanetary-accelerator.description = Gezegenler Arası ulaşım şimdi parmaklarının ucunda...
|
||||||
|
block.repair-turret.description = Sürekli en yakın elemanı tamir eder. Soğutucu kullanabilir.
|
||||||
|
block.payload-propulsion-tower.description = Kütle sürücü gibi bir yerden başka bir yere fırlatır, ancak malzeme yerine yük fırlatmakta kullanılır.
|
||||||
#burdan sonraki her şeyi benim translate etmem gerekti!!! -RTOmega
|
#burdan sonraki her şeyi benim translate etmem gerekti!!! -RTOmega
|
||||||
unit.dagger.description = Düşmanlara basit mermilerle ateş eder.
|
unit.dagger.description = Düşmanlara basit mermilerle ateş eder.
|
||||||
unit.mace.description = Düşmanlara alev atar.
|
unit.mace.description = Düşmanlara alev atar.
|
||||||
@@ -1579,10 +1594,15 @@ unit.omura.description = Uzun menzil bir ışın atıcıya sahiptir. Mermisi ner
|
|||||||
unit.alpha.description = Çekirdeği korur. Bina inşa eder.
|
unit.alpha.description = Çekirdeği korur. Bina inşa eder.
|
||||||
unit.beta.description = Çekirdeği korur. Bina inşa eder.
|
unit.beta.description = Çekirdeği korur. Bina inşa eder.
|
||||||
unit.gamma.description = Çekirdeği korur. Bina inşa eder.
|
unit.gamma.description = Çekirdeği korur. Bina inşa eder.
|
||||||
|
unit.retusa.description = Sensörlü mayın döşer. Yakındakileri tamir eder.
|
||||||
|
unit.oxynoe.description = Tamir edici ateş fırlatır. Düşman mermilerini havada vurur.
|
||||||
|
unit.cyerce.description = Takipçi toplu füze atar. Yakındakileri tamir eder.
|
||||||
|
unit.aegires.description = Enerji alanına giren düşmanları şoklar. Yakındakileri tamir eder.
|
||||||
|
unit.navanax.description = Devasa patlayıcı EMP gülleleri fırlatır, düşman elektir sistemlerini yok eder ve müttefiklerini tamir eder. Yaklaşan düşmanları 4 mini oto-laser turreti ile eritir.
|
||||||
|
|
||||||
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
||||||
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
||||||
lst.print = Text yazar.
|
lst.print = Yazı yazar.
|
||||||
lst.draw = Ekrana Çizer.
|
lst.draw = Ekrana Çizer.
|
||||||
lst.drawflush = Ekrana Çizimi Aktarır.
|
lst.drawflush = Ekrana Çizimi Aktarır.
|
||||||
lst.printflush = Mesaj bloğuna texti aktarır,
|
lst.printflush = Mesaj bloğuna texti aktarır,
|
||||||
@@ -1593,6 +1613,8 @@ lst.sensor = Bloklardan bilgi alır.
|
|||||||
lst.set = Bir değişken ata.
|
lst.set = Bir değişken ata.
|
||||||
lst.operation = Değişkenlerle işlem yap.
|
lst.operation = Değişkenlerle işlem yap.
|
||||||
lst.end = Döngünün sonuna atla.
|
lst.end = Döngünün sonuna atla.
|
||||||
|
lst.wait = Belli süre bekler.
|
||||||
|
lst.lookup = ID kullanarak herhangi bir blok,eleman,bina vs ye bak.\nToplam sayı kullanımı:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Bir yerden başka bir yere atla.
|
lst.jump = Bir yerden başka bir yere atla.
|
||||||
lst.unitbind = Bir birimi bağla: [accent]@unit[].
|
lst.unitbind = Bir birimi bağla: [accent]@unit[].
|
||||||
lst.unitcontrol = Bağlı birimi kontrol et.
|
lst.unitcontrol = Bağlı birimi kontrol et.
|
||||||
@@ -1608,7 +1630,7 @@ lenum.config = Bina configurasyonu, örnek: Ayıklayıcı Türü
|
|||||||
lenum.enabled = Blok aktif mi?
|
lenum.enabled = Blok aktif mi?
|
||||||
|
|
||||||
laccess.color = Aydınlatıcı Rengi.
|
laccess.color = Aydınlatıcı Rengi.
|
||||||
laccess.controller = Nirim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner.
|
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
|
||||||
laccess.dead = Bir bina veya birim hala var mı?
|
laccess.dead = Bir bina veya birim hala var mı?
|
||||||
laccess.controlled = Bir birim ne tarafından kontrol ediliyor?
|
laccess.controlled = Bir birim ne tarafından kontrol ediliyor?
|
||||||
laccess.commanded = [red]Bu komut sonradan silicek! Controlled kullan!
|
laccess.commanded = [red]Bu komut sonradan silicek! Controlled kullan!
|
||||||
@@ -1675,16 +1697,16 @@ lenum.damaged = Hasarlı Aynı Takımdan bir Blok.
|
|||||||
lenum.spawn = Düşman Oluşum Noktası
|
lenum.spawn = Düşman Oluşum Noktası
|
||||||
lenum.building = Bir guruptan bir blok.
|
lenum.building = Bir guruptan bir blok.
|
||||||
|
|
||||||
lenum.core = Herhangi bir Çekirdek.
|
lenum.core = Herhangi bir Çekirdek
|
||||||
lenum.storage = Depolama Bloğu,
|
lenum.storage = Depolama Bloğu
|
||||||
lenum.generator = Enerji Üreten bir Blok.
|
lenum.generator = Enerji Üreten bir Blok
|
||||||
lenum.factory = Fabrika Bloğu,
|
lenum.factory = Fabrika Bloğu
|
||||||
lenum.repair = Tamir Bloğu.
|
lenum.repair = Tamir Bloğu
|
||||||
lenum.rally = Komut Bloğu.
|
lenum.rally = Komut Bloğu
|
||||||
lenum.battery = Pil.
|
lenum.battery = Pil
|
||||||
lenum.resupply = Mermi Aktarım Bloğu.
|
lenum.resupply = Mermi Aktarım Bloğu
|
||||||
lenum.reactor = Patlama/Thorium Reaktör.
|
lenum.reactor = Patlama/Toryum Reaktör
|
||||||
lenum.turret = Herhangi bir taret.
|
lenum.turret = Herhangi bir taret
|
||||||
|
|
||||||
sensor.in = Algılanan Blok/Birim.
|
sensor.in = Algılanan Blok/Birim.
|
||||||
|
|
||||||
@@ -1717,13 +1739,13 @@ lenum.stop = Dur!
|
|||||||
lenum.move = Tam konuma git.
|
lenum.move = Tam konuma git.
|
||||||
lenum.approach = Bir Konuma yaklaş.
|
lenum.approach = Bir Konuma yaklaş.
|
||||||
lenum.pathfind = Düşman Doğuş noktasına git.
|
lenum.pathfind = Düşman Doğuş noktasına git.
|
||||||
lenum.target = Bir alana ateş et,
|
lenum.target = Bir alana ateş et.
|
||||||
lenum.targetp = Bir cisme ateş et.
|
lenum.targetp = Bir cisme ateş et.
|
||||||
lenum.itemdrop = Bir itemi bırak.
|
lenum.itemdrop = Bir itemi bırak.
|
||||||
lenum.itemtake = Bir binadan item al.
|
lenum.itemtake = Bir binadan item al.
|
||||||
lenum.paydrop = Kargoyu bırak.
|
lenum.paydrop = Kargoyu bırak.
|
||||||
lenum.paytake = Kargo al.
|
lenum.paytake = Kargo al.
|
||||||
lenum.flag = Numara ile işaretle,
|
lenum.flag = Numara ile işaretle.
|
||||||
lenum.mine = Kaz.
|
lenum.mine = Kaz.
|
||||||
lenum.build = Bina inşa et.
|
lenum.build = Bina inşa et.
|
||||||
lenum.getblock = Bir bloğun verilerini al.
|
lenum.getblock = Bir bloğun verilerini al.
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ screenshot = Зняток мапи збережено до {0}
|
|||||||
screenshot.invalid = Мапа занадто велика, тому, мабуть, не вистачає пам’яті для знятку мапи.
|
screenshot.invalid = Мапа занадто велика, тому, мабуть, не вистачає пам’яті для знятку мапи.
|
||||||
gameover = Гра завершена
|
gameover = Гра завершена
|
||||||
gameover.disconnect = Від’єднатися
|
gameover.disconnect = Від’єднатися
|
||||||
gameover.pvp = [accent]{0}[] команда перемогла!
|
gameover.pvp = [accent]{0}[] перемогли!
|
||||||
gameover.waiting = [accent]Очікуємо наступно мапу…
|
gameover.waiting = [accent]Очікуємо наступно мапу…
|
||||||
highscore = [accent]Новий рекорд!
|
highscore = [accent]Новий рекорд!
|
||||||
copied = Скопійовано.
|
copied = Скопійовано.
|
||||||
@@ -98,6 +98,7 @@ customgame = Користувацька гра
|
|||||||
newgame = Нова гра
|
newgame = Нова гра
|
||||||
none = <нічого>
|
none = <нічого>
|
||||||
none.found = [lightgray]<нічого не знайдено>
|
none.found = [lightgray]<нічого не знайдено>
|
||||||
|
none.inmap = [lightgray]<нічого на мапі не знайдено>
|
||||||
minimap = Мінімапа
|
minimap = Мінімапа
|
||||||
position = Місцезнаходження
|
position = Місцезнаходження
|
||||||
close = Закрити
|
close = Закрити
|
||||||
@@ -208,6 +209,7 @@ server.refreshing = Оновлення сервера
|
|||||||
hosts.none = [lightgray]Локальних ігор не знайдено
|
hosts.none = [lightgray]Локальних ігор не знайдено
|
||||||
host.invalid = [scarlet]Не вдалося під’єднатися до сервера.
|
host.invalid = [scarlet]Не вдалося під’єднатися до сервера.
|
||||||
servers.local = Локальні сервери
|
servers.local = Локальні сервери
|
||||||
|
servers.local.steam = Локальні сервери і сервери від гравців Steam
|
||||||
servers.remote = Віддалені сервери
|
servers.remote = Віддалені сервери
|
||||||
servers.global = Глобальні сервери
|
servers.global = Глобальні сервери
|
||||||
|
|
||||||
@@ -308,7 +310,7 @@ data.invalid = Це не дійсні ігрові дані.
|
|||||||
data.import.confirm = Вивантаження зовнішніх даних перезапише[scarlet] ВСІ[] ваші поточні ігрові дані.\n[accent]Це неможливо скасувати![]\n\nЯк тільки дані імпортуються, гра негайно закриється.
|
data.import.confirm = Вивантаження зовнішніх даних перезапише[scarlet] ВСІ[] ваші поточні ігрові дані.\n[accent]Це неможливо скасувати![]\n\nЯк тільки дані імпортуються, гра негайно закриється.
|
||||||
quit.confirm = Ви дійсно хочете вийти?
|
quit.confirm = Ви дійсно хочете вийти?
|
||||||
loading = [accent]Завантаження…
|
loading = [accent]Завантаження…
|
||||||
reloading = [accent]Перезавантаження модифікацій…
|
downloading = [accent]Завантаження…
|
||||||
saving = [accent]Збереження…
|
saving = [accent]Збереження…
|
||||||
respawn = [accent][[{0}][], щоби відродитися в ядрі
|
respawn = [accent][[{0}][], щоби відродитися в ядрі
|
||||||
cancelbuilding = [accent][[{0}][] для очищення плану
|
cancelbuilding = [accent][[{0}][] для очищення плану
|
||||||
@@ -337,8 +339,8 @@ builtin = Вбудована
|
|||||||
map.delete.confirm = Ви дійсно хочете видалити цю мапу? Цю дію неможливо буде скасувати!
|
map.delete.confirm = Ви дійсно хочете видалити цю мапу? Цю дію неможливо буде скасувати!
|
||||||
map.random = [accent]Випадкова мапа
|
map.random = [accent]Випадкова мапа
|
||||||
map.nospawn = Ця мапа не має жодного ядра для появи гравця! Додайте [accent]помаранчеве[] ядро до цієї мапи в редакторі.
|
map.nospawn = Ця мапа не має жодного ядра для появи гравця! Додайте [accent]помаранчеве[] ядро до цієї мапи в редакторі.
|
||||||
map.nospawn.pvp = У цієї мапи немає ворожих ядер, у яких гравець може з’явитися! Додайте [scarlet]не помаранчеве[] ядро до цієї мапи в редакторі.
|
map.nospawn.pvp = У цієї мапи немає ворожих ядер, у яких гравець може з’явитися! Додайте [#{0}]{1}[] ядро до цієї мапи в редакторі.
|
||||||
map.nospawn.attack = У цієї мапи немає ворожих ядер, у яких гравець може з’явитися! Додайте [scarlet]червоне[] ядро до цієї мапи в редакторі.
|
map.nospawn.attack = У цієї мапи немає ворожих ядер, у яких гравець може з’явитися! Додайте [#{0}]{1}[] ядро до цієї мапи в редакторі.
|
||||||
map.invalid = Помилка завантаження мапи: пошкоджений або невірний файл мапи.
|
map.invalid = Помилка завантаження мапи: пошкоджений або невірний файл мапи.
|
||||||
workshop.update = Оновити предмет
|
workshop.update = Оновити предмет
|
||||||
workshop.error = Помилка під час отримання інформації з Майстерні: {0}
|
workshop.error = Помилка під час отримання інформації з Майстерні: {0}
|
||||||
@@ -519,6 +521,7 @@ configure = Налаштувати вивантаження
|
|||||||
loadout = Вивантаження
|
loadout = Вивантаження
|
||||||
resources = Ресурси
|
resources = Ресурси
|
||||||
bannedblocks = Заборонені блоки
|
bannedblocks = Заборонені блоки
|
||||||
|
bannedunits = Заборонені одиниці
|
||||||
addall = Додати все
|
addall = Додати все
|
||||||
launch.from = Запуск з [accent]{0}
|
launch.from = Запуск з [accent]{0}
|
||||||
launch.destination = Пункт призначення: {0}
|
launch.destination = Пункт призначення: {0}
|
||||||
@@ -540,10 +543,13 @@ weather.snow.name = Сніг
|
|||||||
weather.sandstorm.name = Піщана буря
|
weather.sandstorm.name = Піщана буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
|
sectorlist = Сектори
|
||||||
|
sectorlist.attacked = {0} під атакою
|
||||||
sectors.unexplored = [lightgray]Не досліджено
|
sectors.unexplored = [lightgray]Не досліджено
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Виробництво:
|
sectors.production = Виробництво:
|
||||||
sectors.export = Експортування:
|
sectors.export = Експортування:
|
||||||
|
sectors.import = Імпортування:
|
||||||
sectors.time = Час:
|
sectors.time = Час:
|
||||||
sectors.threat = Загроза:
|
sectors.threat = Загроза:
|
||||||
sectors.wave = Хвиля:
|
sectors.wave = Хвиля:
|
||||||
@@ -696,7 +702,7 @@ stat.maxconsecutive = Максимальна послідовність
|
|||||||
stat.buildcost = Вартість будування
|
stat.buildcost = Вартість будування
|
||||||
stat.inaccuracy = Розкид
|
stat.inaccuracy = Розкид
|
||||||
stat.shots = Постріли
|
stat.shots = Постріли
|
||||||
stat.reload = Постріли за сек.
|
stat.reload = Скорострільність
|
||||||
stat.ammo = Боєприпаси
|
stat.ammo = Боєприпаси
|
||||||
stat.shieldhealth = Міцність щита
|
stat.shieldhealth = Міцність щита
|
||||||
stat.cooldowntime = Тривалість охолодження
|
stat.cooldowntime = Тривалість охолодження
|
||||||
@@ -740,7 +746,7 @@ bar.corereq = Необхідне основне ядро
|
|||||||
bar.drillspeed = Швидкість буріння: {0} за с.
|
bar.drillspeed = Швидкість буріння: {0} за с.
|
||||||
bar.pumpspeed = Швидкість викачування: {0} за с.
|
bar.pumpspeed = Швидкість викачування: {0} за с.
|
||||||
bar.efficiency = Ефективність: {0}%
|
bar.efficiency = Ефективність: {0}%
|
||||||
bar.boost = Підсилення: {0}%
|
bar.boost = Підсилення: +{0}%
|
||||||
bar.powerbalance = Енергія: {0} за с.
|
bar.powerbalance = Енергія: {0} за с.
|
||||||
bar.powerstored = Зберігає: {0}/{1}
|
bar.powerstored = Зберігає: {0}/{1}
|
||||||
bar.poweramount = Енергія: {0}
|
bar.poweramount = Енергія: {0}
|
||||||
@@ -761,7 +767,7 @@ bullet.damage = [stat]{0}[lightgray] шкода
|
|||||||
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток
|
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток
|
||||||
bullet.incendiary = [stat]запальний
|
bullet.incendiary = [stat]запальний
|
||||||
bullet.homing = [stat]самонаведення
|
bullet.homing = [stat]самонаведення
|
||||||
bullet.frag = [stat]шкода по ділянці
|
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлям
|
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлям
|
||||||
bullet.knockback = [stat]{0}[lightgray] відкидання
|
bullet.knockback = [stat]{0}[lightgray] відкидання
|
||||||
@@ -799,19 +805,19 @@ category.items = Предмети
|
|||||||
category.crafting = Виробництво
|
category.crafting = Виробництво
|
||||||
category.function = Стрільба
|
category.function = Стрільба
|
||||||
category.optional = Додаткові поліпшення
|
category.optional = Додаткові поліпшення
|
||||||
|
setting.skipcoreanimation.name = Пропустити запуск ядра та анімацію приземлення
|
||||||
setting.landscape.name = Тільки альбомний (горизонтальний) режим
|
setting.landscape.name = Тільки альбомний (горизонтальний) режим
|
||||||
setting.shadows.name = Тіні
|
setting.shadows.name = Тіні
|
||||||
setting.blockreplace.name = Пропонування щодо автоматичної заміни блоків
|
setting.blockreplace.name = Пропонування щодо автоматичної заміни блоків
|
||||||
setting.linear.name = Лінійна фільтрація
|
setting.linear.name = Лінійна фільтрація
|
||||||
setting.hints.name = Підказки
|
setting.hints.name = Підказки
|
||||||
setting.flow.name = Показувати темп швидкості ресурсів
|
setting.logichints.name = Підказки при роботі з логікою
|
||||||
setting.backgroundpause.name = Пауза в разі згортанні
|
setting.backgroundpause.name = Пауза в разі згортанні
|
||||||
setting.buildautopause.name = Автоматичне призупинення будування
|
setting.buildautopause.name = Автоматичне призупинення будування
|
||||||
setting.doubletapmine.name = Подвійне торкання для початку видобування
|
setting.doubletapmine.name = Подвійне торкання для початку видобування
|
||||||
setting.modcrashdisable.name = Вимикати модифікації після аварійного запуску
|
setting.modcrashdisable.name = Вимикати модифікації після аварійного запуску
|
||||||
setting.animatedwater.name = Анімаційні рідини
|
setting.animatedwater.name = Анімаційні рідини
|
||||||
setting.animatedshields.name = Анімаційні щити
|
setting.animatedshields.name = Анімаційні щити
|
||||||
setting.antialias.name = Згладжування[lightgray] (потребує перезапуску)[]
|
|
||||||
setting.playerindicators.name = Позначки гравців
|
setting.playerindicators.name = Позначки гравців
|
||||||
setting.indicators.name = Позначки противників
|
setting.indicators.name = Позначки противників
|
||||||
setting.autotarget.name = Автострільба
|
setting.autotarget.name = Автострільба
|
||||||
@@ -820,7 +826,8 @@ setting.touchscreen.name = Керування сенсорним екраном
|
|||||||
setting.fpscap.name = Максимальний FPS
|
setting.fpscap.name = Максимальний FPS
|
||||||
setting.fpscap.none = Жодне
|
setting.fpscap.none = Жодне
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
setting.uiscale.name = Масштабування користувацького інтерфейсу[lightgray] (потребує перезапуску)[]
|
setting.uiscale.name = Масштабування користувацького інтерфейсу
|
||||||
|
setting.uiscale.description = Потрібен перезапуск для застосування змін.
