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2
.github/workflows/deployment.yml
vendored
@@ -73,7 +73,7 @@ jobs:
|
|||||||
cd ../MindustryBuilds
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cd ../MindustryBuilds
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||||||
echo "Updating version to ${RELEASE_VERSION:1}"
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echo "Updating version to ${RELEASE_VERSION:1}"
|
||||||
BNUM=$(($GITHUB_RUN_NUMBER + 1000))
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BNUM=$(($GITHUB_RUN_NUMBER + 1000))
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||||||
echo versionName=7-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${BNUM} > version_fdroid.txt
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echo versionName=8-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${BNUM} > version_fdroid.txt
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||||||
git add .
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git add .
|
||||||
git commit -m "Updating to build ${RELEASE_VERSION:1}"
|
git commit -m "Updating to build ${RELEASE_VERSION:1}"
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds
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||||||
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|||||||
@@ -1,4 +1,4 @@
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|||||||
# Note: Server list review is currently on pause. No new servers will be merged until v8 is released!
|
# Note: The v7 server list is frozen. No new servers will be accepted. All v8 server PRs should be made [here](https://github.com/Anuken/MindustryServerList/blob/main/servers_v8.json).
|
||||||
|
|
||||||
*PRs to edit addresses of existing servers will still be accepted, although very infrequently.*
|
*PRs to edit addresses of existing servers will still be accepted, although very infrequently.*
|
||||||
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|
||||||
|
|||||||
BIN
core/assets-raw/sprites/blocks/logic/tile-logic-display-back.png
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@@ -827,6 +827,11 @@ difficulty.normal = Normal
|
|||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -872,7 +877,7 @@ sector.overgrowth.description = This area is overgrown, closer to the source of
|
|||||||
sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible.
|
sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible.
|
||||||
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Build air and ground defenses as soon as possible. Do not be fooled by the long spacing between enemy attacks.
|
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Build air and ground defenses as soon as possible. Do not be fooled by the long spacing between enemy attacks.
|
||||||
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
|
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
|
||||||
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
|
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger units. Take out the enemy core.
|
||||||
sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism.
|
sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism.
|
||||||
sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
|
sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
|
||||||
sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads.
|
sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads.
|
||||||
@@ -1106,6 +1111,7 @@ ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
|||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
bar.drilltierreq = Better Drill Required
|
bar.drilltierreq = Better Drill Required
|
||||||
bar.nobatterypower = Insufficient Battery Power
|
bar.nobatterypower = Insufficient Battery Power
|
||||||
@@ -1432,7 +1438,7 @@ rules.unitcapvariable = Cores Contribute To Unit Cap
|
|||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Core No-Build Radius:[lightgray] (tiles)
|
||||||
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
@@ -1977,6 +1983,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
|
|
||||||
@@ -2276,6 +2283,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
|
|
||||||
@@ -2543,6 +2551,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
|
|||||||
@@ -799,6 +799,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Планеты
|
planets = Планеты
|
||||||
|
|
||||||
planet.serpulo.name = Серпуло
|
planet.serpulo.name = Серпуло
|
||||||
@@ -1072,6 +1076,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
||||||
|
|
||||||
bar.drilltierreq = Патрабуецца свідар лепей
|
bar.drilltierreq = Патрабуецца свідар лепей
|
||||||
@@ -1933,6 +1938,7 @@ block.logic-processor.name = Працэсар Логікі
|
|||||||
block.hyper-processor.name = Гіперпрацэсар
|
block.hyper-processor.name = Гіперпрацэсар
|
||||||
block.logic-display.name = Экран
|
block.logic-display.name = Экран
|
||||||
block.large-logic-display.name = Вялікі Экран
|
block.large-logic-display.name = Вялікі Экран
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Ячэйка Памяці
|
block.memory-cell.name = Ячэйка Памяці
|
||||||
block.memory-bank.name = Блок Памяці
|
block.memory-bank.name = Блок Памяці
|
||||||
team.malis.name = Маліс
|
team.malis.name = Маліс
|
||||||
@@ -2223,6 +2229,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2474,6 +2481,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -810,6 +810,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Планети
|
planets = Планети
|
||||||
|
|
||||||
@@ -1086,6 +1090,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] намаляване на
|
|||||||
ability.stat.minspeed = [stat]{0} полета/в сек.[lightgray] мин. скорост
|
ability.stat.minspeed = [stat]{0} полета/в сек.[lightgray] мин. скорост
|
||||||
ability.stat.duration = [stat]{0} в сек.[lightgray] продължителност
|
ability.stat.duration = [stat]{0} в сек.[lightgray] продължителност
|
||||||
ability.stat.buildtime = [stat]{0} в сек.[lightgray] време за строеж
|
ability.stat.buildtime = [stat]{0} в сек.[lightgray] време за строеж
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Доставянето е разрешено само до ядрото
|
bar.onlycoredeposit = Доставянето е разрешено само до ядрото
|
||||||
|
|
||||||
@@ -1952,6 +1957,7 @@ block.logic-processor.name = Логически процесор
|
|||||||
block.hyper-processor.name = Хипер процесор
|
block.hyper-processor.name = Хипер процесор
|
||||||
block.logic-display.name = Логически дисплей
|
block.logic-display.name = Логически дисплей
|
||||||
block.large-logic-display.name = Голям логически дисплей
|
block.large-logic-display.name = Голям логически дисплей
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Клетка памет
|
block.memory-cell.name = Клетка памет
|
||||||
block.memory-bank.name = Банка памет
|
block.memory-bank.name = Банка памет
|
||||||
team.malis.name = Малис
|
team.malis.name = Малис
|
||||||
@@ -2243,6 +2249,7 @@ block.memory-cell.description = Съхранява информация, коя
|
|||||||
block.memory-bank.description = Съхранява информация, която може да се достъпва или променя от процесор. Има голям капацитет.
|
block.memory-bank.description = Съхранява информация, която може да се достъпва или променя от процесор. Има голям капацитет.
|
||||||
block.logic-display.description = Позволява изобразяването на графика чрез процесор.
|
block.logic-display.description = Позволява изобразяването на графика чрез процесор.
|
||||||
block.large-logic-display.description = Позволява изобразяването на графика чрез процесор.
|
block.large-logic-display.description = Позволява изобразяването на графика чрез процесор.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Масивна електромагнитна релсова кула. Ускорява ядрото до необходимата за междупланетно изстрелване скорост.
|
block.interplanetary-accelerator.description = Масивна електромагнитна релсова кула. Ускорява ядрото до необходимата за междупланетно изстрелване скорост.
|
||||||
block.repair-turret.description = Непрекъснато ремонтира най-близката повредена единица в обхват. Може да приема охладител.
|
block.repair-turret.description = Непрекъснато ремонтира най-близката повредена единица в обхват. Може да приема охладител.
|
||||||
block.core-bastion.description = Ядро на базата. Добре бронирано. Ако бъде унищожено, секторът е загубен.
|
block.core-bastion.description = Ядро на базата. Добре бронирано. Ако бъде унищожено, секторът е загубен.
|
||||||
@@ -2499,6 +2506,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Най-висока скорост за единица, измерено в полета/секунда.
|
laccess.speed = Най-висока скорост за единица, измерено в полета/секунда.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID на единица/блок/предмет/течност.\nТази операция е обратната на търсенето.
|
laccess.id = ID на единица/блок/предмет/течност.\nТази операция е обратната на търсенето.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Неизвестно
|
lcategory.unknown = Неизвестно
|
||||||
lcategory.unknown.description = Некатегоризирани указания.
|
lcategory.unknown.description = Некатегоризирани указания.
|
||||||
lcategory.io = Вход и изход
|
lcategory.io = Вход и изход
|
||||||
|
|||||||
@@ -811,6 +811,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planetes
|
planets = Planetes
|
||||||
|
|
||||||
@@ -1086,6 +1090,7 @@ ability.stat.damagereduction = [stat]{0} %[lightgray] de reducció del dany
|
|||||||
ability.stat.minspeed = [stat]{0} caselles/seg[lightgray] de velocitat mín.
|
ability.stat.minspeed = [stat]{0} caselles/seg[lightgray] de velocitat mín.
|
||||||
ability.stat.duration = [stat]{0} seg[lightgray] de duració
|
ability.stat.duration = [stat]{0} seg[lightgray] de duració
|
||||||
ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
|
ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Només es permet depositar al nucli.
|
bar.onlycoredeposit = Només es permet depositar al nucli.
|
||||||
bar.drilltierreq = Cal una perforadora millor.
|
bar.drilltierreq = Cal una perforadora millor.
|
||||||
@@ -1953,6 +1958,7 @@ block.logic-processor.name = Processador lògic
|
|||||||
block.hyper-processor.name = Hiperprocessador
|
block.hyper-processor.name = Hiperprocessador
|
||||||
block.logic-display.name = Monitor lògic
|
block.logic-display.name = Monitor lògic
|
||||||
block.large-logic-display.name = Monitor lògic gran
|
block.large-logic-display.name = Monitor lògic gran
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Cel·la de memòria
|
block.memory-cell.name = Cel·la de memòria
|
||||||
block.memory-bank.name = Banc de memòria
|
block.memory-bank.name = Banc de memòria
|
||||||
|
|
||||||
@@ -2245,6 +2251,7 @@ block.memory-cell.description = Emmagatzema informació per a un processador lò
|
|||||||
block.memory-bank.description = Emmagatzema informació per a un processador lògic. Alta capacitat.
|
block.memory-bank.description = Emmagatzema informació per a un processador lògic. Alta capacitat.
|
||||||
block.logic-display.description = Mostra un gràfic des d’un processador lògic.
|
block.logic-display.description = Mostra un gràfic des d’un processador lògic.
|
||||||
block.large-logic-display.description = Mostra un gràfic des d’un processador lògic.
|
block.large-logic-display.description = Mostra un gràfic des d’un processador lògic.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Una torreta amb un canó electromagnètic enorme. Accelera els nuclis fins aconseguir la velocitat d’escapament per a fer llançaments interplanetaris.
|
block.interplanetary-accelerator.description = Una torreta amb un canó electromagnètic enorme. Accelera els nuclis fins aconseguir la velocitat d’escapament per a fer llançaments interplanetaris.
|
||||||
block.repair-turret.description = Repara contínuament la unitat danyada que tingui més a prop al seu voltant. També se li pot subministrar refrigerant perquè funcioni més ràpid.
|
block.repair-turret.description = Repara contínuament la unitat danyada que tingui més a prop al seu voltant. També se li pot subministrar refrigerant perquè funcioni més ràpid.
|
||||||
block.core-bastion.description = Nucli de la base. Blindat. Quan es destrueix, es perd el sector.
|
block.core-bastion.description = Nucli de la base. Blindat. Quan es destrueix, es perd el sector.
|
||||||
@@ -2501,6 +2508,9 @@ laccess.progress = Progrés de l’acció, entre 0 i 1.\nRetorna la producció,
|
|||||||
laccess.speed = Velocitat màxima de la unitat, en caselles/s.
|
laccess.speed = Velocitat màxima de la unitat, en caselles/s.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = Identificador d’unitat/bloc/element/líquid.\nÉs l’invers de l’operació lookup.
|
laccess.id = Identificador d’unitat/bloc/element/líquid.\nÉs l’invers de l’operació lookup.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Desconegut
|
lcategory.unknown = Desconegut
|
||||||
lcategory.unknown.description = Instruccions sense categoria.
|
lcategory.unknown.description = Instruccions sense categoria.
|
||||||
lcategory.io = Entrada i sortida
|
lcategory.io = Entrada i sortida
|
||||||
|
|||||||
@@ -811,6 +811,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planety
|
planets = Planety
|
||||||
|
|
||||||
@@ -1087,6 +1091,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
||||||
|
|
||||||
@@ -1952,6 +1957,7 @@ block.logic-processor.name = Logický procesor
|
|||||||
block.hyper-processor.name = Hyperprocesor
|
block.hyper-processor.name = Hyperprocesor
|
||||||
block.logic-display.name = Zobrazovač logiky
|
block.logic-display.name = Zobrazovač logiky
|
||||||
block.large-logic-display.name = Velký zobrazovač logiky
|
block.large-logic-display.name = Velký zobrazovač logiky
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Paměťová buňka
|
block.memory-cell.name = Paměťová buňka
|
||||||
block.memory-bank.name = Paměťová banka
|
block.memory-bank.name = Paměťová banka
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2244,6 +2250,7 @@ block.memory-cell.description = Ukládá informace z logického procesoru.