|
||||||
setting.swapdiagonal.name = Завжди діагональне розміщення
|
setting.swapdiagonal.name = Завжди діагональне розміщення
|
||||||
setting.difficulty.training = Навчання
|
setting.difficulty.training = Навчання
|
||||||
setting.difficulty.easy = Легка
|
setting.difficulty.easy = Легка
|
||||||
@@ -838,7 +845,9 @@ setting.saveinterval.name = Інтервал збереження
|
|||||||
setting.seconds = {0} секунд
|
setting.seconds = {0} секунд
|
||||||
setting.milliseconds = {0} мілісекунд
|
setting.milliseconds = {0} мілісекунд
|
||||||
setting.fullscreen.name = Повноекранний режим
|
setting.fullscreen.name = Повноекранний режим
|
||||||
setting.borderlesswindow.name = Вікно без полів[lightgray] (може потребувати перезапуску)
|
setting.borderlesswindow.name = Вікно без полів
|
||||||
|
setting.borderlesswindow.name.windows = Повний екран без полів
|
||||||
|
setting.borderlesswindow.description = Можливо, потрібен перезапуск для застосування змін.
|
||||||
setting.fps.name = Показувати FPS і затримку до сервера
|
setting.fps.name = Показувати FPS і затримку до сервера
|
||||||
setting.smoothcamera.name = Гладка камера
|
setting.smoothcamera.name = Гладка камера
|
||||||
setting.vsync.name = Вертикальна синхронізація
|
setting.vsync.name = Вертикальна синхронізація
|
||||||
@@ -859,6 +868,7 @@ setting.playerlimit.name = Обмеження гравців
|
|||||||
setting.chatopacity.name = Непрозорість чату
|
setting.chatopacity.name = Непрозорість чату
|
||||||
setting.lasersopacity.name = Непрозорість лазерів енергопостачання
|
setting.lasersopacity.name = Непрозорість лазерів енергопостачання
|
||||||
setting.bridgeopacity.name = Непрозорість мостів
|
setting.bridgeopacity.name = Непрозорість мостів
|
||||||
|
setting.showweather.name = Показувати погоду
|
||||||
setting.playerchat.name = Показувати хмару чата над гравцями
|
setting.playerchat.name = Показувати хмару чата над гравцями
|
||||||
public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[accent]Будь-хто може приєднатися до вашої гри.\n[lightgray]Це можна змінити в Налаштування->Гра->Загальнодоступність гри.
|
public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[accent]Будь-хто може приєднатися до вашої гри.\n[lightgray]Це можна змінити в Налаштування->Гра->Загальнодоступність гри.
|
||||||
public.confirm.really = Якщо ви хочете грати з друзями, використовуйте [green]Запросити друзів[] замість [scarlet]Публічного серверу[]!\nВи справді хочете зробити свою гру [scarlet]публічною[]?
|
public.confirm.really = Якщо ви хочете грати з друзями, використовуйте [green]Запросити друзів[] замість [scarlet]Публічного серверу[]!\nВи справді хочете зробити свою гру [scarlet]публічною[]?
|
||||||
@@ -958,6 +968,8 @@ rules.wavetimer = Таймер для хвиль
|
|||||||
rules.waves = Хвилі
|
rules.waves = Хвилі
|
||||||
rules.attack = Режим атаки
|
rules.attack = Режим атаки
|
||||||
rules.buildai = Будування ШІ
|
rules.buildai = Будування ШІ
|
||||||
|
rules.aitier = Рівень складності будівель ШІ [0;1]
|
||||||
|
rules.cleanupdeadteams = Очистити будівлі переможеної команди (PvP)
|
||||||
rules.corecapture = Захоплення ядра після знищення
|
rules.corecapture = Захоплення ядра після знищення
|
||||||
rules.polygoncoreprotection = Полігональний захист ядер
|
rules.polygoncoreprotection = Полігональний захист ядер
|
||||||
rules.enemyCheat = Нескінченні ресурси для червоної команди ШІ
|
rules.enemyCheat = Нескінченні ресурси для червоної команди ШІ
|
||||||
@@ -977,12 +989,15 @@ rules.deconstructrefundmultiplier = Множник відшкодування в
|
|||||||
rules.waitForWaveToEnd = Хвилі чекають на завершення попередньої
|
rules.waitForWaveToEnd = Хвилі чекають на завершення попередньої
|
||||||
rules.dropzoneradius = Радіус зони висадки:[lightgray] (у плитках)
|
rules.dropzoneradius = Радіус зони висадки:[lightgray] (у плитках)
|
||||||
rules.unitammo = Бойові одиниці потребують боєприпасів
|
rules.unitammo = Бойові одиниці потребують боєприпасів
|
||||||
|
rules.enemyteam = Ворожа команда
|
||||||
|
rules.playerteam = Команда гравця
|
||||||
rules.title.waves = Хвилі
|
rules.title.waves = Хвилі
|
||||||
rules.title.resourcesbuilding = Ресурси й будування
|
rules.title.resourcesbuilding = Ресурси й будування
|
||||||
rules.title.enemy = Противники
|
rules.title.enemy = Противники
|
||||||
rules.title.unit = Бойові одиниці
|
rules.title.unit = Бойові одиниці
|
||||||
rules.title.experimental = Експериментальне
|
rules.title.experimental = Експериментальне
|
||||||
rules.title.environment = Середовище
|
rules.title.environment = Середовище
|
||||||
|
rules.title.teams = Команди
|
||||||
rules.lighting = Світлотінь
|
rules.lighting = Світлотінь
|
||||||
rules.enemyLights = Ворожі вогні
|
rules.enemyLights = Ворожі вогні
|
||||||
rules.fire = Вогонь
|
rules.fire = Вогонь
|
||||||
@@ -1055,13 +1070,12 @@ unit.scepter.name = Верховна влада
|
|||||||
unit.reign.name = Верховний Порядок
|
unit.reign.name = Верховний Порядок
|
||||||
unit.vela.name = Пульсар Вітрил
|
unit.vela.name = Пульсар Вітрил
|
||||||
unit.corvus.name = Ґава
|
unit.corvus.name = Ґава
|
||||||
block.resupply-point.name = Пункт постачання
|
|
||||||
block.parallax.name = Паралакс
|
block.parallax.name = Паралакс
|
||||||
block.cliff.name = Скеля
|
block.cliff.name = Скеля
|
||||||
block.sand-boulder.name = Пісочний валун
|
block.sand-boulder.name = Пісочний валун
|
||||||
block.basalt-boulder.name = Базальтовий валун
|
block.basalt-boulder.name = Базальтовий 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 = Сіль
|
block.salt.name = Сіль
|
||||||
block.salt-wall.name = Соляна стіна
|
block.salt-wall.name = Соляна стіна
|
||||||
@@ -1092,8 +1106,8 @@ block.spawn.name = Місце появи противника
|
|||||||
block.core-shard.name = Ядро «Уламок»
|
block.core-shard.name = Ядро «Уламок»
|
||||||
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 = Глибоководдя
|
block.deep-water.name = Глибоководдя
|
||||||
block.water.name = Вода
|
block.shallow-water.name = Вода
|
||||||
block.tainted-water.name = Забруднена вода
|
block.tainted-water.name = Забруднена вода
|
||||||
block.darksand-tainted-water.name = Темний пісок із забрудненою водою
|
block.darksand-tainted-water.name = Темний пісок із забрудненою водою
|
||||||
block.tar.name = Дьоготь
|
block.tar.name = Дьоготь
|
||||||
@@ -1102,7 +1116,7 @@ block.sand.name = Пісок
|
|||||||
block.darksand.name = Темний пісок
|
block.darksand.name = Темний пісок
|
||||||
block.ice.name = Лід
|
block.ice.name = Лід
|
||||||
block.snow.name = Сніг
|
block.snow.name = Сніг
|
||||||
block.craters.name = Кратери
|
block.crater-stone.name = Кратери
|
||||||
block.sand-water.name = Пісок із водою
|
block.sand-water.name = Пісок із водою
|
||||||
block.darksand-water.name = Темний пісок із водою
|
block.darksand-water.name = Темний пісок із водою
|
||||||
block.char.name = Випалена земля
|
block.char.name = Випалена земля
|
||||||
@@ -1247,7 +1261,6 @@ block.meltdown.name = Розплавлювач
|
|||||||
block.foreshadow.name = Передвісник
|
block.foreshadow.name = Передвісник
|
||||||
block.container.name = Сховище
|
block.container.name = Сховище
|
||||||
block.launch-pad.name = Пусковий майданчик
|
block.launch-pad.name = Пусковий майданчик
|
||||||
block.launch-pad-large.name = Великий пусковий майданчик
|
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.command-center.name = Командний центр
|
block.command-center.name = Командний центр
|
||||||
block.ground-factory.name = Наземний завод
|
block.ground-factory.name = Наземний завод
|
||||||
@@ -1268,10 +1281,10 @@ block.payload-source.name = Вантажне джерело
|
|||||||
block.disassembler.name = Розбирач
|
block.disassembler.name = Розбирач
|
||||||
block.silicon-crucible.name = Кремнієвий тигель
|
block.silicon-crucible.name = Кремнієвий тигель
|
||||||
block.overdrive-dome.name = Великий прискорювач
|
block.overdrive-dome.name = Великий прискорювач
|
||||||
|
block.interplanetary-accelerator.name = Міжпланетний прискорювач
|
||||||
block.block-forge.name = Блок-кузня
|
block.block-forge.name = Блок-кузня
|
||||||
block.block-loader.name = Блок-завантажувач
|
block.block-loader.name = Блок-завантажувач
|
||||||
block.block-unloader.name = Блок-вивантажувач
|
block.block-unloader.name = Блок-вивантажувач
|
||||||
block.interplanetary-accelerator.name = Міжпланетний прискорювач
|
|
||||||
block.switch.name = Перемикач
|
block.switch.name = Перемикач
|
||||||
block.micro-processor.name = Мікропроцесор
|
block.micro-processor.name = Мікропроцесор
|
||||||
block.logic-processor.name = Логічний процесор
|
block.logic-processor.name = Логічний процесор
|
||||||
@@ -1280,13 +1293,13 @@ block.logic-display.name = Логічний дисплей
|
|||||||
block.large-logic-display.name = Великий логічний дисплей
|
block.large-logic-display.name = Великий логічний дисплей
|
||||||
block.memory-cell.name = Комірка пам’яті
|
block.memory-cell.name = Комірка пам’яті
|
||||||
block.memory-bank.name = Блок пам’яті
|
block.memory-bank.name = Блок пам’яті
|
||||||
team.blue.name = Синя
|
team.blue.name = Сині
|
||||||
team.crux.name = Загарбники
|
team.crux.name = Загарбники
|
||||||
team.sharded.name = Розколоті
|
team.sharded.name = Розколоті
|
||||||
team.orange.name = Помаранчева
|
team.orange.name = Помаранчеві
|
||||||
team.derelict.name = Знедолена
|
team.derelict.name = Переможені
|
||||||
team.green.name = Зелена
|
team.green.name = Зелені
|
||||||
team.purple.name = Фіолетова
|
team.purple.name = Фіолетові
|
||||||
hint.skip = Пропустити
|
hint.skip = Пропустити
|
||||||
hint.desktopMove = Використовуйте [accent][[WASD][], щоби рухатися.
|
hint.desktopMove = Використовуйте [accent][[WASD][], щоби рухатися.
|
||||||
hint.zoom = [accent]Прокручуйте коліщатком миші[], щоби збільшити чи зменшити масштаб мапи.
|
hint.zoom = [accent]Прокручуйте коліщатком миші[], щоби збільшити чи зменшити масштаб мапи.
|
||||||
@@ -1305,6 +1318,7 @@ hhint.breaking = Натисніть [accent]ПКМ[] і тягніть, щоби
|
|||||||
hint.breaking.mobile = Активуйте [accent]молот[] внизу праворуч і торкніться блоків, щоби їх розібрати.\n\nУтримуйте палець протягом секунди і протягніть, щоби розібрати виділене.
|
hint.breaking.mobile = Активуйте [accent]молот[] внизу праворуч і торкніться блоків, щоби їх розібрати.\n\nУтримуйте палець протягом секунди і протягніть, щоби розібрати виділене.
|
||||||
hint.blockInfo = Подивіться інформацію про блок. Перейдіть до [accent]меню будівництва[] і натисніть на кнопку [accent][[?][] правпоруч
|
hint.blockInfo = Подивіться інформацію про блок. Перейдіть до [accent]меню будівництва[] і натисніть на кнопку [accent][[?][] правпоруч
|
||||||
hint.research = Використовуйте кнопку [accent]Дослідження[] для дослідження нової технології.
|
hint.research = Використовуйте кнопку [accent]Дослідження[] для дослідження нової технології.
|
||||||
|
hint.derelict = Будівлі [accent]Переможених[] є зламаними залишками старих баз, які більше не функціонують.\n\nЇх можна [accent]деконструювати[] для отримання ресурсів.
|
||||||
hint.research.mobile = Використовуйте [accent]Дослідження[] в [accent]меню[] для дослідження нової технології.
|
hint.research.mobile = Використовуйте [accent]Дослідження[] в [accent]меню[] для дослідження нової технології.
|
||||||
hint.unitControl = Утримуйте [accent][[лівий Ctrl][] і [accent]натисніть[] на одиницю чи башту, щоби контролювати її.
|
hint.unitControl = Утримуйте [accent][[лівий Ctrl][] і [accent]натисніть[] на одиницю чи башту, щоби контролювати її.
|
||||||
hint.unitControl.mobile = [accent][Торкніться двічі[], щоби контролювати союзні одиниці чи башти.
|
hint.unitControl.mobile = [accent][Торкніться двічі[], щоби контролювати союзні одиниці чи башти.
|
||||||
@@ -1338,7 +1352,7 @@ item.coal.description = Використовується для виробниц
|
|||||||
item.coal.details = Виглядає скам’янілою рослинною речовиною, утвореною задовго до Сівби.
|
item.coal.details = Виглядає скам’янілою рослинною речовиною, утвореною задовго до Сівби.
|
||||||
item.titanium.description = Використовується в транспортуванні будівль, бурів та в заводах.
|
item.titanium.description = Використовується в транспортуванні будівль, бурів та в заводах.
|
||||||
item.thorium.description = Використовується в міцних конструкціях і як ядерне паливо.
|
item.thorium.description = Використовується в міцних конструкціях і як ядерне паливо.
|
||||||
item.scrap.description = Використовується в Плавильнях і Подрібнювачах для перероблення в інші матеріали в інші матеріали.
|
item.scrap.description = Використовується в Плавильнях і Подрібнювачах для перероблення в інші матеріали.
|
||||||
item.scrap.details = Залишки старих споруд та підрозділів.
|
item.scrap.details = Залишки старих споруд та підрозділів.
|
||||||
item.silicon.description = Використовується в сонячних панелях, складній електроніці та боєприпасах самонаведення для башт.
|
item.silicon.description = Використовується в сонячних панелях, складній електроніці та боєприпасах самонаведення для башт.
|
||||||
item.plastanium.description = Використовується в передових одиницях та у фрагментованих боєприпасах.
|
item.plastanium.description = Використовується в передових одиницях та у фрагментованих боєприпасах.
|
||||||
@@ -1352,7 +1366,7 @@ liquid.water.description = Використовується для охолод
|
|||||||
liquid.slag.description = Переробляється у відокремлювачах у складові метали або розпорошується на ворогів як зброя.
|
liquid.slag.description = Переробляється у відокремлювачах у складові метали або розпорошується на ворогів як зброя.
|
||||||
liquid.oil.description = Використовується у виробництві передових матеріалів і як запальні боєприпаси.
|
liquid.oil.description = Використовується у виробництві передових матеріалів і як запальні боєприпаси.
|
||||||
liquid.cryofluid.description = Використовується як теплоносій у реакторах, баштах і заводах.
|
liquid.cryofluid.description = Використовується як теплоносій у реакторах, баштах і заводах.
|
||||||
block.resupply-point.description = Поповнює найближчі одиниці мідними боєприпасами. Несумісний з одиницями, що потребують заряду акумулятора.
|
block.derelict = [lightgray]Переможені
|
||||||
block.armored-conveyor.description = Переміщує предмети вперед. Не приймає введення з боків ні з чого, крім інших конвеєрних стрічок.
|
block.armored-conveyor.description = Переміщує предмети вперед. Не приймає введення з боків ні з чого, крім інших конвеєрних стрічок.
|
||||||
block.illuminator.description = Випромінює світло.
|
block.illuminator.description = Випромінює світло.
|
||||||
block.message.description = Зберігає повідомлення для комунікації між союзниками.
|
block.message.description = Зберігає повідомлення для комунікації між союзниками.
|
||||||
@@ -1496,6 +1510,8 @@ block.memory-bank.description = Зберігає інформацію для л
|
|||||||
block.logic-display.description = Показує довільну графіку з логічного процесора.
|
block.logic-display.description = Показує довільну графіку з логічного процесора.
|
||||||
block.large-logic-display.description = Показує довільну графіку з логічного процесора.
|
block.large-logic-display.description = Показує довільну графіку з логічного процесора.
|
||||||
block.interplanetary-accelerator.description = Велика електромагнітна башта-рейкотрон. Прискорює ядра, щоби подолати планетне тяжіння для міжпланетного розгортання.
|
block.interplanetary-accelerator.description = Велика електромагнітна башта-рейкотрон. Прискорює ядра, щоби подолати планетне тяжіння для міжпланетного розгортання.
|
||||||
|
block.repair-turret.description = Безпервно ремонтує найближчу пошкоджену одиницю. Для прискорення ремонтування можна охолодити.
|
||||||
|
block.payload-propulsion-tower.description = Структура транспортування вантажу на великі відстані. Вистрілює вантаж в інші вантажні катапульти.
|
||||||
unit.dagger.description = Вистрілює стандартними кулями в найближчих ворогах.
|
unit.dagger.description = Вистрілює стандартними кулями в найближчих ворогах.
|
||||||
unit.mace.description = Вистрілює потоками полум’я в найближчих ворогів.
|
unit.mace.description = Вистрілює потоками полум’я в найближчих ворогів.
|
||||||
unit.fortress.description = Вистрілює з дальнобійної артилерії в наземних цілей.
|
unit.fortress.description = Вистрілює з дальнобійної артилерії в наземних цілей.
|
||||||
@@ -1529,6 +1545,12 @@ unit.omura.description = Вистрілює у ворогів далекобій
|
|||||||
unit.alpha.description = Захищає ядро «Уламок» від противників. Будує споруди.
|
unit.alpha.description = Захищає ядро «Уламок» від противників. Будує споруди.
|
||||||
unit.beta.description = Захищає ядро «Штаб» від противників. Будує споруди.
|
unit.beta.description = Захищає ядро «Штаб» від противників. Будує споруди.
|
||||||
unit.gamma.description = Захищає ядро «Атом» від противників. Будує споруди.
|
unit.gamma.description = Захищає ядро «Атом» від противників. Будує споруди.
|
||||||
|
unit.retusa.description = Розміщує міни. Ремонтує найближчі одиниці.
|
||||||
|
unit.oxynoe.description = Вистрілює потоками полум'я, яке ремонтує споруди та наносить шкоду ворогам. Захищає від ворожик снарядів за допомогою башти точкової оборони.
|
||||||
|
unit.cyerce.description = Вистрілює у ворогів навідними касетними ракетами. Ремонтує найближчі одиниці.
|
||||||
|
unit.aegires.description = Приголомшлює ворожі одиниці та будівлі, що входять до його енергетичного поля. Ремонтує всіх союзників.
|
||||||
|
unit.navanax.description = Вистрілює вибухонебезпечні снаряди електромагнітного імпульсу, завдаючи значної шкоди ворожим енергетичним мережам та ремонтуючи союзницькі споруди. Розплавляє сусідніх ворогів за допомогою 4 автономних лазерних веж.
|
||||||
|
|
||||||
|
|
||||||
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
||||||
lst.write = Записує числу у з’єднану комірки пам’яті.
|
lst.write = Записує числу у з’єднану комірки пам’яті.
|
||||||
|
|||||||
@@ -770,7 +770,7 @@ bar.corereq = Yêu cầu căn cứ
|
|||||||
bar.drillspeed = Tốc độ khoan: {0}/giây
|
bar.drillspeed = Tốc độ khoan: {0}/giây
|
||||||
bar.pumpspeed = Tốc độ bơm: {0}/giây
|
bar.pumpspeed = Tốc độ bơm: {0}/giây
|
||||||
bar.efficiency = Hiệu suất: {0}%
|
bar.efficiency = Hiệu suất: {0}%
|
||||||
bar.boost = Tăng tốc: {0}%
|
bar.boost = Tăng tốc: +{0}%
|
||||||
bar.powerbalance = Năng lượng: {0}/giây
|
bar.powerbalance = Năng lượng: {0}/giây
|
||||||
bar.powerstored = Lưu trữ: {0}/{1}
|
bar.powerstored = Lưu trữ: {0}/{1}
|
||||||
bar.poweramount = Năng lượng: {0}
|
bar.poweramount = Năng lượng: {0}
|
||||||
@@ -1102,7 +1102,7 @@ block.cliff.name = Vách đá
|
|||||||
block.sand-boulder.name = Tường cát
|
block.sand-boulder.name = Tường cát
|
||||||
block.basalt-boulder.name = Tường đá basalt
|
block.basalt-boulder.name = Tường đá basalt
|
||||||
block.grass.name = Cỏ
|
block.grass.name = Cỏ
|
||||||
block.slag.name = Xỉ nóng chảy
|
block.molten-slag.name = Xỉ nóng chảy
|
||||||
block.space.name = Không gian
|
block.space.name = Không gian
|
||||||
block.salt.name = Muối
|
block.salt.name = Muối
|
||||||
block.salt-wall.name = Tường muối
|
block.salt-wall.name = Tường muối
|
||||||
@@ -1133,8 +1133,8 @@ block.spawn.name = Khu vực tạo ra kẻ địch
|
|||||||
block.core-shard.name = Căn cứ: Cơ sở
|
block.core-shard.name = Căn cứ: Cơ sở
|
||||||
block.core-foundation.name = Căn cứ: Trụ sở
|
block.core-foundation.name = Căn cứ: Trụ sở
|
||||||
block.core-nucleus.name = Căn cứ: Trung tâm
|
block.core-nucleus.name = Căn cứ: Trung tâm
|
||||||
block.deepwater.name = Nước sâu
|
block.deep-water.name = Nước sâu
|
||||||
block.water.name = Nước
|
block.shallow-water.name = Nước
|
||||||
block.tainted-water.name = Nước nhiểm bẩn
|
block.tainted-water.name = Nước nhiểm bẩn
|
||||||
block.darksand-tainted-water.name = Nước nhiễm bẩn cát đen
|
block.darksand-tainted-water.name = Nước nhiễm bẩn cát đen
|
||||||
block.tar.name = Dầu
|
block.tar.name = Dầu
|
||||||
@@ -1143,7 +1143,7 @@ block.sand.name = Cát
|
|||||||
block.darksand.name = Cát đen
|
block.darksand.name = Cát đen
|
||||||
block.ice.name = Băng
|
block.ice.name = Băng
|
||||||
block.snow.name = Tuyết
|
block.snow.name = Tuyết
|
||||||
block.craters.name = Miệng núi lửa
|
block.crater-stone.name = Miệng núi lửa
|
||||||
block.sand-water.name = Nước cát
|
block.sand-water.name = Nước cát
|
||||||
block.darksand-water.name = Nước cát đen
|
block.darksand-water.name = Nước cát đen
|
||||||
block.char.name = Char
|
block.char.name = Char
|
||||||
|
|||||||
@@ -772,7 +772,7 @@ bar.corereq = 缺失核心基座
|
|||||||
bar.drillspeed = 挖掘速度:{0}/秒
|
bar.drillspeed = 挖掘速度:{0}/秒
|
||||||
bar.pumpspeed = 泵压速度:{0}/秒
|
bar.pumpspeed = 泵压速度:{0}/秒
|
||||||
bar.efficiency = 效率:{0}%
|
bar.efficiency = 效率:{0}%
|
||||||
bar.boost = 超速:{0}%
|
bar.boost = 超速:+{0}%
|
||||||
bar.powerbalance = 能量:{0}/秒
|
bar.powerbalance = 能量:{0}/秒
|
||||||
bar.powerstored = 储能:{0}/{1}
|
bar.powerstored = 储能:{0}/{1}
|
||||||
bar.poweramount = 能量:{0}
|
bar.poweramount = 能量:{0}
|
||||||
@@ -1107,7 +1107,7 @@ block.cliff.name = 悬崖
|
|||||||
block.sand-boulder.name = 砂岩
|
block.sand-boulder.name = 砂岩
|
||||||
block.basalt-boulder.name = 玄武岩巨石
|
block.basalt-boulder.name = 玄武岩巨石
|
||||||
block.grass.name = 草地
|
block.grass.name = 草地
|
||||||
block.slag.name = 矿渣
|
block.molten-slag.name = 矿渣
|
||||||
block.space.name = 太空
|
block.space.name = 太空
|
||||||
block.salt.name = 盐碱地
|
block.salt.name = 盐碱地
|
||||||
block.salt-wall.name = 盐墙
|
block.salt-wall.name = 盐墙
|
||||||
@@ -1138,8 +1138,8 @@ block.spawn.name = 敌人出生点
|
|||||||
block.core-shard.name = 初代核心
|
block.core-shard.name = 初代核心
|
||||||
block.core-foundation.name = 次代核心
|
block.core-foundation.name = 次代核心
|
||||||
block.core-nucleus.name = 终代核心
|
block.core-nucleus.name = 终代核心
|
||||||
block.deepwater.name = 深水
|
block.deep-water.name = 深水
|
||||||
block.water.name = 水
|
block.shallow-water.name = 水
|
||||||
block.tainted-water.name = 污水
|
block.tainted-water.name = 污水
|
||||||
block.darksand-tainted-water.name = 黑沙 污水
|
block.darksand-tainted-water.name = 黑沙 污水
|
||||||
block.tar.name = 石油
|
block.tar.name = 石油
|
||||||
@@ -1148,7 +1148,7 @@ block.sand.name = 沙子
|
|||||||
block.darksand.name = 黑沙
|
block.darksand.name = 黑沙
|
||||||
block.ice.name = 冰
|
block.ice.name = 冰
|
||||||
block.snow.name = 雪
|
block.snow.name = 雪
|
||||||
block.craters.name = 陨石坑
|
block.crater-stone.name = 陨石坑
|
||||||
block.sand-water.name = 沙 水
|
block.sand-water.name = 沙 水
|
||||||
block.darksand-water.name = 黑沙 水
|
block.darksand-water.name = 黑沙 水
|
||||||
block.char.name = 焦土
|
block.char.name = 焦土
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ customgame = 自訂遊戲
|
|||||||
newgame = 新遊戲
|
newgame = 新遊戲
|
||||||
none = 〈沒有〉
|
none = 〈沒有〉
|
||||||
none.found = [lightgray]〈查無結果〉
|
none.found = [lightgray]〈查無結果〉
|
||||||
|
none.inmap = [lightgray]〈地圖中無結果〉
|
||||||
minimap = 小地圖
|
minimap = 小地圖
|
||||||
position = 位置
|
position = 位置
|
||||||
close = 關閉
|
close = 關閉
|
||||||
@@ -214,6 +215,7 @@ hosts.none = [lightgray]找不到區域網路伺服器!
|
|||||||
host.invalid = [scarlet]無法連線至伺服器。
|
host.invalid = [scarlet]無法連線至伺服器。
|
||||||
|
|
||||||
servers.local = 區域伺服器
|
servers.local = 區域伺服器
|
||||||
|
servers.local.steam = 開放遊戲間與區域伺服器
|
||||||
servers.remote = 遠端伺服器
|
servers.remote = 遠端伺服器
|
||||||
servers.global = 社群伺服器
|
servers.global = 社群伺服器
|
||||||
|
|
||||||
@@ -315,7 +317,7 @@ data.invalid = 這不是有效的遊戲資料。
|
|||||||
data.import.confirm = 導入外部資料將會覆寫您目前[scarlet]所有的[]遊戲資料,\n[accent]此動作無法復原![]\n\n匯入資料後,您的遊戲將立刻結束。
|
data.import.confirm = 導入外部資料將會覆寫您目前[scarlet]所有的[]遊戲資料,\n[accent]此動作無法復原![]\n\n匯入資料後,您的遊戲將立刻結束。
|
||||||
quit.confirm = 您確定要結束嗎?
|
quit.confirm = 您確定要結束嗎?
|
||||||
loading = [accent]載入中……
|
loading = [accent]載入中……
|
||||||
reloading = [accent]模組重新載入中……
|
downloading = [accent]下載中……
|
||||||
saving = [accent]儲存中……
|
saving = [accent]儲存中……
|
||||||
respawn = [accent][[{0}][]重生
|
respawn = [accent][[{0}][]重生
|
||||||
cancelbuilding = [accent][[{0}][]清除計畫
|
cancelbuilding = [accent][[{0}][]清除計畫
|
||||||
@@ -460,6 +462,7 @@ toolmode.drawteams = 繪製團隊
|
|||||||
toolmode.drawteams.description = 繪製團隊而非方塊。
|
toolmode.drawteams.description = 繪製團隊而非方塊。
|
||||||
|
|
||||||
filters.empty = [lightgray]沒有過濾器!使用下面的按鈕新增一個。
|
filters.empty = [lightgray]沒有過濾器!使用下面的按鈕新增一個。
|
||||||
|
|
||||||
filter.distort = 扭曲
|
filter.distort = 扭曲
|
||||||
filter.noise = 雜訊
|
filter.noise = 雜訊
|
||||||
filter.enemyspawn = 敵人重生選擇
|
filter.enemyspawn = 敵人重生選擇
|
||||||
@@ -476,6 +479,7 @@ filter.clear = 清除
|
|||||||
filter.option.ignore = 忽略
|
filter.option.ignore = 忽略
|
||||||
filter.scatter = 分散
|
filter.scatter = 分散
|
||||||
filter.terrain = 地形
|
filter.terrain = 地形
|
||||||
|
|
||||||
filter.option.scale = 規模
|
filter.option.scale = 規模
|
||||||
filter.option.chance = 機會
|
filter.option.chance = 機會
|
||||||
filter.option.mag = 大小
|
filter.option.mag = 大小
|
||||||
@@ -490,6 +494,7 @@ filter.option.block = 方塊
|
|||||||
filter.option.floor = 地板
|
filter.option.floor = 地板
|
||||||
filter.option.flooronto = 目標地板
|
filter.option.flooronto = 目標地板
|
||||||
filter.option.target = 目標
|
filter.option.target = 目標
|
||||||
|
filter.option.replacement = 取代
|
||||||
filter.option.wall = 牆
|
filter.option.wall = 牆
|
||||||
filter.option.ore = 礦石
|
filter.option.ore = 礦石
|
||||||
filter.option.floor2 = 次要地板
|
filter.option.floor2 = 次要地板
|
||||||
@@ -533,7 +538,8 @@ configure = 設定
|
|||||||
|
|
||||||
loadout = 裝載
|
loadout = 裝載
|
||||||
resources = 資源
|
resources = 資源
|
||||||
bannedblocks = 停用方塊
|
bannedblocks = 禁用方塊
|
||||||
|
bannedunits = 禁用單位
|
||||||
addall = 全部加入
|
addall = 全部加入
|
||||||
launch.from = 發射來源:[accent]{0}
|
launch.from = 發射來源:[accent]{0}
|
||||||
launch.destination = 目的地:{0}
|
launch.destination = 目的地:{0}
|
||||||
@@ -561,7 +567,8 @@ weather.fog.name = 霧
|
|||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生產:
|
sectors.production = 生產:
|
||||||
sectors.export = 出口:
|
sectors.export = 輸出:
|
||||||
|
sectors.import = 輸入:
|
||||||
sectors.time = 佔領時間:
|
sectors.time = 佔領時間:
|
||||||
sectors.threat = 危險性:
|
sectors.threat = 危險性:
|
||||||
sectors.wave = 波次:
|
sectors.wave = 波次:
|
||||||
@@ -675,6 +682,7 @@ unit.nobuild = [scarlet]單位不能建造
|
|||||||
lastaccessed = [lightgray]最後使用:{0}
|
lastaccessed = [lightgray]最後使用:{0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
|
stat.showinmap = <加載地圖以顯示>
|
||||||
stat.description = 用途
|
stat.description = 用途
|
||||||
stat.input = 輸入
|
stat.input = 輸入
|
||||||
stat.output = 輸出
|
stat.output = 輸出
|
||||||
@@ -720,7 +728,7 @@ stat.maxconsecutive = 最大連續
|
|||||||
stat.buildcost = 建造成本
|
stat.buildcost = 建造成本
|
||||||
stat.inaccuracy = 誤差
|
stat.inaccuracy = 誤差
|
||||||
stat.shots = 射擊數
|
stat.shots = 射擊數
|
||||||
stat.reload = 射擊次數/秒
|
stat.reload = 射擊速率
|
||||||
stat.ammo = 彈藥
|
stat.ammo = 彈藥
|
||||||
stat.shieldhealth = 護盾生命值
|
stat.shieldhealth = 護盾生命值
|
||||||
stat.cooldowntime = 冷確時間
|
stat.cooldowntime = 冷確時間
|
||||||
@@ -766,7 +774,7 @@ bar.corereq = 需由核心升級
|
|||||||
bar.drillspeed = 鑽頭速度:{0}/秒
|
bar.drillspeed = 鑽頭速度:{0}/秒
|
||||||
bar.pumpspeed = 液體泵送速度:{0}/秒
|
bar.pumpspeed = 液體泵送速度:{0}/秒
|
||||||
bar.efficiency = 效率:{0}%
|
bar.efficiency = 效率:{0}%
|
||||||
bar.boost = 速度加成:{0}%
|
bar.boost = 速度加成:+{0}%
|
||||||
bar.powerbalance = 能量變化:{0}
|
bar.powerbalance = 能量變化:{0}
|
||||||
bar.powerstored = 能量存量:{0}/{1}
|
bar.powerstored = 能量存量:{0}/{1}
|
||||||
bar.poweramount = 能量:{0}
|
bar.poweramount = 能量:{0}
|
||||||
@@ -789,7 +797,7 @@ bullet.damage = [stat]{0}[lightgray]傷害
|
|||||||
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
||||||
bullet.incendiary = [stat]燃燒
|
bullet.incendiary = [stat]燃燒
|
||||||
bullet.homing = [stat]追蹤
|
bullet.homing = [stat]追蹤
|
||||||
bullet.frag = [stat]破片彈
|
bullet.frag = [stat]{0}[lightgray]x 破片彈
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
|
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
||||||
bullet.knockback = [stat]{0}[lightgray]擊退
|
bullet.knockback = [stat]{0}[lightgray]擊退
|
||||||
@@ -802,6 +810,7 @@ bullet.reload = [stat]{0}[lightgray]×射擊速率
|
|||||||
unit.blocks = 方塊
|
unit.blocks = 方塊
|
||||||
unit.blockssquared = 方塊²
|
unit.blockssquared = 方塊²
|
||||||
unit.powersecond = 能量單位/秒
|
unit.powersecond = 能量單位/秒
|
||||||
|
unit.tilessecond = 方格/秒
|
||||||
unit.liquidsecond = 液體單位/秒
|
unit.liquidsecond = 液體單位/秒
|
||||||
unit.itemssecond = 物品/秒
|
unit.itemssecond = 物品/秒
|
||||||
unit.liquidunits = 液體單位
|
unit.liquidunits = 液體單位
|
||||||
@@ -825,22 +834,21 @@ category.power = 能量
|
|||||||
category.liquids = 液體
|
category.liquids = 液體
|
||||||
category.items = 物品
|
category.items = 物品
|
||||||
category.crafting = 需求
|
category.crafting = 需求
|
||||||
category.function = 方法
|
category.function = 功能
|
||||||
category.optional = 可選的強化
|
category.optional = 額外的強化效果
|
||||||
|
setting.skipcoreanimation.name = 跳過核心發射/降落動畫
|
||||||
setting.landscape.name = 鎖定水平畫面
|
setting.landscape.name = 鎖定水平畫面
|
||||||
setting.shadows.name = 陰影
|
setting.shadows.name = 陰影
|
||||||
setting.blockreplace.name = 方塊建造建議
|
setting.blockreplace.name = 方塊建造建議
|
||||||
setting.linear.name = 線性過濾
|
setting.linear.name = 線性過濾
|
||||||
setting.hints.name = 提示
|
setting.hints.name = 提示
|
||||||
setting.logichints.name = 邏輯提示
|
setting.logichints.name = 邏輯提示
|
||||||
setting.flow.name = 顯示資源輸送速度
|
setting.backgroundpause.name = 背景執行時暫停遊戲
|
||||||
setting.backgroundpause.name = 背景執行時暫停
|
|
||||||
setting.buildautopause.name = 自動暫停建築
|
setting.buildautopause.name = 自動暫停建築
|
||||||
setting.doubletapmine.name = 連續點擊以挖礦
|
setting.doubletapmine.name = 連續點擊以挖礦
|
||||||
setting.modcrashdisable.name = 閃退後停用模組