|
|||||||
block.memory-bank.description = Ukládá informace z logického procesoru. Větší kapacita.
|
block.memory-bank.description = Ukládá informace z logického procesoru. Větší kapacita.
|
||||||
block.logic-display.description = Zobrazuje libovolnou grafiku z logického procesoru.
|
block.logic-display.description = Zobrazuje libovolnou grafiku z logického procesoru.
|
||||||
block.large-logic-display.description = Zobrazuje libovolnou grafiku z logického procesoru.
|
block.large-logic-display.description = Zobrazuje libovolnou grafiku z logického procesoru.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Masivní elektromagnetická věž. Urychlí jádro na únikovou rychlost pro meziplanetární vyslání.
|
block.interplanetary-accelerator.description = Masivní elektromagnetická věž. Urychlí jádro na únikovou rychlost pro meziplanetární vyslání.
|
||||||
block.repair-turret.description = Nepřetržitě opravuje nejblížší poškozenou jednotku v jeho blízkosti. Lze volitelně dodávat chlazení pro jeho posílení.
|
block.repair-turret.description = Nepřetržitě opravuje nejblížší poškozenou jednotku v jeho blízkosti. Lze volitelně dodávat chlazení pro jeho posílení.
|
||||||
block.core-bastion.description = Jádro základny. Obrněné. Pokud je zničeno, sektor je ztracen.
|
block.core-bastion.description = Jádro základny. Obrněné. Pokud je zničeno, sektor je ztracen.
|
||||||
@@ -2500,6 +2507,9 @@ laccess.progress = Průběh akce, 0 do 1.\nVrací průběh výroby, přebití v
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Šířka displeje v pixelech.
|
||||||
|
laccess.displayheight = Výška displeje v pixelech.
|
||||||
|
laccess.bufferusage = Počet nezpracovaných příkazů ve vyrovnávací paměti displeje.
|
||||||
lcategory.unknown = Neznámé
|
lcategory.unknown = Neznámé
|
||||||
lcategory.unknown.description = Nezařazené instrukce.
|
lcategory.unknown.description = Nezařazené instrukce.
|
||||||
lcategory.io = Vstup a Výstup
|
lcategory.io = Vstup a Výstup
|
||||||
|
|||||||
@@ -800,6 +800,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1073,6 +1077,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1935,6 +1940,7 @@ block.logic-processor.name = Topdatamat
|
|||||||
block.hyper-processor.name = Hyperdatamat
|
block.hyper-processor.name = Hyperdatamat
|
||||||
block.logic-display.name = Dataskærm
|
block.logic-display.name = Dataskærm
|
||||||
block.large-logic-display.name = Større Dataskærm
|
block.large-logic-display.name = Større Dataskærm
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Hukommelsescelle
|
block.memory-cell.name = Hukommelsescelle
|
||||||
block.memory-bank.name = Hukommelsesbank
|
block.memory-bank.name = Hukommelsesbank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2223,6 +2229,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2474,6 +2481,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -821,6 +821,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planeten
|
planets = Planeten
|
||||||
|
|
||||||
@@ -1098,6 +1102,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] Schadensreduktion
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min Geschwindigkeit
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min Geschwindigkeit
|
||||||
ability.stat.duration = [stat]{0} sek[lightgray] Dauer
|
ability.stat.duration = [stat]{0} sek[lightgray] Dauer
|
||||||
ability.stat.buildtime = [stat]{0} sek[lightgray] Baudauer
|
ability.stat.buildtime = [stat]{0} sek[lightgray] Baudauer
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Nur Kernablage möglich
|
bar.onlycoredeposit = Nur Kernablage möglich
|
||||||
|
|
||||||
@@ -1967,6 +1972,7 @@ block.logic-processor.name = Logikprozessor
|
|||||||
block.hyper-processor.name = Hyperprozessor
|
block.hyper-processor.name = Hyperprozessor
|
||||||
block.logic-display.name = Logik-Bildschirm
|
block.logic-display.name = Logik-Bildschirm
|
||||||
block.large-logic-display.name = Großer Logik-Bildschirm
|
block.large-logic-display.name = Großer Logik-Bildschirm
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Speicherzelle
|
block.memory-cell.name = Speicherzelle
|
||||||
block.memory-bank.name = Große Speicherzelle
|
block.memory-bank.name = Große Speicherzelle
|
||||||
|
|
||||||
@@ -2270,6 +2276,7 @@ block.memory-cell.description = Speichert Informationen für einen Prozessor.
|
|||||||
block.memory-bank.description = Speichert Informationen für einen Prozessor. Hohe Kapazität.
|
block.memory-bank.description = Speichert Informationen für einen Prozessor. Hohe Kapazität.
|
||||||
block.logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
block.logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
||||||
block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
|
block.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
|
||||||
block.repair-turret.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung. Verwendet optional Kühlung.
|
block.repair-turret.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung. Verwendet optional Kühlung.
|
||||||
|
|
||||||
@@ -2530,6 +2537,9 @@ laccess.progress = Fortschritt, von 0 bis 1.\nGibt Produktion, Nachladestatus or
|
|||||||
laccess.speed = Höchstgeschwindigkeit einer Einheit, gemessen in Blöcke/Sekunde.
|
laccess.speed = Höchstgeschwindigkeit einer Einheit, gemessen in Blöcke/Sekunde.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID einer Einheit/eines Blocks/eines Materials/einer Flüssigkeit\nThis is the inverse of the lookup operation.