|
setting.modcrashdisable.name = 閃退後停用模組
|
||||||
setting.animatedwater.name = 液體動畫
|
setting.animatedwater.name = 顯示液面動畫
|
||||||
setting.animatedshields.name = 護盾動畫
|
setting.animatedshields.name = 顯示護盾動畫
|
||||||
setting.antialias.name = 消除鋸齒[lightgray](需要重新啟動遊戲)[]
|
|
||||||
setting.playerindicators.name = 盟友標示
|
setting.playerindicators.name = 盟友標示
|
||||||
setting.indicators.name = 敵方標示
|
setting.indicators.name = 敵方標示
|
||||||
setting.autotarget.name = 自動射擊
|
setting.autotarget.name = 自動射擊
|
||||||
@@ -849,7 +857,8 @@ setting.touchscreen.name = 觸控螢幕控制
|
|||||||
setting.fpscap.name = 最大FPS
|
setting.fpscap.name = 最大FPS
|
||||||
setting.fpscap.none = 無
|
setting.fpscap.none = 無
|
||||||
setting.fpscap.text = {0}FPS
|
setting.fpscap.text = {0}FPS
|
||||||
setting.uiscale.name = 使用者介面縮放[lightgray](需要重新啟動遊戲)[]
|
setting.uiscale.name = 操作介面大小
|
||||||
|
setting.uiscale.description = 需要重新啟動遊戲以更改大小
|
||||||
setting.swapdiagonal.name = 預設對角線放置
|
setting.swapdiagonal.name = 預設對角線放置
|
||||||
setting.difficulty.training = 訓練
|
setting.difficulty.training = 訓練
|
||||||
setting.difficulty.easy = 簡單
|
setting.difficulty.easy = 簡單
|
||||||
@@ -867,7 +876,9 @@ setting.saveinterval.name = 自動存檔間隔
|
|||||||
setting.seconds = {0}秒
|
setting.seconds = {0}秒
|
||||||
setting.milliseconds = {0}毫秒
|
setting.milliseconds = {0}毫秒
|
||||||
setting.fullscreen.name = 全螢幕
|
setting.fullscreen.name = 全螢幕
|
||||||
setting.borderlesswindow.name = 無邊框視窗[lightgray](可能需要重新啟動遊戲)
|
setting.borderlesswindow.name = 無邊框視窗
|
||||||
|
setting.borderlesswindow.name.windows = 無邊框全螢幕
|
||||||
|
setting.borderlesswindow.description = 可能需重新啟動遊戲以變更
|
||||||
setting.fps.name = 顯示FPS與延遲
|
setting.fps.name = 顯示FPS與延遲
|
||||||
setting.smoothcamera.name = 平滑攝影機
|
setting.smoothcamera.name = 平滑攝影機
|
||||||
setting.vsync.name = 垂直同步
|
setting.vsync.name = 垂直同步
|
||||||
@@ -990,7 +1001,9 @@ rules.wavetimer = 波次時間
|
|||||||
rules.waves = 波次
|
rules.waves = 波次
|
||||||
rules.attack = 攻擊模式
|
rules.attack = 攻擊模式
|
||||||
rules.buildai = 電腦自動建築
|
rules.buildai = 電腦自動建築
|
||||||
|
rules.cleanupdeadteams = 移除戰敗玩家的建築(對戰)
|
||||||
rules.corecapture = 佔領摧毀的核心
|
rules.corecapture = 佔領摧毀的核心
|
||||||
|
rules.polygoncoreprotection = 核心禁築區呈多邊形
|
||||||
rules.enemyCheat = 電腦無限資源
|
rules.enemyCheat = 電腦無限資源
|
||||||
rules.blockhealthmultiplier = 建築物耐久度倍數
|
rules.blockhealthmultiplier = 建築物耐久度倍數
|
||||||
rules.blockdamagemultiplier = 建築物傷害倍數
|
rules.blockdamagemultiplier = 建築物傷害倍數
|
||||||
@@ -1091,13 +1104,12 @@ unit.reign.name = 帝王
|
|||||||
unit.vela.name = 船帆座
|
unit.vela.name = 船帆座
|
||||||
unit.corvus.name = 烏鴉座
|
unit.corvus.name = 烏鴉座
|
||||||
|
|
||||||
block.resupply-point.name = 補給點
|
|
||||||
block.parallax.name = 視差
|
block.parallax.name = 視差
|
||||||
block.cliff.name = 峭壁
|
block.cliff.name = 峭壁
|
||||||
block.sand-boulder.name = 沙礫巨岩
|
block.sand-boulder.name = 沙礫巨岩
|
||||||
block.basalt-boulder.name = 玄武岩巨石
|
block.basalt-boulder.name = 玄武岩巨石
|
||||||
block.grass.name = 草
|
block.grass.name = 草
|
||||||
block.slag.name = 熔渣
|
block.molten-slag.name = 熔渣
|
||||||
block.space.name = 太空
|
block.space.name = 太空
|
||||||
block.salt.name = 鹽
|
block.salt.name = 鹽
|
||||||
block.salt-wall.name = 鹽牆
|
block.salt-wall.name = 鹽牆
|
||||||
@@ -1128,8 +1140,8 @@ block.spawn.name = 敵人生成
|
|||||||
block.core-shard.name = 核心:碎片
|
block.core-shard.name = 核心:碎片
|
||||||
block.core-foundation.name = 核心:基地
|
block.core-foundation.name = 核心:基地
|
||||||
block.core-nucleus.name = 核心:核子
|
block.core-nucleus.name = 核心:核子
|
||||||
block.deepwater.name = 深水
|
block.deep-water.name = 深水
|
||||||
block.water.name = 水
|
block.shallow-water.name = 水
|
||||||
block.tainted-water.name = 污水
|
block.tainted-water.name = 污水
|
||||||
block.darksand-tainted-water.name = 黑沙污水
|
block.darksand-tainted-water.name = 黑沙污水
|
||||||
block.tar.name = 焦油
|
block.tar.name = 焦油
|
||||||
@@ -1138,7 +1150,7 @@ block.sand.name = 沙
|
|||||||
block.darksand.name = 黑沙
|
block.darksand.name = 黑沙
|
||||||
block.ice.name = 冰
|
block.ice.name = 冰
|
||||||
block.snow.name = 雪
|
block.snow.name = 雪
|
||||||
block.craters.name = 彈坑
|
block.crater-stone.name = 彈坑
|
||||||
block.sand-water.name = 沙水
|
block.sand-water.name = 沙水
|
||||||
block.darksand-water.name = 黑沙水
|
block.darksand-water.name = 黑沙水
|
||||||
block.char.name = 燒焦
|
block.char.name = 燒焦
|
||||||
@@ -1161,6 +1173,7 @@ block.spore-cluster.name = 孢子簇
|
|||||||
block.metal-floor.name = 金屬地板
|
block.metal-floor.name = 金屬地板
|
||||||
block.metal-floor-2.name = 金屬地板 2
|
block.metal-floor-2.name = 金屬地板 2
|
||||||
block.metal-floor-3.name = 金屬地板 3
|
block.metal-floor-3.name = 金屬地板 3
|
||||||
|
block.metal-floor-4.name = 金屬地板 4
|
||||||
block.metal-floor-5.name = 金屬地板 5
|
block.metal-floor-5.name = 金屬地板 5
|
||||||
block.metal-floor-damaged.name = 損壞的金屬地板
|
block.metal-floor-damaged.name = 損壞的金屬地板
|
||||||
block.dark-panel-1.name = 黑面板 1
|
block.dark-panel-1.name = 黑面板 1
|
||||||
@@ -1282,7 +1295,6 @@ block.meltdown.name = 熔毀砲
|
|||||||
block.foreshadow.name = 狙擊砲
|
block.foreshadow.name = 狙擊砲
|
||||||
block.container.name = 容器
|
block.container.name = 容器
|
||||||
block.launch-pad.name = 小型發射台
|
block.launch-pad.name = 小型發射台
|
||||||
block.launch-pad-large.name = 大型發射台
|
|
||||||
block.segment.name = 片段
|
block.segment.name = 片段
|
||||||
block.command-center.name = 指揮中心
|
block.command-center.name = 指揮中心
|
||||||
block.ground-factory.name = 地面工廠
|
block.ground-factory.name = 地面工廠
|
||||||
@@ -1294,14 +1306,20 @@ block.exponential-reconstructor.name = 四級重塑者
|
|||||||
block.tetrative-reconstructor.name = 五級重塑者
|
block.tetrative-reconstructor.name = 五級重塑者
|
||||||
block.payload-conveyor.name = 原料輸送帶
|
block.payload-conveyor.name = 原料輸送帶
|
||||||
block.payload-router.name = 原料分配器
|
block.payload-router.name = 原料分配器
|
||||||
|
block.duct.name = 類真空管
|
||||||
|
block.duct-router.name = 真空管分配器
|
||||||
|
block.duct-bridge.name = 真空管橋
|
||||||
|
block.payload-propulsion-tower.name = 原料推進塔
|
||||||
|
block.payload-void.name = 原料虛空
|
||||||
|
block.payload-source.name = 原料源
|
||||||
block.disassembler.name = 還原機
|
block.disassembler.name = 還原機
|
||||||
block.silicon-crucible.name = 矽爐
|
block.silicon-crucible.name = 矽爐
|
||||||
block.overdrive-dome.name = 高速拱頂
|
block.overdrive-dome.name = 高速拱頂
|
||||||
|
block.interplanetary-accelerator.name = 星際加速站
|
||||||
#以下為實驗性建築,未來可能移除 experimental, may be removed
|
#以下為實驗性建築,未來可能移除 experimental, may be removed
|
||||||
block.block-forge.name = 方塊鑄造坊
|
block.block-forge.name = 方塊鑄造坊
|
||||||
block.block-loader.name = 方塊裝載器
|
block.block-loader.name = 方塊裝載器
|
||||||
block.block-unloader.name = 方塊卸載器
|
block.block-unloader.name = 方塊卸載器
|
||||||
block.interplanetary-accelerator.name = 星際加速站
|
|
||||||
|
|
||||||
block.switch.name = 按鈕
|
block.switch.name = 按鈕
|
||||||
block.micro-processor.name = 微處理器
|
block.micro-processor.name = 微處理器
|
||||||
@@ -1335,6 +1353,8 @@ hint.placeConveyor.mobile = [accent]輸送帶[]能夠將物品運到其他地方
|
|||||||
hint.placeTurret = 建造 \uf861 [accent]砲塔[]抵禦進犯的敵軍。\n\n砲塔需要彈藥,現在則是需要 \uf838銅。\n用輸送帶和鑽頭供應砲塔。
|
hint.placeTurret = 建造 \uf861 [accent]砲塔[]抵禦進犯的敵軍。\n\n砲塔需要彈藥,現在則是需要 \uf838銅。\n用輸送帶和鑽頭供應砲塔。
|
||||||
hint.breaking = [accent]按住右鍵[]並拖曳以破壞方塊。
|
hint.breaking = [accent]按住右鍵[]並拖曳以破壞方塊。
|
||||||
hint.breaking.mobile = 點亮右下角的 \ue817 [accent]鐵鎚[]圖案並點擊畫面可直接拆除方塊。\n\n按住畫面超過一秒後拖曳以連續摧毀多個方塊。
|
hint.breaking.mobile = 點亮右下角的 \ue817 [accent]鐵鎚[]圖案並點擊畫面可直接拆除方塊。\n\n按住畫面超過一秒後拖曳以連續摧毀多個方塊。
|
||||||
|
hint.blockInfo = 點擊各種方塊的[accent][[?][]按鈕以檢視該方塊的資訊
|
||||||
|
hint.derelict = [accent]Derelict[] 地圖中有先前基地留下的遺骸。\n\n可以[accent]銷毀[]這些建築獲得資源。
|
||||||
hint.research = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
hint.research = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
||||||
hint.research.mobile = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
hint.research.mobile = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
||||||
hint.unitControl = 按住[accent][[L-ctrl][]並[accent]點擊[]以控制我方的機甲和砲台。
|
hint.unitControl = 按住[accent][[L-ctrl][]並[accent]點擊[]以控制我方的機甲和砲台。
|
||||||
@@ -1386,7 +1406,7 @@ liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液
|
|||||||
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
||||||
liquid.cryofluid.description = 一種安定,無腐蝕性的液體,用水及鈦混合成。具有很高的比熱。廣泛的用作冷卻劑。
|
liquid.cryofluid.description = 一種安定,無腐蝕性的液體,用水及鈦混合成。具有很高的比熱。廣泛的用作冷卻劑。
|
||||||
|
|
||||||
block.resupply-point.description = 補給銅礦彈藥給附近的單位。無法用於需要電池電力的單位。
|
block.derelict = [lightgray]殘骸
|
||||||
block.armored-conveyor.description = 以與鈦輸送帶相同的速度移動物品,但擁有更高的防禦。不接受任何從側面輸入的資源。
|
block.armored-conveyor.description = 以與鈦輸送帶相同的速度移動物品,但擁有更高的防禦。不接受任何從側面輸入的資源。
|
||||||
block.illuminator.description = 小而美的光源。
|
block.illuminator.description = 小而美的光源。
|
||||||
block.message.description = 儲存一條訊息。用於盟友之間的溝通。
|
block.message.description = 儲存一條訊息。用於盟友之間的溝通。
|
||||||
@@ -1530,6 +1550,8 @@ block.memory-bank.description = 為邏輯處理器儲存資料。大容量。
|
|||||||
block.logic-display.description = 顯示由處理器輸出的任意圖像。
|
block.logic-display.description = 顯示由處理器輸出的任意圖像。
|
||||||
block.large-logic-display.description = 顯示由處理器輸出的任意圖像。
|
block.large-logic-display.description = 顯示由處理器輸出的任意圖像。
|
||||||
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
|
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
|
||||||
|
block.repair-turret.description = 持續修復最靠近的受損單位。能使用冷卻劑。
|
||||||
|
block.payload-propulsion-tower.description = 遠程原料輸送建築。發射原料至另一個連接的推進塔。
|
||||||
|
|
||||||
unit.dagger.description = 發射普通子彈攻擊附近敵人。
|
unit.dagger.description = 發射普通子彈攻擊附近敵人。
|
||||||
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
|
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
|
||||||
@@ -1564,6 +1586,11 @@ unit.omura.description = 對敵人發射遠程穿透型砲彈。建造曳光戰
|
|||||||
unit.alpha.description = 抵禦敵軍對核心:碎片的攻擊。建造建築物。
|
unit.alpha.description = 抵禦敵軍對核心:碎片的攻擊。建造建築物。
|
||||||
unit.beta.description = 抵禦敵軍對核心:基地的攻擊。建造建築物。
|
unit.beta.description = 抵禦敵軍對核心:基地的攻擊。建造建築物。
|
||||||
unit.gamma.description = 抵禦敵軍對核心:核子的攻擊。建造建築物。
|
unit.gamma.description = 抵禦敵軍對核心:核子的攻擊。建造建築物。
|
||||||
|
unit.retusa.description = 布置水雷。修復友方單位。
|
||||||
|
unit.oxynoe.description = 射出帶回復建築的火焰。具小型方陣炮。
|
||||||
|
unit.cyerce.description = 發射追蹤集束飛彈。修復友方單位。
|
||||||
|
unit.aegires.description = 電擊所有在能量場內的敵方單位、建築。修復友方單位。
|
||||||
|
unit.navanax.description = 發射電磁脈衝砲彈。能對敵方電力建築造成大量傷害,並修復友方建築。具4座雷射自動砲台攻擊附近敵人。
|
||||||
|
|
||||||
lst.read = [accent]讀取[]記憶體中的一項數值
|
lst.read = [accent]讀取[]記憶體中的一項數值
|
||||||
lst.write = [accent]寫入[]一項數值到記憶體中
|
lst.write = [accent]寫入[]一項數值到記憶體中
|
||||||
@@ -1578,6 +1605,8 @@ lst.sensor = 獲取該建築或單位的數據
|
|||||||
lst.set = 設一個變數
|
lst.set = 設一個變數
|
||||||
lst.operation = 加減乘除和計算機概論
|
lst.operation = 加減乘除和計算機概論
|
||||||
lst.end = 跳到第一個重頭開始執行
|
lst.end = 跳到第一個重頭開始執行
|
||||||
|
lst.wait = 等待特定秒數
|
||||||
|
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 = 條件式跳到其他指令執行
|
lst.jump = 條件式跳到其他指令執行
|
||||||
lst.unitbind = 綁定下一同種單位,存入[accent]@unit[]中.
|
lst.unitbind = 綁定下一同種單位,存入[accent]@unit[]中.
|
||||||
lst.unitcontrol = 控制現在綁定的單位
|
lst.unitcontrol = 控制現在綁定的單位
|
||||||
@@ -1597,6 +1626,7 @@ laccess.controller = 單位的控制者。受處理器控制時回傳處理器
|
|||||||
laccess.dead = 單位或建築是否已死亡或不存在。
|
laccess.dead = 單位或建築是否已死亡或不存在。
|
||||||
laccess.controlled = 將回傳:\n處理器控制:[accent]@ctrlProcessor[]\n玩家控制:[accent]@ctrlPlayer[]\n在隊形中:[accent]@ctrlFormation[]\n其他:[accent]0[]。
|
laccess.controlled = 將回傳:\n處理器控制:[accent]@ctrlProcessor[]\n玩家控制:[accent]@ctrlPlayer[]\n在隊形中:[accent]@ctrlFormation[]\n其他:[accent]0[]。
|
||||||
laccess.commanded = [red]Deprecated. Will be removed![]\nUse [accent]controlled[] instead.
|
laccess.commanded = [red]Deprecated. Will be removed![]\nUse [accent]controlled[] instead.
|
||||||
|
laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝填。
|
||||||
|
|
||||||
graphicstype.clear = 重製版面為指定顏色
|
graphicstype.clear = 重製版面為指定顏色
|
||||||
graphicstype.color = 為後續所有圖畫指令設定顏色
|
graphicstype.color = 為後續所有圖畫指令設定顏色
|
||||||
@@ -1628,9 +1658,15 @@ lenum.min = 兩數取小
|
|||||||
lenum.max = 兩數取大
|
lenum.max = 兩數取大
|
||||||
lenum.angle = 向量與x軸夾角
|
lenum.angle = 向量與x軸夾角
|
||||||
lenum.len = 向量長度
|
lenum.len = 向量長度
|
||||||
|
|
||||||
lenum.sin = 度數Sin值
|
lenum.sin = 度數Sin值
|
||||||
lenum.cos = 度數Cos值
|
lenum.cos = 度數Cos值
|
||||||
lenum.tan = 度數Tan值
|
lenum.tan = 度數Tan值
|
||||||
|
|
||||||
|
lenum.asin = Arc sin,輸出度數
|
||||||
|
lenum.acos = Arc cos,輸出度數
|
||||||
|
lenum.atan = Arc tan,輸出度數
|
||||||
|
|
||||||
#not a typo, look up 'range notation'
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = 產生隨機數值: [0, 值).
|
lenum.rand = 產生隨機數值: [0, 值).
|
||||||
lenum.log = 自然對數(ln、log_e).
|
lenum.log = 自然對數(ln、log_e).