|
laccess.id = ID einer Einheit/eines Blocks/eines Materials/einer Flüssigkeit\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Unbekannt
|
lcategory.unknown = Unbekannt
|
||||||
lcategory.unknown.description = Unbekannte Anweisungen
|
lcategory.unknown.description = Unbekannte Anweisungen
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ link.f-droid.description = Ver en F-Droid
|
|||||||
link.wiki.description = Wiki oficial de Mindustry
|
link.wiki.description = Wiki oficial de Mindustry
|
||||||
link.suggestions.description = Sugerir nuevas características
|
link.suggestions.description = Sugerir nuevas características
|
||||||
link.bug.description = ¿Encontraste un error? Puedes reportarlo aquí
|
link.bug.description = ¿Encontraste un error? Puedes reportarlo aquí
|
||||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
linkopen = Este servidor te ha enviado un enlace. ¿Estás seguro de que quieres abrirlo?\n\n[sky]{0}
|
||||||
linkfail = ¡Error al abrir el enlace!\nLa URL se ha copiado al portapapeles.
|
linkfail = ¡Error al abrir el enlace!\nLa URL se ha copiado al portapapeles.
|
||||||
screenshot = Captura de pantalla guardada en {0}
|
screenshot = Captura de pantalla guardada en {0}
|
||||||
screenshot.invalid = El mapa es demasiado grande, no hay suficiente memoria para la captura de pantalla.
|
screenshot.invalid = El mapa es demasiado grande, no hay suficiente memoria para la captura de pantalla.
|
||||||
@@ -179,20 +179,20 @@ mod.missing = Esta partida guardada usa mods que has actualizado recientemente o
|
|||||||
mod.preview.missing = Antes de publicar este mod en Steam Workshop, debes añadir una imagen de vista previa.\nAñade una imagen llamada[accent] preview.png[] en la carpeta del mod e inténtalo de nuevo.
|
mod.preview.missing = Antes de publicar este mod en Steam Workshop, debes añadir una imagen de vista previa.\nAñade una imagen llamada[accent] preview.png[] en la carpeta del mod e inténtalo de nuevo.
|
||||||
mod.folder.missing = Sólo los mods en forma de carpeta se pueden publicar en Steam Workshop.\nPara convertir cualquier mod en una carpeta, descomprime su archivo a una carpeta y elimina el zip anterior, luego reinicia el juego o vuelve a cargar tus mods.
|
mod.folder.missing = Sólo los mods en forma de carpeta se pueden publicar en Steam Workshop.\nPara convertir cualquier mod en una carpeta, descomprime su archivo a una carpeta y elimina el zip anterior, luego reinicia el juego o vuelve a cargar tus mods.
|
||||||
mod.scripts.disable = Tu dispositivo no soporta mods con scripts. Debes desactivar esos mods para jugar.
|
mod.scripts.disable = Tu dispositivo no soporta mods con scripts. Debes desactivar esos mods para jugar.
|
||||||
mod.dependencies.error = [scarlet]Mods are missing dependencies
|
mod.dependencies.error = [scarlet]A los mods les faltan dependencias
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (opcional)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = Importar
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = Se requiere importar
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = Importar TODO
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = Resultados de importación
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = Descargado exitosamente:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = Descarga fallida:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = "Este mod requiere dependencias. ¿Quieres descargarlo?
|
||||||
|
|
||||||
about.button = Más información
|
about.button = Más información
|
||||||
name = Nombre:
|
name = Nombre:
|
||||||
noname = Elige un[accent] nombre de jugador[] primero.
|
noname = Elige un[accent] nombre de jugador[] primero.
|
||||||
search = Search:
|
search = Buscar:
|
||||||
planetmap = Mapa del planeta
|
planetmap = Mapa del planeta
|
||||||
launchcore = Lanzar núcleo
|
launchcore = Lanzar núcleo
|
||||||
filename = Nombre del archivo:
|
filename = Nombre del archivo:
|
||||||
@@ -815,6 +815,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planetas
|
planets = Planetas
|
||||||
|
|
||||||
@@ -1092,6 +1096,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
||||||
bar.drilltierreq = Requiere un taladro mejor
|
bar.drilltierreq = Requiere un taladro mejor
|
||||||
@@ -1679,7 +1684,7 @@ block.inverted-sorter.name = Clasificador invertido
|
|||||||
block.message.name = Mensaje
|
block.message.name = Mensaje
|
||||||
block.reinforced-message.name = Mensaje reforzado
|
block.reinforced-message.name = Mensaje reforzado
|
||||||
block.world-message.name = Mensaje estático
|
block.world-message.name = Mensaje estático
|
||||||
block.world-switch.name = World Switch
|
block.world-switch.name = Interruptor estático
|
||||||
block.illuminator.name = Iluminador
|
block.illuminator.name = Iluminador
|
||||||
block.overflow-gate.name = Compuerta de desborde
|
block.overflow-gate.name = Compuerta de desborde
|
||||||
block.underflow-gate.name = Compuerta de subdesbordamiento
|
block.underflow-gate.name = Compuerta de subdesbordamiento
|
||||||
@@ -1763,8 +1768,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Contenedor
|
block.container.name = Contenedor
|
||||||
block.launch-pad.name = Plataforma de lanzamiento
|
block.launch-pad.name = Plataforma de lanzamiento
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Plataforma de lanzamiento
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Plataforma de aterrizaje
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fábrica terrestre
|
block.ground-factory.name = Fábrica terrestre
|
||||||
block.air-factory.name = Fábrica aérea
|
block.air-factory.name = Fábrica aérea
|
||||||
@@ -1863,7 +1868,7 @@ block.electric-heater.name = Radiador eléctrico
|
|||||||
block.slag-heater.name = Caldera de magma
|
block.slag-heater.name = Caldera de magma
|
||||||
block.phase-heater.name = Radiador de fase
|
block.phase-heater.name = Radiador de fase
|
||||||
block.heat-redirector.name = Redireccionador térmico
|
block.heat-redirector.name = Redireccionador térmico
|
||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Redireccionador térmico pequeño
|
||||||
block.heat-router.name = Enrutador térmico
|
block.heat-router.name = Enrutador térmico
|
||||||
block.slag-incinerator.name = Incinerador de magma
|
block.slag-incinerator.name = Incinerador de magma
|
||||||
block.carbide-crucible.name = Crisol de carburo
|
block.carbide-crucible.name = Crisol de carburo
|
||||||
@@ -1911,7 +1916,7 @@ block.chemical-combustion-chamber.name = Cámara de combustión química
|
|||||||
block.pyrolysis-generator.name = Generador pirolítico
|
block.pyrolysis-generator.name = Generador pirolítico
|
||||||
block.vent-condenser.name = Condensador de grietas
|
block.vent-condenser.name = Condensador de grietas
|
||||||
block.cliff-crusher.name = Triturador de paredes
|
block.cliff-crusher.name = Triturador de paredes
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Triturador de paredes avanzado
|
||||||
block.plasma-bore.name = Perforador de plasma
|
block.plasma-bore.name = Perforador de plasma
|
||||||
block.large-plasma-bore.name = Perforador de plasma grande
|
block.large-plasma-bore.name = Perforador de plasma grande
|
||||||
block.impact-drill.name = Taladro de impacto
|
block.impact-drill.name = Taladro de impacto
|
||||||
@@ -1959,6 +1964,7 @@ block.logic-processor.name = Procesador lógico
|
|||||||
block.hyper-processor.name = Hiperprocesador
|
block.hyper-processor.name = Hiperprocesador
|
||||||
block.logic-display.name = Pantalla lógica
|
block.logic-display.name = Pantalla lógica
|
||||||
block.large-logic-display.name = Pantalla lógica grande
|
block.large-logic-display.name = Pantalla lógica grande
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Unidad de memoria
|
block.memory-cell.name = Unidad de memoria
|
||||||
block.memory-bank.name = Servidor de memoria
|
block.memory-bank.name = Servidor de memoria
|
||||||
# Name of the teams that are not colors or adjectives are intentionally untrasnlated.
|
# Name of the teams that are not colors or adjectives are intentionally untrasnlated.
|
||||||
@@ -2258,6 +2264,7 @@ block.memory-cell.description = Almacena información para los procesadores lóg
|
|||||||
block.memory-bank.description = Almacena información para los procesadores lógicos. Alta capacidad.
|
block.memory-bank.description = Almacena información para los procesadores lógicos. Alta capacidad.
|
||||||
block.logic-display.description = Muestra gráficos arbitrarios dibujados desde un procesador lógico.
|
block.logic-display.description = Muestra gráficos arbitrarios dibujados desde un procesador lógico.
|
||||||
block.large-logic-display.description = Muestra gráficos arbitrarios dibujados desde un procesador lógico.
|
block.large-logic-display.description = Muestra gráficos arbitrarios dibujados desde un procesador lógico.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Una torre de proyección electromagnética masiva. Acelera núcleos hasta la velocidad necesaria para escapar del campo gravitatorio del planeta, habilitando el despliegue interplanetario.
|
block.interplanetary-accelerator.description = Una torre de proyección electromagnética masiva. Acelera núcleos hasta la velocidad necesaria para escapar del campo gravitatorio del planeta, habilitando el despliegue interplanetario.
|
||||||
block.repair-turret.description = Repara continuamente la unidad dañada más cercana dentro de su alcance. Opcionalmente acepta refrigerante.
|
block.repair-turret.description = Repara continuamente la unidad dañada más cercana dentro de su alcance. Opcionalmente acepta refrigerante.
|
||||||
|
|
||||||
@@ -2519,6 +2526,9 @@ laccess.progress = Progreso de una acción, 0 a 1.\nDevuelve el valor de una pro
|
|||||||
laccess.speed = Velocidad máxima de una unidad, en bloques/segundo.
|
laccess.speed = Velocidad máxima de una unidad, en bloques/segundo.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Desconocido
|
lcategory.unknown = Desconocido
|
||||||
lcategory.unknown.description = Instrucciones no clasificadas.
|
lcategory.unknown.description = Instrucciones no clasificadas.
|
||||||
|
|||||||
@@ -803,6 +803,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1076,6 +1080,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1938,6 +1943,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2228,6 +2234,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2479,6 +2486,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -802,6 +802,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1075,6 +1079,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1937,6 +1942,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2227,6 +2233,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2478,6 +2485,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -800,6 +800,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planeetat
|
planets = Planeetat
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1074,6 +1078,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
||||||
|
|
||||||
@@ -1939,6 +1944,7 @@ block.logic-processor.name = Logiikkaprosessori
|
|||||||
block.hyper-processor.name = Hyperprosessori
|
block.hyper-processor.name = Hyperprosessori
|
||||||
block.logic-display.name = Logiikkanäyttö
|
block.logic-display.name = Logiikkanäyttö
|
||||||
block.large-logic-display.name = Iso logiikkanäyttö
|
block.large-logic-display.name = Iso logiikkanäyttö
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Muistisolu
|
block.memory-cell.name = Muistisolu
|
||||||
block.memory-bank.name = Muistipankki
|
block.memory-bank.name = Muistipankki
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2230,6 +2236,7 @@ block.memory-cell.description = Varastoi tietoa prosessorille.
|
|||||||
block.memory-bank.description = Varastoi tietoa prosessorille. Suuri kapasiteetti.
|
block.memory-bank.description = Varastoi tietoa prosessorille. Suuri kapasiteetti.
|
||||||
block.logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosessorista.
|
block.logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosessorista.
|
||||||
block.large-logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosessorista.
|
block.large-logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosessorista.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Massiivinen sähkömagneettinen raidetykkitorni. Kiihdyttää ytimiä pakonopeuteen interplanetaarista leviämistä varten.
|
block.interplanetary-accelerator.description = Massiivinen sähkömagneettinen raidetykkitorni. Kiihdyttää ytimiä pakonopeuteen interplanetaarista leviämistä varten.
|
||||||
block.repair-turret.description = Korjaa jatkuvasti lähintä vahingoittunutta yksikköä lähellään. Käyttää vaihtoehtoisesti jäähdytysnestettä.
|
block.repair-turret.description = Korjaa jatkuvasti lähintä vahingoittunutta yksikköä lähellään. Käyttää vaihtoehtoisesti jäähdytysnestettä.