|
||||||
|
|||||||
@@ -353,3 +353,10 @@
|
|||||||
63353=silicon-arc-furnace|block-silicon-arc-furnace-ui
|
63353=silicon-arc-furnace|block-silicon-arc-furnace-ui
|
||||||
63352=metal-floor-4|block-metal-floor-4-ui
|
63352=metal-floor-4|block-metal-floor-4-ui
|
||||||
63351=invincible|status-invincible-ui
|
63351=invincible|status-invincible-ui
|
||||||
|
63356=sharded|team-sharded
|
||||||
|
63357=crux|team-crux
|
||||||
|
63358=derelict|team-derelict
|
||||||
|
63350=deep-water|block-deep-water-ui
|
||||||
|
63349=shallow-water|block-shallow-water-ui
|
||||||
|
63348=molten-slag|block-molten-slag-ui
|
||||||
|
63347=crater-stone|block-crater-stone-ui
|
||||||
|
|||||||
@@ -90,7 +90,6 @@ importPackage(Packages.mindustry.editor)
|
|||||||
importPackage(Packages.mindustry.entities)
|
importPackage(Packages.mindustry.entities)
|
||||||
importPackage(Packages.mindustry.entities.abilities)
|
importPackage(Packages.mindustry.entities.abilities)
|
||||||
importPackage(Packages.mindustry.entities.bullet)
|
importPackage(Packages.mindustry.entities.bullet)
|
||||||
importPackage(Packages.mindustry.entities.comp)
|
|
||||||
importPackage(Packages.mindustry.entities.effect)
|
importPackage(Packages.mindustry.entities.effect)
|
||||||
importPackage(Packages.mindustry.entities.units)
|
importPackage(Packages.mindustry.entities.units)
|
||||||
importPackage(Packages.mindustry.game)
|
importPackage(Packages.mindustry.game)
|
||||||
@@ -157,6 +156,7 @@ const ResearchEvent = Packages.mindustry.game.EventType.ResearchEvent
|
|||||||
const UnlockEvent = Packages.mindustry.game.EventType.UnlockEvent
|
const UnlockEvent = Packages.mindustry.game.EventType.UnlockEvent
|
||||||
const StateChangeEvent = Packages.mindustry.game.EventType.StateChangeEvent
|
const StateChangeEvent = Packages.mindustry.game.EventType.StateChangeEvent
|
||||||
const CoreChangeEvent = Packages.mindustry.game.EventType.CoreChangeEvent
|
const CoreChangeEvent = Packages.mindustry.game.EventType.CoreChangeEvent
|
||||||
|
const BuildTeamChangeEvent = Packages.mindustry.game.EventType.BuildTeamChangeEvent
|
||||||
const TileChangeEvent = Packages.mindustry.game.EventType.TileChangeEvent
|
const TileChangeEvent = Packages.mindustry.game.EventType.TileChangeEvent
|
||||||
const TilePreChangeEvent = Packages.mindustry.game.EventType.TilePreChangeEvent
|
const TilePreChangeEvent = Packages.mindustry.game.EventType.TilePreChangeEvent
|
||||||
const GameOverEvent = Packages.mindustry.game.EventType.GameOverEvent
|
const GameOverEvent = Packages.mindustry.game.EventType.GameOverEvent
|
||||||
|
|||||||
BIN
core/assets/sounds/wind3.ogg
Normal file
@@ -87,7 +87,7 @@ public class Vars implements Loadable{
|
|||||||
public static final int maxNameLength = 40;
|
public static final int maxNameLength = 40;
|
||||||
/** displayed item size when ingame. */
|
/** displayed item size when ingame. */
|
||||||
public static final float itemSize = 5f;
|
public static final float itemSize = 5f;
|
||||||
/** units outside of this bound will die instantly */
|
/** units outside this bound will die instantly */
|
||||||
public static final float finalWorldBounds = 250;
|
public static final float finalWorldBounds = 250;
|
||||||
/** range for building */
|
/** range for building */
|
||||||
public static final float buildingRange = 220f;
|
public static final float buildingRange = 220f;
|
||||||
|
|||||||
@@ -52,6 +52,7 @@ public class BaseAI{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void update(){
|
public void update(){
|
||||||
|
|
||||||
if(data.team.rules().aiCoreSpawn && timer.get(timerSpawn, 60 * 2.5f) && data.hasCore()){
|
if(data.team.rules().aiCoreSpawn && timer.get(timerSpawn, 60 * 2.5f) && data.hasCore()){
|
||||||
CoreBlock block = (CoreBlock)data.core().block;
|
CoreBlock block = (CoreBlock)data.core().block;
|
||||||
int coreUnits = Groups.unit.count(u -> u.team == data.team && u.type == block.unitType);
|
int coreUnits = Groups.unit.count(u -> u.team == data.team && u.type == block.unitType);
|
||||||
@@ -90,6 +91,7 @@ public class BaseAI{
|
|||||||
}else{
|
}else{
|
||||||
var field = pathfinder.getField(state.rules.waveTeam, Pathfinder.costGround, Pathfinder.fieldCore);
|
var field = pathfinder.getField(state.rules.waveTeam, Pathfinder.costGround, Pathfinder.fieldCore);
|
||||||
|
|
||||||
|
if(field.weights != null){
|
||||||
int[][] weights = field.weights;
|
int[][] weights = field.weights;
|
||||||
for(int i = 0; i < pathStep; i++){
|
for(int i = 0; i < pathStep; i++){
|
||||||
int minCost = Integer.MAX_VALUE;
|
int minCost = Integer.MAX_VALUE;
|
||||||
@@ -136,6 +138,7 @@ public class BaseAI{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//only schedule when there's something to build.
|
//only schedule when there's something to build.
|
||||||
if(foundPath && data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){
|
if(foundPath && data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ import mindustry.game.Teams.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
import mindustry.world.blocks.*;
|
|
||||||
import mindustry.world.meta.*;
|
import mindustry.world.meta.*;
|
||||||
|
|
||||||
import java.util.*;
|
import java.util.*;
|
||||||
@@ -32,7 +31,7 @@ public class BlockIndexer{
|
|||||||
/** Stores all ore quadrants on the map. Maps ID to qX to qY to a list of tiles with that ore. */
|
/** Stores all ore quadrants on the map. Maps ID to qX to qY to a list of tiles with that ore. */
|
||||||
private IntSeq[][][] ores;
|
private IntSeq[][][] ores;
|
||||||
/** Stores all damaged tile entities by team. */
|
/** Stores all damaged tile entities by team. */
|
||||||
private ObjectSet<Building>[] damagedTiles = new ObjectSet[Team.all.length];
|
private Seq<Building>[] damagedTiles = new Seq[Team.all.length];
|
||||||
/** All ores available on this map. */
|
/** All ores available on this map. */
|
||||||
private ObjectSet<Item> allOres = new ObjectSet<>();
|
private ObjectSet<Item> allOres = new ObjectSet<>();
|
||||||
/** Stores teams that are present here as tiles. */
|
/** Stores teams that are present here as tiles. */
|
||||||
@@ -59,7 +58,7 @@ public class BlockIndexer{
|
|||||||
});
|
});
|
||||||
|
|
||||||
Events.on(WorldLoadEvent.class, event -> {
|
Events.on(WorldLoadEvent.class, event -> {
|
||||||
damagedTiles = new ObjectSet[Team.all.length];
|
damagedTiles = new Seq[Team.all.length];
|
||||||
flagMap = new TileArray[Team.all.length][BlockFlag.all.length];
|
flagMap = new TileArray[Team.all.length][BlockFlag.all.length];
|
||||||
activeTeams = new Seq<>(Team.class);
|
activeTeams = new Seq<>(Team.class);
|
||||||
|
|
||||||
@@ -74,10 +73,6 @@ public class BlockIndexer{
|
|||||||
for(Tile tile : world.tiles){
|
for(Tile tile : world.tiles){
|
||||||
process(tile);
|
process(tile);
|
||||||
|
|
||||||
if(tile.build != null && tile.build.damaged()){
|
|
||||||
notifyTileDamaged(tile.build);
|
|
||||||
}
|
|
||||||
|
|
||||||
var drop = tile.drop();
|
var drop = tile.drop();
|
||||||
|
|
||||||
if(drop != null){
|
if(drop != null){
|
||||||
@@ -104,6 +99,7 @@ public class BlockIndexer{
|
|||||||
public void removeIndex(Tile tile){
|
public void removeIndex(Tile tile){
|
||||||
var team = tile.team();
|
var team = tile.team();
|
||||||
if(tile.build != null && tile.isCenter()){
|
if(tile.build != null && tile.isCenter()){
|
||||||
|
var build = tile.build;
|
||||||
var flags = tile.block().flags;
|
var flags = tile.block().flags;
|
||||||
var data = team.data();
|
var data = team.data();
|
||||||
|
|
||||||
@@ -118,7 +114,15 @@ public class BlockIndexer{
|
|||||||
|
|
||||||
//unregister building from building quadtree
|
//unregister building from building quadtree
|
||||||
if(data.buildings != null){
|
if(data.buildings != null){
|
||||||
data.buildings.remove(tile.build);
|
data.buildings.remove(build);
|
||||||
|
}
|
||||||
|
|
||||||
|
//is no longer registered
|
||||||
|
build.wasDamaged = false;
|
||||||
|
|
||||||
|
//unregister damaged buildings
|
||||||
|
if(build.damaged() && damagedTiles[team.id] != null){
|
||||||
|
damagedTiles[team.id].remove(build);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -175,25 +179,12 @@ public class BlockIndexer{
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** Returns all damaged tiles by team. */
|
/** Returns all damaged tiles by team. */
|
||||||
public ObjectSet<Building> getDamaged(Team team){
|
public Seq<Building> getDamaged(Team team){
|
||||||
breturnArray.clear();
|
|
||||||
|
|
||||||
if(damagedTiles[team.id] == null){
|
if(damagedTiles[team.id] == null){
|
||||||
damagedTiles[team.id] = new ObjectSet<>();
|
return damagedTiles[team.id] = new Seq<>(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
ObjectSet<Building> set = damagedTiles[team.id];
|
return damagedTiles[team.id];
|
||||||
for(Building build : set){
|
|
||||||
if((!build.isValid() || build.team != team || !build.damaged()) || build.block instanceof ConstructBlock){
|
|
||||||
breturnArray.add(build);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for(Building tile : breturnArray){
|
|
||||||
set.remove(tile);
|
|
||||||
}
|
|
||||||
|
|
||||||
return set;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Get all allied blocks with a flag. */
|
/** Get all allied blocks with a flag. */
|
||||||
@@ -211,15 +202,20 @@ public class BlockIndexer{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public boolean eachBlock(@Nullable Team team, float wx, float wy, float range, Boolf<Building> pred, Cons<Building> cons){
|
public boolean eachBlock(@Nullable Team team, float wx, float wy, float range, Boolf<Building> pred, Cons<Building> cons){
|
||||||
breturnArray.clear();
|
|
||||||
|
|
||||||
if(team == null){
|
if(team == null){
|
||||||
|
returnBool = false;
|
||||||
|
|
||||||
allBuildings(wx, wy, range, b -> {
|
allBuildings(wx, wy, range, b -> {
|
||||||
if(pred.get(b)){
|
if(pred.get(b)){
|
||||||
breturnArray.add(b);
|
returnBool = true;
|
||||||
|
cons.get(b);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
return returnBool;
|
||||||
}else{
|
}else{
|
||||||
|
breturnArray.clear();
|
||||||
|
|
||||||
var buildings = team.data().buildings;
|
var buildings = team.data().buildings;
|
||||||
if(buildings == null) return false;
|
if(buildings == null) return false;
|
||||||
buildings.intersect(wx - range, wy - range, range*2f, range*2f, b -> {
|
buildings.intersect(wx - range, wy - range, range*2f, range*2f, b -> {
|
||||||
@@ -271,12 +267,22 @@ public class BlockIndexer{
|
|||||||
return returnArray;
|
return returnArray;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void notifyTileDamaged(Building entity){
|
public void notifyBuildHealed(Building build){
|
||||||
if(damagedTiles[entity.team.id] == null){
|
if(build.wasDamaged && !build.damaged() && damagedTiles[build.team.id] != null){
|
||||||
damagedTiles[entity.team.id] = new ObjectSet<>();
|
damagedTiles[build.team.id].remove(build);
|
||||||
|
build.wasDamaged = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
damagedTiles[entity.team.id].add(entity);
|
public void notifyBuildDamaged(Building build){
|
||||||
|
if(build.wasDamaged || !build.damaged()) return;
|
||||||
|
|
||||||
|
if(damagedTiles[build.team.id] == null){
|
||||||
|
damagedTiles[build.team.id] = new Seq<>(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
damagedTiles[build.team.id].add(build);
|
||||||
|
build.wasDamaged = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void allBuildings(float x, float y, float range, Cons<Building> cons){
|
public void allBuildings(float x, float y, float range, Cons<Building> cons){
|
||||||
@@ -417,6 +423,8 @@ public class BlockIndexer{
|
|||||||
data.buildings = new QuadTree<>(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
|
data.buildings = new QuadTree<>(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
|
||||||
}
|
}
|
||||||
data.buildings.insert(tile.build);
|
data.buildings.insert(tile.build);
|
||||||
|
|
||||||
|
notifyBuildDamaged(tile.build);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!tile.block().isStatic()){
|
if(!tile.block().isStatic()){
|
||||||
|
|||||||
@@ -21,6 +21,7 @@ import static mindustry.Vars.*;
|
|||||||
public class WaveSpawner{
|
public class WaveSpawner{
|
||||||
private static final float margin = 40f, coreMargin = tilesize * 2f, maxSteps = 30;
|
private static final float margin = 40f, coreMargin = tilesize * 2f, maxSteps = 30;
|
||||||
|
|
||||||
|
private int tmpCount;
|
||||||
private Seq<Tile> spawns = new Seq<>();
|
private Seq<Tile> spawns = new Seq<>();
|
||||||
private boolean spawning = false;
|
private boolean spawning = false;
|
||||||
private boolean any = false;
|
private boolean any = false;
|
||||||
@@ -162,6 +163,18 @@ public class WaveSpawner{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public int countGroundSpawns(){
|
||||||
|
tmpCount = 0;
|
||||||
|
eachGroundSpawn((x, y) -> tmpCount ++);
|
||||||
|
return tmpCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
public int countFlyerSpawns(){
|
||||||
|
tmpCount = 0;
|
||||||
|
eachFlyerSpawn((x, y) -> tmpCount ++);
|
||||||
|
return tmpCount;
|
||||||
|
}
|
||||||
|
|
||||||
public boolean isSpawning(){
|
public boolean isSpawning(){
|
||||||
return spawning && !net.client();
|
return spawning && !net.client();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -175,16 +175,6 @@ public class Formation{
|
|||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// debug
|
|
||||||
public SlotAssignment getSlotAssignmentAt(int index){
|
|
||||||
return slotAssignments.get(index);
|
|
||||||
}
|
|
||||||
|
|
||||||
// debug
|
|
||||||
public int getSlotAssignmentCount(){
|
|
||||||
return slotAssignments.size;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Writes new slot locations to each member */
|
/** Writes new slot locations to each member */
|
||||||
public void updateSlots(){
|
public void updateSlots(){
|
||||||
positionOffset.set(anchor);
|
positionOffset.set(anchor);
|
||||||
|
|||||||
@@ -5,21 +5,17 @@ import arc.math.geom.*;
|
|||||||
import mindustry.ai.formations.*;
|
import mindustry.ai.formations.*;
|
||||||
|
|
||||||
public class CircleFormation extends FormationPattern{
|
public class CircleFormation extends FormationPattern{
|
||||||
/** Angle offset. */
|
|
||||||
public float angleOffset = 0;
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public Vec3 calculateSlotLocation(Vec3 outLocation, int slotNumber){
|
public Vec3 calculateSlotLocation(Vec3 outLocation, int slotNumber){
|
||||||
if(slots > 1){
|
if(slots > 1){
|
||||||
float angle = (360f * slotNumber) / slots;
|
float angle = (360f * slotNumber) / slots + (slots == 8 ? 22.5f : 0);
|
||||||
float radius = spacing / (float)Math.sin(180f / slots * Mathf.degRad);
|
float radius = spacing / (float)Math.sin(180f / slots * Mathf.degRad);
|
||||||
outLocation.set(Angles.trnsx(angle, radius), Angles.trnsy(angle, radius), angle);
|
outLocation.set(Angles.trnsx(angle, radius), Angles.trnsy(angle, radius), angle);
|
||||||
}else{
|
}else{
|
||||||
outLocation.set(0, spacing * 1.1f, 360f * slotNumber);
|
outLocation.set(0, spacing * 1.1f, 360f * slotNumber);
|
||||||
}
|
}
|
||||||
|
|
||||||
outLocation.z += angleOffset;
|
|
||||||
|
|
||||||
return outLocation;
|
return outLocation;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -15,11 +15,12 @@ import static mindustry.Vars.*;
|
|||||||
public class BuilderAI extends AIController{
|
public class BuilderAI extends AIController{
|
||||||
public static float buildRadius = 1500, retreatDst = 110f, fleeRange = 370f, retreatDelay = Time.toSeconds * 2f;
|
public static float buildRadius = 1500, retreatDst = 110f, fleeRange = 370f, retreatDelay = Time.toSeconds * 2f;
|
||||||
|
|
||||||
|
public @Nullable Unit following;
|
||||||
|
public @Nullable Teamc enemy;
|
||||||
|
public @Nullable BlockPlan lastPlan;
|
||||||
|
|
||||||
boolean found = false;
|
boolean found = false;
|
||||||
@Nullable Unit following;
|
|
||||||
@Nullable Teamc enemy;
|
|
||||||
float retreatTimer;
|
float retreatTimer;
|
||||||
@Nullable BlockPlan lastPlan;
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void updateMovement(){
|
public void updateMovement(){
|
||||||
|
|||||||
@@ -21,12 +21,12 @@ public class DefenderAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void updateTargeting(){
|
public void updateTargeting(){
|
||||||
if(retarget()) target = findTarget(unit.x, unit.y, unit.range(), true, true);
|
if(retarget()) target = findTarget(unit.x, unit.y, unit.range(), true, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
|
public Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
|
||||||
|
|
||||||
//find unit to follow if not in rally mode
|
//find unit to follow if not in rally mode
|
||||||
if(command() != UnitCommand.rally){
|
if(command() != UnitCommand.rally){
|
||||||
|
|||||||
@@ -32,7 +32,7 @@ public class FlyingAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
|
public Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
|
||||||
var result = findMainTarget(x, y, range, air, ground);
|
var result = findMainTarget(x, y, range, air, ground);
|
||||||
|
|
||||||
//if the main target is in range, use it, otherwise target whatever is closest
|
//if the main target is in range, use it, otherwise target whatever is closest
|
||||||
@@ -40,7 +40,13 @@ public class FlyingAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected Teamc findMainTarget(float x, float y, float range, boolean air, boolean ground){
|
public Teamc findMainTarget(float x, float y, float range, boolean air, boolean ground){
|
||||||
|
var core = targetFlag(x, y, BlockFlag.core, true);
|
||||||
|
|
||||||
|
if(core != null && Mathf.within(x, y, core.getX(), core.getY(), range)){
|
||||||
|
return core;
|
||||||
|
}
|
||||||
|
|
||||||
for(var flag : unit.team.isAI() ? unit.type.targetFlags : unit.type.playerTargetFlags){
|
for(var flag : unit.team.isAI() ? unit.type.targetFlags : unit.type.playerTargetFlags){
|
||||||
if(flag == null){
|
if(flag == null){
|
||||||
Teamc result = target(x, y, range, air, ground);
|
Teamc result = target(x, y, range, air, ground);
|
||||||
@@ -50,7 +56,8 @@ public class FlyingAI extends AIController{
|
|||||||
if(result != null) return result;
|
if(result != null) return result;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return targetFlag(x, y, BlockFlag.core, true);
|
|
||||||
|
return core;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void attack(float circleLength){
|
protected void attack(float circleLength){
|
||||||
|
|||||||
@@ -53,7 +53,7 @@ public class FormationAI extends AIController implements FormationMember{
|
|||||||
|
|
||||||
Vec2 realtarget = vec.set(target).add(leader.vel);
|
Vec2 realtarget = vec.set(target).add(leader.vel);
|
||||||
|
|
||||||
float speed = unit.realSpeed() * Time.delta;
|
float speed = unit.speed() * Time.delta;
|
||||||
unit.approach(Mathf.arrive(unit.x, unit.y, realtarget.x, realtarget.y, unit.vel, speed, 0f, speed, 1f).scl(1f / Time.delta));
|
unit.approach(Mathf.arrive(unit.x, unit.y, realtarget.x, realtarget.y, unit.vel, speed, 0f, speed, 1f).scl(1f / Time.delta));
|
||||||
|
|
||||||
if(unit.canMine() && leader.canMine()){
|
if(unit.canMine() && leader.canMine()){
|
||||||
|
|||||||
@@ -2,7 +2,6 @@ package mindustry.ai.types;
|
|||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import mindustry.ai.*;
|
import mindustry.ai.*;
|
||||||
import mindustry.entities.*;
|
|
||||||
import mindustry.entities.units.*;
|
import mindustry.entities.units.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
@@ -49,13 +48,6 @@ public class GroundAI extends AIController{
|
|||||||
unit.elevation = Mathf.approachDelta(unit.elevation, 0f, unit.type.riseSpeed);
|
unit.elevation = Mathf.approachDelta(unit.elevation, 0f, unit.type.riseSpeed);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!Units.invalidateTarget(target, unit, unit.range()) && unit.type.rotateShooting){
|
faceTarget();
|
||||||
if(unit.type.hasWeapons()){
|
|
||||||
unit.lookAt(Predict.intercept(unit, target, unit.type.weapons.first().bullet.speed));
|
|
||||||
}
|
|
||||||
}else if(unit.moving()){
|
|
||||||
unit.lookAt(unit.vel().angle());
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -47,10 +47,10 @@ public class HugAI extends AIController{
|
|||||||
})){
|
})){
|
||||||
if(unit.within(target, (unit.hitSize + (target instanceof Sized s ? s.hitSize() : 1f)) * 0.6f)){
|
if(unit.within(target, (unit.hitSize + (target instanceof Sized s ? s.hitSize() : 1f)) * 0.6f)){
|
||||||
//circle target
|
//circle target
|
||||||
unit.moveAt(vec.set(target).sub(unit).rotate(90f).setLength(unit.speed()));
|
unit.movePref(vec.set(target).sub(unit).rotate(90f).setLength(unit.speed()));
|
||||||
}else{
|
}else{
|
||||||
//move toward target in a straight line
|
//move toward target in a straight line
|
||||||
unit.moveAt(vec.set(target).sub(unit).limit(unit.speed()));
|
unit.movePref(vec.set(target).sub(unit).limit(unit.speed()));
|
||||||
}
|
}
|
||||||
}else if(move){
|
}else if(move){
|
||||||
pathfind(Pathfinder.fieldCore);
|
pathfind(Pathfinder.fieldCore);
|
||||||
@@ -69,13 +69,6 @@ public class HugAI extends AIController{
|
|||||||
unit.elevation = Mathf.approachDelta(unit.elevation, 0f, unit.type.riseSpeed);
|
unit.elevation = Mathf.approachDelta(unit.elevation, 0f, unit.type.riseSpeed);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!Units.invalidateTarget(target, unit, unit.range()) && unit.type.rotateShooting){
|
faceTarget();
|
||||||
if(unit.type.hasWeapons()){
|
|
||||||
unit.lookAt(Predict.intercept(unit, target, unit.type.weapons.first().bullet.speed));
|
|
||||||
}
|
|
||||||
}else if(unit.moving()){
|
|
||||||
unit.lookAt(unit.vel().angle());
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -44,7 +44,7 @@ public class LogicAI extends AIController{
|
|||||||
private ObjectSet<Object> radars = new ObjectSet<>();
|
private ObjectSet<Object> radars = new ObjectSet<>();
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void updateMovement(){
|
public void updateMovement(){
|
||||||
if(itemTimer >= 0) itemTimer -= Time.delta;
|
if(itemTimer >= 0) itemTimer -= Time.delta;
|
||||||
if(payTimer >= 0) payTimer -= Time.delta;
|
if(payTimer >= 0) payTimer -= Time.delta;
|
||||||
|
|
||||||
@@ -102,7 +102,7 @@ public class LogicAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
//look where moving if there's nothing to aim at
|
//look where moving if there's nothing to aim at
|
||||||
if(!shoot){
|
if(!shoot || !unit.type.omniMovement){
|
||||||
unit.lookAt(unit.prefRotation());
|
unit.lookAt(unit.prefRotation());
|
||||||
}else if(unit.hasWeapons() && unit.mounts.length > 0 && !unit.mounts[0].weapon.ignoreRotation){ //if there is, look at the object
|
}else if(unit.hasWeapons() && unit.mounts.length > 0 && !unit.mounts[0].weapon.ignoreRotation){ //if there is, look at the object
|
||||||
unit.lookAt(unit.mounts[0].aimX, unit.mounts[0].aimY);
|
unit.lookAt(unit.mounts[0].aimX, unit.mounts[0].aimY);
|
||||||
@@ -114,14 +114,14 @@ public class LogicAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void moveTo(Position target, float circleLength, float smooth){
|
public void moveTo(Position target, float circleLength, float smooth){
|
||||||
if(target == null) return;
|
if(target == null) return;
|
||||||
|
|
||||||
vec.set(target).sub(unit);
|
vec.set(target).sub(unit);
|
||||||
|
|
||||||
float length = circleLength <= 0.001f ? 1f : Mathf.clamp((unit.dst(target) - circleLength) / smooth, -1f, 1f);
|
float length = circleLength <= 0.001f ? 1f : Mathf.clamp((unit.dst(target) - circleLength) / smooth, -1f, 1f);
|
||||||
|
|
||||||
vec.setLength(unit.realSpeed() * length);
|
vec.setLength(unit.speed() * length);
|
||||||
if(length < -0.5f){
|
if(length < -0.5f){
|
||||||
vec.rotate(180f);
|
vec.rotate(180f);
|
||||||
}else if(length < 0){
|
}else if(length < 0){
|
||||||
@@ -131,33 +131,39 @@ public class LogicAI extends AIController{
|
|||||||
//do not move when infinite vectors are used.