|
||||||
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
|
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
|
||||||
@@ -2481,6 +2488,9 @@ laccess.progress = Toiminnon edistys asteikolla nollasta yhteen.\nPalauttaa tuot
|
|||||||
laccess.speed = Yksikön huippunopeus laattoina/sekunti.
|
laccess.speed = Yksikön huippunopeus laattoina/sekunti.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Tuntematon
|
lcategory.unknown = Tuntematon
|
||||||
lcategory.unknown.description = Luokittelemattomat ohjeet.
|
lcategory.unknown.description = Luokittelemattomat ohjeet.
|
||||||
lcategory.io = Sisään- ja ulostulo
|
lcategory.io = Sisään- ja ulostulo
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ link.bug.description = Nakahanap ng isang sira? Ipaulat dito!
|
|||||||
linkopen = Ang server na ito ay nagbigay ng isang link. Gusto mo ba na ibukas?\n\n[sky]{0}
|
linkopen = Ang server na ito ay nagbigay ng isang link. Gusto mo ba na ibukas?\n\n[sky]{0}
|
||||||
linkfail = Hindi mabuksan ang link!\nKinopya na sa iyong clipboard ang URL.
|
linkfail = Hindi mabuksan ang link!\nKinopya na sa iyong clipboard ang URL.
|
||||||
screenshot = Ini-adya na ang screenshot sa {0}
|
screenshot = Ini-adya na ang screenshot sa {0}
|
||||||
screenshot.invalid = Masiyadong malaki ang mapa; maaaring kulang ang memory para sa screenshot.
|
screenshot.invalid = Masiyadong malaki ang mapa, maaaring kulang ang espasyo para sa screenshot.
|
||||||
gameover = Ang laro ay natapos.
|
gameover = Ang laro ay natapos.
|
||||||
gameover.disconnect = Nawalan ka ng koneksyon.
|
gameover.disconnect = Nawalan ka ng koneksyon.
|
||||||
gameover.pvp = Ang[accent] {0}[] na grupo ay nanalo!
|
gameover.pvp = Ang[accent] {0}[] na grupo ay nanalo!
|
||||||
@@ -97,11 +97,11 @@ level.highscore = Pinakamataas na Iskor: [accent]{0}
|
|||||||
level.select = Mamili ng Lebel
|
level.select = Mamili ng Lebel
|
||||||
level.mode = Paraan ng Paglalaro:
|
level.mode = Paraan ng Paglalaro:
|
||||||
coreattack = < Ang core ay inaatake! >
|
coreattack = < Ang core ay inaatake! >
|
||||||
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\npagkamatay ay palapit
|
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nmamamatay ka...
|
||||||
database = Database ng Core
|
database = Database ng Core
|
||||||
database.button = Database
|
database.button = Database
|
||||||
savegame = I-save ang Laro
|
savegame = I-save ang Laro
|
||||||
loadgame = I-Load ang Laro
|
loadgame = Ibukas ang Laro
|
||||||
joingame = Sumali sa Laro
|
joingame = Sumali sa Laro
|
||||||
customgame = Hindi-karaniwan na Laro
|
customgame = Hindi-karaniwan na Laro
|
||||||
newgame = Bagong Laro
|
newgame = Bagong Laro
|
||||||
@@ -180,13 +180,13 @@ mod.folder.missing = Tanging mga mod lang nasa loob ng folder ay maaaring ma-ila
|
|||||||
mod.scripts.disable = Ang device mo ay hindi sumusuporta ng mga mod na may iskrip. Kailangan mo itong pahintuin upang makapaglaro.
|
mod.scripts.disable = Ang device mo ay hindi sumusuporta ng mga mod na may iskrip. Kailangan mo itong pahintuin upang makapaglaro.
|
||||||
mod.dependencies.error = [scarlet]Mods are missing dependencies
|
mod.dependencies.error = [scarlet]Mods are missing dependencies
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (optional)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = Kunin
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = Kailangang Kunin
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = Kunin Lahat
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = Resulta ng Pagkukuha
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = Napadownload:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = Hindi madownload:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = Kailangan ng mga aasahan na mod. I-download?
|
||||||
|
|
||||||
about.button = Tungkol
|
about.button = Tungkol
|
||||||
name = Pangalan:
|
name = Pangalan:
|
||||||
@@ -194,43 +194,43 @@ noname = Pumili ng[accent] pangalan[] muna.
|
|||||||
search = Maghanap:
|
search = Maghanap:
|
||||||
planetmap = Mapa ng Planeta:
|
planetmap = Mapa ng Planeta:
|
||||||
|
|
||||||
launchcore = I-Launch Ang Core
|
launchcore = Ipadala Ang Core
|
||||||
filename = Pangalan ng File:
|
filename = Pangalan ng File:
|
||||||
unlocked = Bagong content na na-unlock!
|
unlocked = Bagong content na na-unlock!
|
||||||
available = Bagong research na available!
|
available = Bagong research na available!
|
||||||
unlock.incampaign = < I-unlock sa campaign para sa detalye >
|
unlock.incampaign = < I-unlock sa campaign para sa detalye >
|
||||||
campaign.select = Piliin ang Starting Campaign
|
campaign.select = Piliin ang sisimulan na Campaign
|
||||||
campaign.none = [lightgray]Pumili ng planetang sisimulan.\nMaaari itong ilipat anumang oras.
|
campaign.none = [lightgray]Pumili ng planetang sisimulan.\nMaaari itong palitan kahit anumang oras.
|
||||||
campaign.erekir = Mas bago, mas pinakintab na content. Kadalasan ay linear na pag-unlad ng kampanya.\n\nMas mataas na kalidad at pangkalahatang karanasan.
|
campaign.erekir = Mas bago, mas pinakintab na content. Kadalasan ay linear na pag-unlad ng kampanya.\n\nMas mahirap. Mas mataas na kalidad at pangkalahatang karanasan.
|
||||||
campaign.serpulo = Mas lumang nilalaman; ang klasikong karanasan. Mas open-ended.\n\nPotensyal na hindi balanseng mga mapa at mechanics ng campaign. Hindi gaanong pulido.
|
campaign.serpulo = Mas lumang nilalaman; ang klasikong karanasan. Mas open-ended.\n\nPotensyal na hindi balanseng mga mapa at mekaniko ng campaign. Hindi gaanong tapos.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Kahirapan
|
||||||
completed = [accent]Nakumpleto
|
completed = [accent]Nakumpleto
|
||||||
|
|
||||||
techtree = Tech Tree
|
techtree = Tech Tree
|
||||||
techtree.select = Pagpili ng Tech Tree
|
techtree.select = Pagpili ng Tech Tree
|
||||||
techtree.serpulo = Serpulo
|
techtree.serpulo = Serpulo
|
||||||
techtree.erekir = Erekir
|
techtree.erekir = Erekir
|
||||||
research.load = Load
|
research.load = Tingan
|
||||||
research.discard = Discard
|
research.discard = Tigilan
|
||||||
research.list = [lightgray]Pananaliksik:
|
research.list = [lightgray]Pananaliksik:
|
||||||
research = Pananaliksik
|
research = Pananaliksik
|
||||||
researched = [lightgray]{0} nagsaliksik.
|
researched = [lightgray]{0} nagsaliksik.
|
||||||
research.progress = {0}% kumpleto
|
research.progress = {0}% kumpleto
|
||||||
players = {0} manlalaro
|
players = {0} na manlalaro
|
||||||
players.single = {0} manlalaro
|
players.single = {0} na manlalaro
|
||||||
|
|
||||||
players.search = mag-search
|
players.search = mag-search
|
||||||
players.notfound = [gray]walang nahanap na players
|
players.notfound = [gray]walang nahanap na manlalaro
|
||||||
server.closing = [accent]Sinasarado ang server...
|
server.closing = [accent]Sinasarado ang server...
|
||||||
server.kicked.kick = Sinipa ka mula sa server!
|
server.kicked.kick = Ipinaalis ka sa server!
|
||||||
server.kicked.whitelist = Hindi ka naka whitelist.
|
server.kicked.whitelist = Hindi ka naka whitelist sa server.
|
||||||
server.kicked.serverClose = Ang server ay isinarado.
|
server.kicked.serverClose = Ang server ay isinarado.
|
||||||
server.kicked.vote = Na-vote-kick ka na. Paalam.
|
server.kicked.vote = Ipinagbotohan ka na itanggal sa server. Paalam.
|
||||||
server.kicked.clientOutdated = Outdated na kliyente! I-Update yung laro mo!
|
server.kicked.clientOutdated = Outdated na kliyente! I-Update mo ang iyong laro!
|
||||||
server.kicked.serverOutdated = Lumang server! Hilingin sa host na mag-update!
|
server.kicked.serverOutdated = Lumang server! Hilingin sa may-ari na ibago!
|
||||||
server.kicked.banned = Ikaw ay pinagbawalan sa server na ito.
|
server.kicked.banned = Ikaw ay pinagbawalan sa server na ito.
|
||||||
server.kicked.typeMismatch = Ang server na ito ay hindi tugma sa iyong uri ng build.
|
server.kicked.typeMismatch = Ang server na ito ay hindi tugma sa iyong uri ng build.
|
||||||
server.kicked.playerLimit = Puno na ang server na ito. maghintay ng libreng slot.
|
server.kicked.playerLimit = Puno na ang server na ito. Maghintay ng libreng slot.
|
||||||
server.kicked.recentKick = na-kick ka recently.\nMaghintay bago kumonekta muli.
|
server.kicked.recentKick = na-kick ka recently.\nMaghintay bago kumonekta muli.
|
||||||
server.kicked.nameInUse = May ganyang pangalan\nsa server na ito.
|
server.kicked.nameInUse = May ganyang pangalan\nsa server na ito.
|
||||||
server.kicked.nameEmpty = Invalid ang pangalan mo.
|
server.kicked.nameEmpty = Invalid ang pangalan mo.
|
||||||
@@ -239,13 +239,13 @@ server.kicked.customClient = Hindi sinusuportahan ng server na ito ang mga custo
|
|||||||
server.kicked.gameover = Tapos na ang laro!
|
server.kicked.gameover = Tapos na ang laro!
|
||||||
server.kicked.serverRestarting = Nag rerestart ang server.
|
server.kicked.serverRestarting = Nag rerestart ang server.
|
||||||
server.versions = Iyong bersyon:[accent] {0}[]\nBersyon ng server:[accent] {1}[]
|
server.versions = Iyong bersyon:[accent] {0}[]\nBersyon ng server:[accent] {1}[]
|
||||||
host.info = Ang [accent]host[] button ay nagho-host ng server sa port [scarlet]6567[]. \nAng sinuman sa parehong [lightgray]wifi o lokal na network[] ay dapat na makita ang iyong server sa kanilang listahan ng server.\n\nKung gusto mong makakonekta ang mga tao mula sa kahit saan sa pamamagitan ng IP, [accent]port forwarding[] ay kinakailangan.\n\n[lightgray]Tandaan: Kung may nakakaranas ng problema sa pagkonekta sa iyong LAN game, tiyaking pinayagan mo ang Mindustry na ma-access ang iyong lokal na network sa iyong mga setting ng firewall. Tandaan na minsan ay hindi pinapayagan ng mga pampublikong network ang pagtuklas ng server.
|
host.info = Ang button sa [accent]pagbukas[] ay nagbubukas ng server sa port [scarlet]6567[]. \nAng sinuman sa parehong [lightgray]wi-fi o lokal na network[] ay dapat na makita ang iyong server sa kanilang listahan ng server.\n\nKung gusto mong makakonekta ang mga tao mula sa kahit saan sa pamamagitan ng IP, [accent]port forwarding[] ay kinakailangan.\n\n[lightgray]Tandaan: Kung may nakakaranas ng problema sa pagkonekta sa iyong LAN game, tiyaking pinayagan mo ang Mindustry na ma-access ang iyong lokal na network sa iyong mga setting ng firewall. Tandaan na minsan ay hindi pinapayagan ng mga pampublikong network ang pagtuklas ng server.