|
//do not move when infinite vectors are used.
|
||||||
if(vec.isNaN() || vec.isInfinite()) return;
|
if(vec.isNaN() || vec.isInfinite()) return;
|
||||||
|
|
||||||
|
if(unit.type.omniMovement){
|
||||||
unit.approach(vec);
|
unit.approach(vec);
|
||||||
|
}else{
|
||||||
|
unit.rotateMove(vec);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected boolean checkTarget(Teamc target, float x, float y, float range){
|
public boolean checkTarget(Teamc target, float x, float y, float range){
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//always retarget
|
//always retarget
|
||||||
@Override
|
@Override
|
||||||
protected boolean retarget(){
|
public boolean retarget(){
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected boolean invalid(Teamc target){
|
public boolean invalid(Teamc target){
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected boolean shouldShoot(){
|
public boolean shouldShoot(){
|
||||||
return shoot && !(unit.type.canBoost && boost);
|
return shoot && !(unit.type.canBoost && boost);
|
||||||
}
|
}
|
||||||
|
|
||||||
//always aim for the main target
|
//always aim for the main target
|
||||||
@Override
|
@Override
|
||||||
protected Teamc target(float x, float y, float range, boolean air, boolean ground){
|
public Teamc target(float x, float y, float range, boolean air, boolean ground){
|
||||||
return switch(aimControl){
|
return switch(aimControl){
|
||||||
case target -> posTarget;
|
case target -> posTarget;
|
||||||
case targetp -> mainTarget;
|
case targetp -> mainTarget;
|
||||||
|
|||||||
@@ -9,12 +9,12 @@ import mindustry.world.*;
|
|||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class MinerAI extends AIController{
|
public class MinerAI extends AIController{
|
||||||
boolean mining = true;
|
public boolean mining = true;
|
||||||
Item targetItem;
|
public Item targetItem;
|
||||||
Tile ore;
|
public Tile ore;
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void updateMovement(){
|
public void updateMovement(){
|
||||||
Building core = unit.closestCore();
|
Building core = unit.closestCore();
|
||||||
|
|
||||||
if(!(unit.canMine()) || core == null) return;
|
if(!(unit.canMine()) || core == null) return;
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ public class RepairAI extends AIController{
|
|||||||
float retreatTimer;
|
float retreatTimer;
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void updateMovement(){
|
public void updateMovement(){
|
||||||
if(target instanceof Building){
|
if(target instanceof Building){
|
||||||
boolean shoot = false;
|
boolean shoot = false;
|
||||||
|
|
||||||
@@ -56,7 +56,7 @@ public class RepairAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void updateTargeting(){
|
public void updateTargeting(){
|
||||||
Building target = Units.findDamagedTile(unit.team, unit.x, unit.y);
|
Building target = Units.findDamagedTile(unit.team, unit.x, unit.y);
|
||||||
|
|
||||||
if(target instanceof ConstructBuild) target = null;
|
if(target instanceof ConstructBuild) target = null;
|
||||||
|
|||||||
@@ -41,10 +41,6 @@ public class SuicideAI extends GroundAI{
|
|||||||
shoot = unit.within(target, unit.type.weapons.first().bullet.range() +
|
shoot = unit.within(target, unit.type.weapons.first().bullet.range() +
|
||||||
(target instanceof Building b ? b.block.size * Vars.tilesize / 2f : ((Hitboxc)target).hitSize() / 2f));
|
(target instanceof Building b ? b.block.size * Vars.tilesize / 2f : ((Hitboxc)target).hitSize() / 2f));
|
||||||
|
|
||||||
if(unit.type.hasWeapons()){
|
|
||||||
unit.aimLook(Predict.intercept(unit, target, unit.type.weapons.first().bullet.speed));
|
|
||||||
}
|
|
||||||
|
|
||||||
//do not move toward walls or transport blocks
|
//do not move toward walls or transport blocks
|
||||||
if(!(target instanceof Building build && !(build.block instanceof CoreBlock) && (
|
if(!(target instanceof Building build && !(build.block instanceof CoreBlock) && (
|
||||||
build.block.group == BlockGroup.walls ||
|
build.block.group == BlockGroup.walls ||
|
||||||
@@ -76,7 +72,7 @@ public class SuicideAI extends GroundAI{
|
|||||||
if(!blocked){
|
if(!blocked){
|
||||||
moveToTarget = true;
|
moveToTarget = true;
|
||||||
//move towards target directly
|
//move towards target directly
|
||||||
unit.moveAt(vec.set(target).sub(unit).limit(unit.speed()));
|
unit.movePref(vec.set(target).sub(unit).limit(unit.speed()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -103,15 +99,15 @@ public class SuicideAI extends GroundAI{
|
|||||||
pathfind(Pathfinder.fieldCore);
|
pathfind(Pathfinder.fieldCore);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(unit.moving()) unit.lookAt(unit.vel().angle());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
unit.controlWeapons(rotate, shoot);
|
unit.controlWeapons(rotate, shoot);
|
||||||
|
|
||||||
|
faceTarget();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected Teamc target(float x, float y, float range, boolean air, boolean ground){
|
public Teamc target(float x, float y, float range, boolean air, boolean ground){
|
||||||
return Units.closestTarget(unit.team, x, y, range, u -> u.checkTarget(air, ground), t -> ground &&
|
return Units.closestTarget(unit.team, x, y, range, u -> u.checkTarget(air, ground), t -> ground &&
|
||||||
!(t.block instanceof Conveyor || t.block instanceof Conduit)); //do not target conveyors/conduits
|
!(t.block instanceof Conveyor || t.block instanceof Conduit)); //do not target conveyors/conduits
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,7 @@ package mindustry.async;
|
|||||||
|
|
||||||
import arc.*;
|
import arc.*;
|
||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
|
import arc.util.async.*;
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
|
|
||||||
import java.util.concurrent.*;
|
import java.util.concurrent.*;
|
||||||
@@ -49,7 +50,7 @@ public class AsyncCore{
|
|||||||
executor = Executors.newFixedThreadPool(processes.size, r -> {
|
executor = Executors.newFixedThreadPool(processes.size, r -> {
|
||||||
Thread thread = new Thread(r, "AsyncLogic-Thread");
|
Thread thread = new Thread(r, "AsyncLogic-Thread");
|
||||||
thread.setDaemon(true);
|
thread.setDaemon(true);
|
||||||
thread.setUncaughtExceptionHandler((t, e) -> Core.app.post(() -> { throw new RuntimeException(e); }));
|
thread.setUncaughtExceptionHandler((t, e) -> Threads.throwAppException(e));
|
||||||
return thread;
|
return thread;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -42,10 +42,10 @@ public class PhysicsProcess implements AsyncProcess{
|
|||||||
|
|
||||||
if(entity.physref == null){
|
if(entity.physref == null){
|
||||||
PhysicsBody body = new PhysicsBody();
|
PhysicsBody body = new PhysicsBody();
|
||||||
body.x = entity.x();
|
body.x = entity.x;
|
||||||
body.y = entity.y();
|
body.y = entity.y;
|
||||||
body.mass = entity.mass();
|
body.mass = entity.mass();
|
||||||
body.radius = entity.hitSize() / 2f;
|
body.radius = entity.hitSize / 2f;
|
||||||
|
|
||||||
PhysicRef ref = new PhysicRef(entity, body);
|
PhysicRef ref = new PhysicRef(entity, body);
|
||||||
refs.add(ref);
|
refs.add(ref);
|
||||||
|
|||||||
@@ -130,7 +130,12 @@ public class SoundControl{
|
|||||||
Core.audio.soundBus.play();
|
Core.audio.soundBus.play();
|
||||||
setupFilters();
|
setupFilters();
|
||||||
}else{
|
}else{
|
||||||
Core.audio.soundBus.replay();
|
//stopping a single audio bus stops everything else, yay!
|
||||||
|
Core.audio.soundBus.stop();
|
||||||
|
//play music bus again, as it was stopped above
|
||||||
|
Core.audio.musicBus.play();
|
||||||
|
|
||||||
|
Core.audio.soundBus.play();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -83,7 +83,7 @@ public class Blocks implements ContentList{
|
|||||||
commandCenter,
|
commandCenter,
|
||||||
groundFactory, airFactory, navalFactory,
|
groundFactory, airFactory, navalFactory,
|
||||||
additiveReconstructor, multiplicativeReconstructor, exponentialReconstructor, tetrativeReconstructor,
|
additiveReconstructor, multiplicativeReconstructor, exponentialReconstructor, tetrativeReconstructor,
|
||||||
repairPoint, repairTurret, resupplyPoint,
|
repairPoint, repairTurret,
|
||||||
|
|
||||||
//payloads
|
//payloads
|
||||||
payloadConveyor, payloadRouter, payloadPropulsionTower,
|
payloadConveyor, payloadRouter, payloadPropulsionTower,
|
||||||
@@ -117,7 +117,7 @@ public class Blocks implements ContentList{
|
|||||||
new ConstructBlock(i);
|
new ConstructBlock(i);
|
||||||
}
|
}
|
||||||
|
|
||||||
deepwater = new Floor("deepwater"){{
|
deepwater = new Floor("deep-water"){{
|
||||||
speedMultiplier = 0.2f;
|
speedMultiplier = 0.2f;
|
||||||
variants = 0;
|
variants = 0;
|
||||||
liquidDrop = Liquids.water;
|
liquidDrop = Liquids.water;
|
||||||
@@ -130,7 +130,7 @@ public class Blocks implements ContentList{
|
|||||||
albedo = 0.5f;
|
albedo = 0.5f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
water = new Floor("water"){{
|
water = new Floor("shallow-water"){{
|
||||||
speedMultiplier = 0.5f;
|
speedMultiplier = 0.5f;
|
||||||
variants = 0;
|
variants = 0;
|
||||||
status = StatusEffects.wet;
|
status = StatusEffects.wet;
|
||||||
@@ -184,7 +184,7 @@ public class Blocks implements ContentList{
|
|||||||
cacheLayer = CacheLayer.tar;
|
cacheLayer = CacheLayer.tar;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
slag = new Floor("slag"){{
|
slag = new Floor("molten-slag"){{
|
||||||
drownTime = 150f;
|
drownTime = 150f;
|
||||||
status = StatusEffects.melting;
|
status = StatusEffects.melting;
|
||||||
statusDuration = 240f;
|
statusDuration = 240f;
|
||||||
@@ -209,7 +209,7 @@ public class Blocks implements ContentList{
|
|||||||
|
|
||||||
stone = new Floor("stone");
|
stone = new Floor("stone");
|
||||||
|
|
||||||
craters = new Floor("craters"){{
|
craters = new Floor("crater-stone"){{
|
||||||
variants = 3;
|
variants = 3;
|
||||||
blendGroup = stone;
|
blendGroup = stone;
|
||||||
}};
|
}};
|
||||||
@@ -509,6 +509,8 @@ public class Blocks implements ContentList{
|
|||||||
hasPower = true;
|
hasPower = true;
|
||||||
hasLiquids = false;
|
hasLiquids = false;
|
||||||
drawer = new DrawSmelter(Color.valueOf("ffef99"));
|
drawer = new DrawSmelter(Color.valueOf("ffef99"));
|
||||||
|
ambientSound = Sounds.smelter;
|
||||||
|
ambientSoundVolume = 0.07f;
|
||||||
|
|
||||||
consumes.items(with(Items.coal, 1, Items.sand, 2));
|
consumes.items(with(Items.coal, 1, Items.sand, 2));
|
||||||
consumes.power(0.50f);
|
consumes.power(0.50f);
|
||||||
@@ -525,6 +527,8 @@ public class Blocks implements ContentList{
|
|||||||
itemCapacity = 30;
|
itemCapacity = 30;
|
||||||
boostScale = 0.15f;
|
boostScale = 0.15f;
|
||||||
drawer = new DrawSmelter(Color.valueOf("ffef99"));
|
drawer = new DrawSmelter(Color.valueOf("ffef99"));
|
||||||
|
ambientSound = Sounds.smelter;
|
||||||
|
ambientSoundVolume = 0.07f;
|
||||||
|
|
||||||
consumes.items(with(Items.coal, 4, Items.sand, 6, Items.pyratite, 1));
|
consumes.items(with(Items.coal, 4, Items.sand, 6, Items.pyratite, 1));
|
||||||
consumes.power(4f);
|
consumes.power(4f);
|
||||||
@@ -538,6 +542,8 @@ public class Blocks implements ContentList{
|
|||||||
size = 2;
|
size = 2;
|
||||||
hasPower = hasItems = true;
|
hasPower = hasItems = true;
|
||||||
drawer = new DrawSmelter(Color.valueOf("ffc099"));
|
drawer = new DrawSmelter(Color.valueOf("ffc099"));
|
||||||
|
ambientSound = Sounds.smelter;
|
||||||
|
ambientSoundVolume = 0.07f;
|
||||||
|
|
||||||
consumes.items(with(Items.lead, 1, Items.sand, 1));
|
consumes.items(with(Items.lead, 1, Items.sand, 1));
|
||||||
consumes.power(0.60f);
|
consumes.power(0.60f);
|
||||||
@@ -702,7 +708,9 @@ public class Blocks implements ContentList{
|
|||||||
craftTime = 40f;
|
craftTime = 40f;
|
||||||
updateEffect = Fx.pulverizeSmall;
|
updateEffect = Fx.pulverizeSmall;
|
||||||
hasItems = hasPower = true;
|
hasItems = hasPower = true;
|
||||||
drawer = new DrawRotator();
|
drawer = new DrawRotator(){{
|
||||||
|
drawSpinSprite = true;
|
||||||
|
}};
|
||||||
ambientSound = Sounds.grinding;
|
ambientSound = Sounds.grinding;
|
||||||
ambientSoundVolume = 0.025f;
|
ambientSoundVolume = 0.025f;
|
||||||
|
|
||||||
@@ -1044,7 +1052,7 @@ public class Blocks implements ContentList{
|
|||||||
|
|
||||||
mechanicalPump = new Pump("mechanical-pump"){{
|
mechanicalPump = new Pump("mechanical-pump"){{
|
||||||
requirements(Category.liquid, with(Items.copper, 15, Items.metaglass, 10));
|
requirements(Category.liquid, with(Items.copper, 15, Items.metaglass, 10));
|
||||||
pumpAmount = 0.11f;
|
pumpAmount = 7f / 60f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
rotaryPump = new Pump("rotary-pump"){{
|
rotaryPump = new Pump("rotary-pump"){{
|
||||||
@@ -1295,6 +1303,7 @@ public class Blocks implements ContentList{
|
|||||||
drillEffect = Fx.mineHuge;
|
drillEffect = Fx.mineHuge;
|
||||||
rotateSpeed = 6f;
|
rotateSpeed = 6f;
|
||||||
warmupSpeed = 0.01f;
|
warmupSpeed = 0.01f;
|
||||||
|
itemCapacity = 20;
|
||||||
|
|
||||||
//more than the laser drill
|
//more than the laser drill
|
||||||
liquidBoostIntensity = 1.8f;
|
liquidBoostIntensity = 1.8f;
|
||||||
@@ -1334,14 +1343,13 @@ public class Blocks implements ContentList{
|
|||||||
maxBoost = 2f;
|
maxBoost = 2f;
|
||||||
|
|
||||||
consumes.power(80f / 60f);
|
consumes.power(80f / 60f);
|
||||||
consumes.liquid(Liquids.water, 20f / 60f);
|
consumes.liquid(Liquids.water, 18f / 60f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
oilExtractor = new Fracker("oil-extractor"){{
|
oilExtractor = new Fracker("oil-extractor"){{
|
||||||
requirements(Category.production, with(Items.copper, 150, Items.graphite, 175, Items.lead, 115, Items.thorium, 115, Items.silicon, 75));
|
requirements(Category.production, with(Items.copper, 150, Items.graphite, 175, Items.lead, 115, Items.thorium, 115, Items.silicon, 75));
|
||||||
result = Liquids.oil;
|
result = Liquids.oil;
|
||||||
updateEffect = Fx.pulverize;
|
updateEffect = Fx.pulverize;
|
||||||
liquidCapacity = 50f;
|
|
||||||
updateEffectChance = 0.05f;
|
updateEffectChance = 0.05f;
|
||||||
pumpAmount = 0.25f;
|
pumpAmount = 0.25f;
|
||||||
size = 3;
|
size = 3;
|
||||||
@@ -1777,7 +1785,7 @@ public class Blocks implements ContentList{
|
|||||||
despawnEffect = Fx.instBomb;
|
despawnEffect = Fx.instBomb;
|
||||||
trailSpacing = 20f;
|
trailSpacing = 20f;
|
||||||
damage = 1350;
|
damage = 1350;
|
||||||
buildingDamageMultiplier = 0.25f;
|
buildingDamageMultiplier = 0.2f;
|
||||||
speed = brange;
|
speed = brange;
|
||||||
hitShake = 6f;
|
hitShake = 6f;
|
||||||
ammoMultiplier = 1f;
|
ammoMultiplier = 1f;
|
||||||
@@ -1845,13 +1853,13 @@ public class Blocks implements ContentList{
|
|||||||
range = 195f;
|
range = 195f;
|
||||||
reloadTime = 90f;
|
reloadTime = 90f;
|
||||||
firingMoveFract = 0.5f;
|
firingMoveFract = 0.5f;
|
||||||
shootDuration = 220f;
|
shootDuration = 230f;
|
||||||
powerUse = 17f;
|
powerUse = 17f;
|
||||||
shootSound = Sounds.laserbig;
|
shootSound = Sounds.laserbig;
|
||||||
loopSound = Sounds.beam;
|
loopSound = Sounds.beam;
|
||||||
loopSoundVolume = 2f;
|
loopSoundVolume = 2f;
|
||||||
|
|
||||||
shootType = new ContinuousLaserBulletType(70){{
|
shootType = new ContinuousLaserBulletType(78){{
|
||||||
length = 200f;
|
length = 200f;
|
||||||
hitEffect = Fx.hitMeltdown;
|
hitEffect = Fx.hitMeltdown;
|
||||||
hitColor = Pal.meltdownHit;
|
hitColor = Pal.meltdownHit;
|
||||||
@@ -2031,9 +2039,9 @@ public class Blocks implements ContentList{
|
|||||||
payloadPropulsionTower = new PayloadMassDriver("payload-propulsion-tower"){{
|
payloadPropulsionTower = new PayloadMassDriver("payload-propulsion-tower"){{
|
||||||
requirements(Category.units, with(Items.thorium, 300, Items.silicon, 200, Items.plastanium, 200, Items.phaseFabric, 50));
|
requirements(Category.units, with(Items.thorium, 300, Items.silicon, 200, Items.plastanium, 200, Items.phaseFabric, 50));
|
||||||
size = 5;
|
size = 5;
|
||||||
reloadTime = 140f;
|
reloadTime = 130f;
|
||||||
chargeTime = 100f;
|
chargeTime = 100f;
|
||||||
range = 600f;
|
range = 1000f;
|
||||||
maxPayloadSize = 3.5f;
|
maxPayloadSize = 3.5f;
|
||||||
consumes.power(6f);
|
consumes.power(6f);
|
||||||
}};
|
}};
|
||||||
@@ -2075,11 +2083,15 @@ public class Blocks implements ContentList{
|
|||||||
payloadSource = new PayloadSource("payload-source"){{
|
payloadSource = new PayloadSource("payload-source"){{
|
||||||
requirements(Category.units, BuildVisibility.sandboxOnly, with());
|
requirements(Category.units, BuildVisibility.sandboxOnly, with());
|
||||||
size = 5;
|
size = 5;
|
||||||
|
alwaysUnlocked = true;
|
||||||
|
group = BlockGroup.units;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
payloadVoid = new PayloadVoid("payload-void"){{
|
payloadVoid = new PayloadVoid("payload-void"){{
|
||||||
requirements(Category.units, BuildVisibility.sandboxOnly, with());
|
requirements(Category.units, BuildVisibility.sandboxOnly, with());
|
||||||
size = 5;
|
size = 5;
|
||||||
|
alwaysUnlocked = true;
|
||||||
|
group = BlockGroup.units;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
//TODO move
|
//TODO move
|
||||||
|
|||||||
@@ -1,17 +1,10 @@
|
|||||||
package mindustry.content;
|
package mindustry.content;
|
||||||
|
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
|
||||||
import arc.math.*;
|
|
||||||
import arc.util.*;
|
|
||||||
import mindustry.ctype.*;
|
import mindustry.ctype.*;
|
||||||
import mindustry.entities.*;
|
|
||||||
import mindustry.entities.bullet.*;
|
import mindustry.entities.bullet.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.entities.effect.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.world.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
|
||||||
|
|
||||||
public class Bullets implements ContentList{
|
public class Bullets implements ContentList{
|
||||||
public static BulletType
|
public static BulletType
|
||||||
@@ -113,10 +106,12 @@ public class Bullets implements ContentList{
|
|||||||
splashDamageRadius = 25f * 0.75f;
|
splashDamageRadius = 25f * 0.75f;
|
||||||
splashDamage = 35f;
|
splashDamage = 35f;
|
||||||
status = StatusEffects.burning;
|
status = StatusEffects.burning;
|
||||||
|
statusDuration = 60f * 12f;
|
||||||
frontColor = Pal.lightishOrange;
|
frontColor = Pal.lightishOrange;
|
||||||
backColor = Pal.lightOrange;
|
backColor = Pal.lightOrange;
|
||||||
makeFire = true;
|
makeFire = true;
|
||||||
trailEffect = Fx.incendTrail;
|
trailEffect = Fx.incendTrail;
|
||||||
|
ammoMultiplier = 4f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
artilleryExplosive = new ArtilleryBulletType(2f, 20, "shell"){{
|
artilleryExplosive = new ArtilleryBulletType(2f, 20, "shell"){{
|
||||||
@@ -127,12 +122,11 @@ public class Bullets implements ContentList{
|
|||||||
collidesTiles = false;
|
collidesTiles = false;
|
||||||
ammoMultiplier = 4f;
|
ammoMultiplier = 4f;
|
||||||
splashDamageRadius = 45f * 0.75f;
|
splashDamageRadius = 45f * 0.75f;
|
||||||
splashDamage = 50f;
|
splashDamage = 55f;
|
||||||
backColor = Pal.missileYellowBack;
|
backColor = Pal.missileYellowBack;
|
||||||
frontColor = Pal.missileYellow;
|
frontColor = Pal.missileYellow;
|
||||||
|
|
||||||
status = StatusEffects.blasted;
|
status = StatusEffects.blasted;
|
||||||
statusDuration = 60f;
|
|
||||||
}};
|
}};
|
||||||
|
|
||||||
flakGlassFrag = new BasicBulletType(3f, 5, "bullet"){{
|
flakGlassFrag = new BasicBulletType(3f, 5, "bullet"){{
|
||||||
@@ -177,7 +171,7 @@ public class Bullets implements ContentList{
|
|||||||
width = 6f;
|
width = 6f;
|
||||||
height = 8f;
|
height = 8f;
|
||||||
hitEffect = Fx.flakExplosion;
|
hitEffect = Fx.flakExplosion;
|
||||||
splashDamage = 22f * 1.5f;
|
splashDamage = 25f * 1.5f;
|
||||||
splashDamageRadius = 20f;
|
splashDamageRadius = 20f;
|
||||||
fragBullet = flakGlassFrag;
|
fragBullet = flakGlassFrag;
|
||||||
fragBullets = 6;
|
fragBullets = 6;
|
||||||
@@ -325,28 +319,37 @@ public class Bullets implements ContentList{
|
|||||||
standardHoming = new BasicBulletType(3f, 12, "bullet"){{
|
standardHoming = new BasicBulletType(3f, 12, "bullet"){{
|
||||||
width = 7f;
|
width = 7f;
|
||||||
height = 9f;
|
height = 9f;
|
||||||
homingPower = 0.08f;
|
homingPower = 0.1f;
|
||||||
reloadMultiplier = 1.5f;
|
reloadMultiplier = 1.5f;
|
||||||
ammoMultiplier = 5;
|
ammoMultiplier = 5;
|
||||||
lifetime = 60f;
|
lifetime = 60f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
standardIncendiary = new BasicBulletType(3.2f, 11, "bullet"){{
|
standardIncendiary = new BasicBulletType(3.2f, 16, "bullet"){{
|
||||||
width = 10f;
|
width = 10f;
|
||||||
height = 12f;
|
height = 12f;
|
||||||
frontColor = Pal.lightishOrange;
|
frontColor = Pal.lightishOrange;
|
||||||
backColor = Pal.lightOrange;
|
backColor = Pal.lightOrange;
|
||||||
status = StatusEffects.burning;
|
status = StatusEffects.burning;
|
||||||
|
hitEffect = new MultiEffect(Fx.hitBulletSmall, Fx.fireHit);
|
||||||
|
|
||||||
|
ammoMultiplier = 5;
|
||||||
|
|
||||||
|
splashDamage = 10f;
|
||||||
|
splashDamageRadius = 22f;
|
||||||
|
|
||||||
makeFire = true;
|
makeFire = true;
|
||||||
inaccuracy = 3f;
|
|
||||||
lifetime = 60f;
|
lifetime = 60f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
standardDenseBig = new BasicBulletType(7f, 55, "bullet"){{
|
standardDenseBig = new BasicBulletType(7.5f, 50, "bullet"){{
|
||||||
hitSize = 5;
|
hitSize = 4.8f;
|
||||||
width = 15f;
|
width = 15f;
|
||||||
height = 21f;
|
height = 21f;
|
||||||
shootEffect = Fx.shootBig;
|
shootEffect = Fx.shootBig;
|
||||||
|
ammoMultiplier = 4;
|
||||||
|
reloadMultiplier = 1.7f;
|
||||||
|
knockback = 0.3f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
standardThoriumBig = new BasicBulletType(8f, 80, "bullet"){{
|
standardThoriumBig = new BasicBulletType(8f, 80, "bullet"){{
|
||||||
@@ -359,61 +362,27 @@ public class Bullets implements ContentList{
|
|||||||
knockback = 0.7f;
|
knockback = 0.7f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
standardIncendiaryBig = new BasicBulletType(7f, 60, "bullet"){{
|
standardIncendiaryBig = new BasicBulletType(7f, 70, "bullet"){{
|
||||||
hitSize = 5;
|
hitSize = 5;
|
||||||
width = 16f;
|
width = 16f;
|
||||||
height = 21f;
|
height = 21f;
|
||||||
frontColor = Pal.lightishOrange;
|
frontColor = Pal.lightishOrange;
|
||||||
backColor = Pal.lightOrange;
|
backColor = Pal.lightOrange;
|
||||||
status = StatusEffects.burning;
|
status = StatusEffects.burning;
|
||||||
|
hitEffect = new MultiEffect(Fx.hitBulletSmall, Fx.fireHit);
|
||||||
shootEffect = Fx.shootBig;
|
shootEffect = Fx.shootBig;
|
||||||
makeFire = true;
|
makeFire = true;
|
||||||
pierceCap = 2;
|
pierceCap = 2;
|
||||||
pierceBuilding = true;
|
pierceBuilding = true;
|
||||||
knockback = 0.7f;
|
knockback = 0.6f;
|
||||||
|
ammoMultiplier = 3;
|
||||||
|
splashDamage = 15f;
|
||||||
|
splashDamageRadius = 24f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
fireball = new BulletType(1f, 4){
|
fireball = new FireBulletType(1f, 4);
|
||||||
{
|
|
||||||
pierce = true;
|
|
||||||
collidesTiles = false;
|
|
||||||
collides = false;
|
|
||||||
drag = 0.03f;
|
|
||||||
hitEffect = despawnEffect = Fx.none;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
basicFlame = new BulletType(3.35f, 17f){{
|
||||||
public void init(Bullet b){
|
|
||||||
b.vel.setLength(0.6f + Mathf.random(2f));
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void draw(Bullet b){
|
|
||||||
Draw.color(Pal.lightFlame, Pal.darkFlame, Color.gray, b.fin());
|
|
||||||
Fill.circle(b.x, b.y, 3f * b.fout());
|
|
||||||
Draw.reset();
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void update(Bullet b){
|
|
||||||
if(Mathf.chance(0.04 * Time.delta)){
|
|
||||||
Tile tile = world.tileWorld(b.x, b.y);
|
|
||||||
if(tile != null){
|
|
||||||
Fires.create(tile);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(Mathf.chance(0.1 * Time.delta)){
|
|
||||||
Fx.fireballsmoke.at(b.x, b.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
if(Mathf.chance(0.1 * Time.delta)){
|
|
||||||
Fx.ballfire.at(b.x, b.y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
basicFlame = new BulletType(3.35f, 16f){{
|
|
||||||
ammoMultiplier = 3f;
|
ammoMultiplier = 3f;
|
||||||
hitSize = 7f;
|
hitSize = 7f;
|
||||||
lifetime = 18f;
|
lifetime = 18f;
|
||||||
@@ -428,13 +397,13 @@ public class Bullets implements ContentList{
|
|||||||
hittable = false;
|
hittable = false;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
pyraFlame = new BulletType(3.35f, 25f){{
|
pyraFlame = new BulletType(4f, 60f){{
|
||||||
ammoMultiplier = 4f;
|
ammoMultiplier = 6f;
|
||||||
hitSize = 7f;
|
hitSize = 7f;
|
||||||
lifetime = 18f;
|
lifetime = 18f;
|
||||||
pierce = true;
|
pierce = true;
|
||||||
collidesAir = false;
|
collidesAir = false;
|
||||||
statusDuration = 60f * 6;
|
statusDuration = 60f * 10;
|
||||||
shootEffect = Fx.shootPyraFlame;
|
shootEffect = Fx.shootPyraFlame;
|
||||||
hitEffect = Fx.hitFlameSmall;
|
hitEffect = Fx.hitFlameSmall;
|
||||||
despawnEffect = Fx.none;
|
despawnEffect = Fx.none;
|
||||||
|
|||||||
@@ -130,7 +130,7 @@ public class Fx{
|
|||||||
Fill.circle(x, y, e.fslope() * 1.5f * size);
|
Fill.circle(x, y, e.fslope() * 1.5f * size);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
pointBeam = new Effect(25f, e -> {
|
pointBeam = new Effect(25f, 300f, e -> {
|
||||||
if(!(e.data instanceof Position)) return;
|
if(!(e.data instanceof Position)) return;
|
||||||
|
|
||||||
Position pos = e.data();
|
Position pos = e.data();
|
||||||
@@ -393,12 +393,6 @@ public class Fx{
|
|||||||
Lines.circle(e.x, e.y, 2f + e.finpow() * 7f);
|
Lines.circle(e.x, e.y, 2f + e.finpow() * 7f);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
healDenamic = new Effect(11, e -> {
|
|
||||||
color(Pal.heal);
|
|
||||||
stroke(e.fout() * 2f);
|
|
||||||
Lines.circle(e.x, e.y, 2f + e.finpow() * e.rotation);
|
|
||||||
}),
|
|
||||||
|
|
||||||
shieldWave = new Effect(22, e -> {
|
shieldWave = new Effect(22, e -> {
|
||||||
color(e.color, 0.7f);
|
color(e.color, 0.7f);
|
||||||
stroke(e.fout() * 2f);
|
stroke(e.fout() * 2f);
|
||||||
@@ -880,6 +874,16 @@ public class Fx{
|
|||||||
Drawf.light(Team.derelict, e.x, e.y, 20f * e.fslope(), Pal.lightFlame, 0.5f);
|
Drawf.light(Team.derelict, e.x, e.y, 20f * e.fslope(), Pal.lightFlame, 0.5f);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
fireHit = new Effect(35f, e -> {
|
||||||
|
color(Pal.lightFlame, Pal.darkFlame, e.fin());
|
||||||
|
|
||||||
|
randLenVectors(e.id, 3, 2f + e.fin() * 10f, (x, y) -> {
|
||||||
|
Fill.circle(e.x + x, e.y + y, 0.2f + e.fout() * 1.6f);
|
||||||
|
});
|
||||||
|
|
||||||
|
color();
|
||||||
|
}),
|
||||||
|
|
||||||
fireSmoke = new Effect(35f, e -> {
|
fireSmoke = new Effect(35f, e -> {
|
||||||
color(Color.gray);
|
color(Color.gray);
|
||||||
|
|
||||||
@@ -990,7 +994,9 @@ public class Fx{
|
|||||||
float length = 20f * e.finpow();
|
float length = 20f * e.finpow();
|
||||||
float size = 7f * e.fout();
|
float size = 7f * e.fout();
|
||||||
|
|
||||||
rect(((Item)e.data).fullIcon, e.x + trnsx(e.rotation, length), e.y + trnsy(e.rotation, length), size, size);
|
if(!(e.data instanceof Item item)) return;
|
||||||
|
|
||||||
|
rect(item.fullIcon, e.x + trnsx(e.rotation, length), e.y + trnsy(e.rotation, length), size, size);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
shockwave = new Effect(10f, 80f, e -> {
|
shockwave = new Effect(10f, 80f, e -> {
|
||||||
@@ -1877,7 +1883,7 @@ public class Fx{
|
|||||||
rand.setSeed(e.id);
|
rand.setSeed(e.id);
|
||||||
Tmp.v1.trns(e.rotation, e.finpow() * 90f * rand.random(0.2f, 1f));
|
Tmp.v1.trns(e.rotation, e.finpow() * 90f * rand.random(0.2f, 1f));
|
||||||
Fill.circle(e.x + Tmp.v1.x, e.y + Tmp.v1.y, 8f * rand.random(0.6f, 1f) * e.fout(0.2f));
|
Fill.circle(e.x + Tmp.v1.x, e.y + Tmp.v1.y, 8f * rand.random(0.6f, 1f) * e.fout(0.2f));
|
||||||
}).layer(Layer.block + 1f),
|
}).layer(Layer.groundUnit + 1f),
|
||||||
|
|
||||||
unitShieldBreak = new Effect(35, e -> {
|
unitShieldBreak = new Effect(35, e -> {
|
||||||
if(!(e.data instanceof Unitc)) return;
|
if(!(e.data instanceof Unitc)) return;
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ import arc.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import mindustry.ctype.*;
|
import mindustry.ctype.*;
|
||||||
|
import mindustry.game.*;
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
@@ -21,7 +22,7 @@ public class StatusEffects implements ContentList{
|
|||||||
|
|
||||||
burning = new StatusEffect("burning"){{
|
burning = new StatusEffect("burning"){{
|
||||||
color = Color.valueOf("ffc455");
|
color = Color.valueOf("ffc455");
|
||||||
damage = 0.12f; //over 8 seconds, this would be ~60 damage
|
damage = 0.167f;
|
||||||
effect = Fx.burning;
|
effect = Fx.burning;
|
||||||
transitionDamage = 8f;
|
transitionDamage = 8f;
|
||||||
|
|
||||||
@@ -163,7 +164,7 @@ public class StatusEffects implements ContentList{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
boss = new StatusEffect("boss"){{
|
boss = new StatusEffect("boss"){{
|
||||||
color = Pal.health;
|
color = Team.crux.color;
|
||||||
permanent = true;
|
permanent = true;
|
||||||
damageMultiplier = 1.3f;
|
damageMultiplier = 1.3f;
|
||||||
healthMultiplier = 1.5f;
|
healthMultiplier = 1.5f;
|
||||||
|
|||||||
@@ -101,10 +101,10 @@ public class UnitTypes implements ContentList{
|
|||||||
reload = 11f;
|
reload = 11f;
|
||||||
recoil = 1f;
|
recoil = 1f;
|
||||||
ejectEffect = Fx.none;
|
ejectEffect = Fx.none;
|
||||||
bullet = new BulletType(4.1f, 32f){{
|
bullet = new BulletType(4.1f, 35f){{
|
||||||
ammoMultiplier = 3f;
|
ammoMultiplier = 3f;
|
||||||
hitSize = 7f;
|
hitSize = 7f;
|
||||||
lifetime = 12f;
|
lifetime = 13f;
|
||||||
pierce = true;
|
pierce = true;
|
||||||
statusDuration = 60f * 4;
|
statusDuration = 60f * 4;
|
||||||
shootEffect = Fx.shootSmallFlame;
|
shootEffect = Fx.shootSmallFlame;
|
||||||
@@ -344,7 +344,7 @@ public class UnitTypes implements ContentList{
|
|||||||
|
|
||||||
bullet = new LightningBulletType(){{
|
bullet = new LightningBulletType(){{
|
||||||
lightningColor = hitColor = Pal.heal;
|
lightningColor = hitColor = Pal.heal;
|
||||||
damage = 12f;
|
damage = 14f;
|
||||||
lightningLength = 7;
|
lightningLength = 7;
|
||||||
lightningLengthRand = 7;
|
lightningLengthRand = 7;
|
||||||
shootEffect = Fx.shootHeal;
|
shootEffect = Fx.shootHeal;
|
||||||
@@ -413,7 +413,7 @@ public class UnitTypes implements ContentList{
|
|||||||
vela = new UnitType("vela"){{
|
vela = new UnitType("vela"){{
|
||||||
hitSize = 24f;
|
hitSize = 24f;
|
||||||
|
|
||||||
rotateSpeed = 1.6f;
|
rotateSpeed = 1.7f;
|
||||||
canDrown = false;
|
canDrown = false;
|
||||||
mechFrontSway = 1f;
|
mechFrontSway = 1f;
|
||||||
buildSpeed = 3f;
|
buildSpeed = 3f;
|
||||||
@@ -422,14 +422,14 @@ public class UnitTypes implements ContentList{
|
|||||||
mechStepShake = 0.15f;
|
mechStepShake = 0.15f;
|
||||||
ammoType = new PowerAmmoType(2500);
|
ammoType = new PowerAmmoType(2500);
|
||||||
|
|
||||||
speed = 0.4f;
|
speed = 0.44f;
|
||||||
boostMultiplier = 2.2f;
|
boostMultiplier = 2.2f;
|
||||||
engineOffset = 12f;
|
engineOffset = 12f;
|
||||||
engineSize = 6f;
|
engineSize = 6f;
|
||||||
lowAltitude = true;
|
lowAltitude = true;
|
||||||
riseSpeed = 0.02f;
|
riseSpeed = 0.02f;
|
||||||
|
|
||||||
health = 8000f;
|
health = 8200f;
|
||||||
armor = 9f;
|
armor = 9f;
|
||||||
canBoost = true;
|
canBoost = true;
|
||||||
landShake = 4f;
|
landShake = 4f;
|
||||||
@@ -454,7 +454,7 @@ public class UnitTypes implements ContentList{
|
|||||||
cooldownTime = 200f;
|
cooldownTime = 200f;
|
||||||
|
|
||||||
bullet = new ContinuousLaserBulletType(){{
|
bullet = new ContinuousLaserBulletType(){{
|
||||||
damage = 32f;
|
damage = 35f;
|
||||||
length = 180f;
|
length = 180f;
|
||||||
hitEffect = Fx.hitMeltHeal;
|
hitEffect = Fx.hitMeltHeal;
|
||||||
drawSize = 420f;
|
drawSize = 420f;
|
||||||
@@ -935,6 +935,8 @@ public class UnitTypes implements ContentList{
|
|||||||
engineOffset = 5.5f;
|
engineOffset = 5.5f;
|
||||||
range = 140f;
|
range = 140f;
|
||||||
targetAir = false;
|
targetAir = false;
|
||||||
|
//as default AI, flares are not very useful in core rushes, they attack nothing in the way
|
||||||
|
playerTargetFlags = new BlockFlag[]{null};
|
||||||
targetFlags = new BlockFlag[]{BlockFlag.generator, null};
|
targetFlags = new BlockFlag[]{BlockFlag.generator, null};
|
||||||
commandLimit = 4;
|
commandLimit = 4;
|
||||||
circleTarget = true;
|
circleTarget = true;
|
||||||
@@ -969,6 +971,8 @@ public class UnitTypes implements ContentList{
|
|||||||
range = 140f;
|
range = 140f;
|
||||||
faceTarget = false;
|
faceTarget = false;
|
||||||
armor = 3f;
|
armor = 3f;
|
||||||
|
//do not rush core, attack closest
|
||||||
|
playerTargetFlags = new BlockFlag[]{null};
|
||||||
targetFlags = new BlockFlag[]{BlockFlag.factory, null};
|
targetFlags = new BlockFlag[]{BlockFlag.factory, null};
|
||||||
commandLimit = 5;
|
commandLimit = 5;
|
||||||
circleTarget = true;
|
circleTarget = true;
|
||||||
@@ -1006,6 +1010,7 @@ public class UnitTypes implements ContentList{
|
|||||||
range = 140f;
|
range = 140f;
|
||||||
hitSize = 20f;
|
hitSize = 20f;
|
||||||
lowAltitude = true;
|
lowAltitude = true;
|
||||||
|
forceMultiTarget = true;
|
||||||
armor = 5f;
|
armor = 5f;
|
||||||
|
|
||||||
targetFlags = new BlockFlag[]{BlockFlag.launchPad, BlockFlag.storage, BlockFlag.battery, null};
|
targetFlags = new BlockFlag[]{BlockFlag.launchPad, BlockFlag.storage, BlockFlag.battery, null};
|
||||||
@@ -1132,7 +1137,7 @@ public class UnitTypes implements ContentList{
|
|||||||
hitSize = 58f;
|
hitSize = 58f;
|
||||||
destructibleWreck = false;
|
destructibleWreck = false;
|
||||||
armor = 13f;
|
armor = 13f;
|
||||||
targetFlags = new BlockFlag[]{BlockFlag.reactor, BlockFlag.core, null};
|
targetFlags = new BlockFlag[]{BlockFlag.reactor, BlockFlag.battery, BlockFlag.core, null};
|
||||||
ammoType = new ItemAmmoType(Items.thorium);
|
ammoType = new ItemAmmoType(Items.thorium);
|
||||||
|
|
||||||
BulletType fragBullet = new FlakBulletType(4f, 5){{
|
BulletType fragBullet = new FlakBulletType(4f, 5){{
|
||||||
@@ -1330,7 +1335,7 @@ public class UnitTypes implements ContentList{
|
|||||||
quad = new UnitType("quad"){{
|
quad = new UnitType("quad"){{
|
||||||
armor = 8f;
|
armor = 8f;
|
||||||
health = 6000;
|
health = 6000;
|
||||||
speed = 1.4f;
|
speed = 1.3f;
|
||||||
rotateSpeed = 2f;
|
rotateSpeed = 2f;
|
||||||
accel = 0.05f;
|
accel = 0.05f;
|
||||||
drag = 0.017f;
|
drag = 0.017f;
|
||||||
@@ -1493,15 +1498,13 @@ public class UnitTypes implements ContentList{
|
|||||||
trailY = -4f;
|
trailY = -4f;
|
||||||
trailScl = 1.9f;
|
trailScl = 1.9f;
|
||||||
|
|
||||||
abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 6, 60f * 6f, 60f));
|
|
||||||
|
|
||||||
weapons.add(new Weapon("mount-weapon"){{
|
weapons.add(new Weapon("mount-weapon"){{
|
||||||
reload = 15f;
|
reload = 10f;
|
||||||
x = 5f;
|
x = 5f;
|
||||||
y = 3.5f;
|
y = 3.5f;
|
||||||
rotate = true;
|
rotate = true;
|
||||||
rotateSpeed = 5f;
|
rotateSpeed = 5f;
|
||||||
inaccuracy = 10f;
|
inaccuracy = 8f;
|
||||||
ejectEffect = Fx.casing1;
|
ejectEffect = Fx.casing1;
|
||||||
shootSound = Sounds.shoot;
|
shootSound = Sounds.shoot;
|
||||||
bullet = Bullets.flakLead;
|
bullet = Bullets.flakLead;
|
||||||
@@ -1517,7 +1520,15 @@ public class UnitTypes implements ContentList{
|
|||||||
shake = 1.5f;
|
shake = 1.5f;
|
||||||
ejectEffect = Fx.casing2;
|
ejectEffect = Fx.casing2;
|
||||||
shootSound = Sounds.bang;
|
shootSound = Sounds.bang;
|
||||||
bullet = Bullets.artilleryDense;
|
bullet = new ArtilleryBulletType(3f, 20, "shell"){{
|
||||||
|
hitEffect = Fx.flakExplosion;
|
||||||
|
knockback = 0.8f;
|
||||||
|
lifetime = 80f;
|
||||||
|
width = height = 11f;
|
||||||
|
collidesTiles = false;
|
||||||
|
splashDamageRadius = 30f * 0.75f;
|
||||||
|
splashDamage = 40f;
|
||||||
|
}};
|
||||||
}});
|
}});
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -1784,7 +1795,7 @@ public class UnitTypes implements ContentList{
|
|||||||
shootY = 6f;
|
shootY = 6f;
|
||||||
beamWidth = 0.8f;
|
beamWidth = 0.8f;
|
||||||
mirror = false;
|
mirror = false;
|
||||||
repairSpeed = 0.7f;
|
repairSpeed = 0.75f;
|
||||||
|
|
||||||
bullet = new BulletType(){{
|
bullet = new BulletType(){{
|
||||||
maxRange = 120f;
|
maxRange = 120f;
|
||||||
@@ -1830,8 +1841,8 @@ public class UnitTypes implements ContentList{
|
|||||||
|
|
||||||
speed = 0f;
|
speed = 0f;
|
||||||
|
|
||||||
splashDamage = 50f;
|
splashDamage = 55f;
|
||||||
splashDamageRadius = 40f;
|
splashDamageRadius = 45f;
|
||||||
}};
|
}};
|
||||||
}});
|
}});
|
||||||
}};
|
}};
|
||||||
@@ -1852,6 +1863,8 @@ public class UnitTypes implements ContentList{
|
|||||||
trailScl = 1.9f;
|
trailScl = 1.9f;
|
||||||
ammoType = new ItemAmmoType(Items.coal);
|
ammoType = new ItemAmmoType(Items.coal);
|
||||||
|
|
||||||
|
abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 6, 60f * 6f, 60f));
|
||||||
|
|
||||||
buildSpeed = 2f;
|
buildSpeed = 2f;
|
||||||
|
|
||||||
weapons.add(new Weapon("plasma-mount-weapon"){{
|
weapons.add(new Weapon("plasma-mount-weapon"){{
|
||||||
|
|||||||
@@ -172,13 +172,19 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
Events.on(BlockDestroyEvent.class, e -> {
|
Events.on(BlockDestroyEvent.class, e -> {
|
||||||
if(e.tile.team() == player.team()){
|
if(e.tile.team() == player.team()){
|
||||||
state.stats.buildingsDestroyed++;
|
state.stats.buildingsDestroyed ++;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
Events.on(UnitDestroyEvent.class, e -> {
|
Events.on(UnitDestroyEvent.class, e -> {
|
||||||
if(e.unit.team() != player.team()){
|
if(e.unit.team() != player.team()){
|
||||||
state.stats.enemyUnitsDestroyed++;
|
state.stats.enemyUnitsDestroyed ++;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
Events.on(UnitCreateEvent.class, e -> {
|
||||||
|
if(e.unit.team == state.rules.defaultTeam){
|
||||||
|
state.stats.unitsCreated++;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -383,6 +389,8 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
Groups.fire.clear();
|
Groups.fire.clear();
|
||||||
Groups.puddle.clear();
|
Groups.puddle.clear();
|
||||||
|
|
||||||
|
//reset to 0, so replaced cores don't count
|
||||||
|
state.rules.defaultTeam.data().unitCap = 0;
|
||||||
Schematics.placeLaunchLoadout(spawn.x, spawn.y);
|
Schematics.placeLaunchLoadout(spawn.x, spawn.y);
|
||||||
|
|
||||||
//set up camera/player locations
|
//set up camera/player locations
|
||||||
|
|||||||
@@ -507,6 +507,11 @@ public class NetClient implements ApplicationListener{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Resets the world data timeout counter. */
|
||||||
|
public void resetTimeout(){
|
||||||
|
timeoutTime = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
public boolean isConnecting(){
|
public boolean isConnecting(){
|
||||||
return connecting;
|
return connecting;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -647,7 +647,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
Unit unit = player.unit();
|
Unit unit = player.unit();
|
||||||
|
|
||||||
long elapsed = Math.min(Time.timeSinceMillis(con.lastReceivedClientTime), 1500);
|
long elapsed = Math.min(Time.timeSinceMillis(con.lastReceivedClientTime), 1500);
|
||||||
float maxSpeed = unit.realSpeed();
|
float maxSpeed = unit.speed();
|
||||||
|
|
||||||
float maxMove = elapsed / 1000f * 60f * maxSpeed * 1.2f;
|
float maxMove = elapsed / 1000f * 60f * maxSpeed * 1.2f;
|
||||||
|
|
||||||
|
|||||||
@@ -105,8 +105,8 @@ public class Renderer implements ApplicationListener{
|
|||||||
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
||||||
|
|
||||||
assets.load("sprites/clouds.png", Texture.class).loaded = t -> {
|
assets.load("sprites/clouds.png", Texture.class).loaded = t -> {
|
||||||
((Texture)t).setWrap(TextureWrap.repeat);
|
t.setWrap(TextureWrap.repeat);
|
||||||
((Texture)t).setFilter(TextureFilter.linear);
|
t.setFilter(TextureFilter.linear);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -130,7 +130,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public Seq<AssetDescriptor> getDependencies(){
|
public Seq<AssetDescriptor> getDependencies(){
|
||||||
return Seq.with(new AssetDescriptor<>(Control.class), new AssetDescriptor<>("outline", Font.class), new AssetDescriptor<>("default", Font.class), new AssetDescriptor<>("chat", Font.class));
|
return Seq.with(new AssetDescriptor<>(Control.class), new AssetDescriptor<>("outline", Font.class), new AssetDescriptor<>("default", Font.class));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -261,6 +261,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||||||
this.numeric = inumeric;
|
this.numeric = inumeric;
|
||||||
this.maxLength = textLength;
|
this.maxLength = textLength;
|
||||||
this.accepted = confirmed;
|
this.accepted = confirmed;
|
||||||
|
this.allowEmpty = false;
|
||||||
}});
|
}});
|
||||||
}else{
|
}else{
|
||||||
new Dialog(titleText){{
|
new Dialog(titleText){{
|
||||||
|
|||||||
@@ -326,8 +326,8 @@ public class World{
|
|||||||
invalidMap = false;
|
invalidMap = false;
|
||||||
|
|
||||||
if(!headless){
|
if(!headless){
|
||||||
if(state.teams.playerCores().size == 0 && !checkRules.pvp){
|
if(state.teams.cores(checkRules.defaultTeam).size == 0 && !checkRules.pvp){
|
||||||
ui.showErrorMessage("@map.nospawn");
|
ui.showErrorMessage(Core.bundle.format("map.nospawn", checkRules.defaultTeam.color, checkRules.defaultTeam.localized()));
|
||||||
invalidMap = true;
|
invalidMap = true;
|
||||||
}else if(checkRules.pvp){ //pvp maps need two cores to be valid
|
}else if(checkRules.pvp){ //pvp maps need two cores to be valid
|
||||||
if(state.teams.getActive().count(TeamData::hasCore) < 2){
|
if(state.teams.getActive().count(TeamData::hasCore) < 2){
|
||||||
@@ -337,7 +337,7 @@ public class World{
|
|||||||
}else if(checkRules.attackMode){ //attack maps need two cores to be valid
|
}else if(checkRules.attackMode){ //attack maps need two cores to be valid
|
||||||
invalidMap = state.rules.waveTeam.data().noCores();
|
invalidMap = state.rules.waveTeam.data().noCores();
|
||||||
if(invalidMap){
|
if(invalidMap){
|
||||||
ui.showErrorMessage("@map.nospawn.attack");
|
ui.showErrorMessage(Core.bundle.format("map.nospawn.attack", checkRules.waveTeam.color, checkRules.waveTeam.localized()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
@@ -356,30 +356,23 @@ public class World{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void raycastEach(int x0f, int y0f, int x1, int y1, Raycaster cons){
|
public void raycastEach(int x0f, int y0f, int x1, int y1, Raycaster cons){
|
||||||
int x0 = x0f;
|
int x0 = x0f, dx = Math.abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
|
||||||
int y0 = y0f;
|
int y0 = y0f, dy = Math.abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
|
||||||
int dx = Math.abs(x1 - x0);
|
int e2, err = dx - dy;
|
||||||
int dy = Math.abs(y1 - y0);
|
|
||||||
|
|
||||||
int sx = x0 < x1 ? 1 : -1;
|
|
||||||
int sy = y0 < y1 ? 1 : -1;
|
|
||||||
|
|
||||||
int err = dx - dy;
|
|
||||||
int e2;
|
|
||||||
while(true){
|
while(true){
|
||||||
|
|
||||||
if(cons.accept(x0, y0)) break;
|
if(cons.accept(x0, y0)) break;
|
||||||
if(x0 == x1 && y0 == y1) break;
|
if(x0 == x1 && y0 == y1) break;
|
||||||
|
|
||||||
e2 = 2 * err;
|
e2 = 2 * err;
|
||||||
if(e2 > -dy){
|
if(e2 > -dy){
|
||||||
err = err - dy;
|
err -= dy;
|
||||||
x0 = x0 + sx;
|
x0 += sx;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(e2 < dx){
|
if(e2 < dx){
|
||||||
err = err + dx;
|
err += dx;
|
||||||
y0 = y0 + sy;
|
y0 += sy;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -149,9 +149,17 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public boolean unlockedNowHost(){
|
||||||
|
if(!state.isCampaign()) return true;
|
||||||
|
return net != null && net.client() ?
|
||||||
|
alwaysUnlocked || state.rules.researched.contains(name) :
|
||||||
|
unlocked || alwaysUnlocked;
|
||||||
|
}
|
||||||
|
|
||||||
public boolean unlocked(){
|
public boolean unlocked(){
|
||||||
if(net != null && net.client()) return alwaysUnlocked || state.rules.researched.contains(name);
|
return net != null && net.client() ?
|
||||||
return unlocked || alwaysUnlocked;
|
alwaysUnlocked || unlocked || state.rules.researched.contains(name) :
|
||||||
|
unlocked || alwaysUnlocked;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Locks this content again. */
|
/** Locks this content again. */
|
||||||
|
|||||||