|
||||||
join.info = Dito, maaari mong ipasok ang isang [accent]server IP[] para ikonekta, o pag diskubre ng [accent]local network[] or [accent]global[] servers pwedeng konektahin.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]Kung gusto mong kumonekta sa isang tao sa pamamagitan ng IP, kakailanganin mong hilingin sa host ang kanilang IP, na makikita sa pamamagitan ng pag-googling sa "aking ip" mula sa kanilang device.
|
join.info = Dito, maaari mong ipasok ang isang [accent]server IP[] para ikonekta, o pag diskubre ng [accent]local network[] or [accent]global[] servers pwedeng konektahin.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]Kung gusto mong kumonekta sa isang tao sa pamamagitan ng IP, kakailanganin mong hilingin sa host ang kanilang IP, na makikita sa pamamagitan ng pag-googling sa "aking ip" mula sa kanilang device.
|
||||||
hostserver = Mag-host ng Multiplayer Game
|
hostserver = Mag-host ng Multiplayer Game
|
||||||
invitefriends = Mag-imbita ng mga kaibigan
|
invitefriends = Mag-imbita ng mga kaibigan
|
||||||
hostserver.mobile = Host\nGame
|
hostserver.mobile = Ibukas ang\nLaro
|
||||||
host = Host
|
host = Ibukas
|
||||||
hosting = [accent]Opening server...
|
hosting = [accent]Nagbubukas ng server...
|
||||||
hosts.refresh = I-refresh
|
hosts.refresh = I-refresh
|
||||||
hosts.discovering = Pagtuklas ng mga LAN games...
|
hosts.discovering = Pagtuklas ng mga LAN games...
|
||||||
hosts.discovering.any = Pagtuklas ng mga laro...
|
hosts.discovering.any = Pagtuklas ng mga laro...
|
||||||
@@ -253,57 +253,57 @@ server.refreshing = Nagre-refresh ng server
|
|||||||
hosts.none = [lightgray]Walang nahanap na local games!
|
hosts.none = [lightgray]Walang nahanap na local games!
|
||||||
host.invalid = [scarlet]Hindi makakonekta sa Host.
|
host.invalid = [scarlet]Hindi makakonekta sa Host.
|
||||||
|
|
||||||
servers.local = Local Servers
|
servers.local = Lokal na Server
|
||||||
servers.local.steam = Buksan ang Mga Laro at Lokal na Server
|
servers.local.steam = Buksan ang Mga Laro at Lokal na Server
|
||||||
servers.remote = Remote Servers
|
servers.remote = Remote Servers
|
||||||
servers.global = Community Servers
|
servers.global = Server ng Komunidad
|
||||||
servers.disclaimer = Ang mga server ng komunidad ay [accent]hindi pagmamay-ari o kinokontrol[] ng developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
servers.disclaimer = Ang mga server ng komunidad ay [accent]hindi pagmamay-ari o kinokontrol[] ng developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
||||||
servers.showhidden = Show Hidden Servers
|
servers.showhidden = Show Hidden Servers
|
||||||
server.shown = Ipinapakita
|
server.shown = Ipinapakita
|
||||||
server.hidden = Tinatago
|
server.hidden = Tinatago
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
|
|
||||||
trace = Trace Player
|
trace = Hanapin ang Manglalaro
|
||||||
trace.playername = Pangalan ng Player: [accent]{0}
|
trace.playername = Pangalan ng Manglalaro: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = Unique ID: [accent]{0}
|
trace.id = ID na karaniwan: [accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = Wika: [accent]{0}
|
||||||
trace.mobile = Mobile Client: [accent]{0}
|
trace.mobile = Mobile : [accent]{0}
|
||||||
trace.modclient = Custom Client: [accent]{0}
|
trace.modclient = Custom Client: [accent]{0}
|
||||||
trace.times.joined = Times Joined: [accent]{0}
|
trace.times.joined = Times Joined: [accent]{0}
|
||||||
trace.times.kicked = Times Kicked: [accent]{0}
|
trace.times.kicked = Times Kicked: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Mga pangalan:
|
||||||
invalidid = Di-wastong client ID! Magsumite ng ulat ng bug.
|
invalidid = Di-wastong client ID! Magsumite ng ulat ng bug.
|
||||||
player.ban = Ban
|
player.ban = Itanggal
|
||||||
player.kick = Kick
|
player.kick = Ipaalis
|
||||||
player.trace = Trace
|
player.trace = Hanapin
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Palit ng Pangkat
|
||||||
server.bans = Bans
|
server.bans = Pagtanggal
|
||||||
server.bans.none = walang nahanap na banned players!
|
server.bans.none = Walang nahanap na manlalarong tinaggal!
|
||||||
server.admins = Admins
|
server.admins = Admins
|
||||||
server.admins.none = walang nahnap na admin!
|
server.admins.none = Walang nahnap na admin!
|
||||||
server.add = Add Server
|
server.add = Maglagay ng Server
|
||||||
server.delete = Sigurado ka bang gusto mong tanggalin ang server na ito?
|
server.delete = Sigurado ka bang gusto mong tanggalin ang server na ito?
|
||||||
server.edit = Edit Server
|
server.edit = Ipalit ang Server
|
||||||
server.outdated = [scarlet]Outdated Server![]
|
server.outdated = [scarlet]Di-bagong Server![]
|
||||||
server.outdated.client = [scarlet]Outdated Client![]
|
server.outdated.client = [scarlet]Di-bagong Client![]
|
||||||
server.version = [gray]v{0} {1}
|
server.version = [gray]v{0} {1}
|
||||||
server.custombuild = [accent]Custom Build
|
server.custombuild = [accent]Di-karaniwang Build
|
||||||
confirmban = Sigurado ka bang gusto mong i-ban si "{0}[white]"?
|
confirmban = Sigurado ka bang gusto mong itanggal si "{0}[white]"?
|
||||||
confirmkick = Sigurado ka bang gusto mong i-kick si "{0}[white]"?
|
confirmkick = Sigurado ka bang gusto mong ipaalis si "{0}[white]"?
|
||||||
confirmunban = Sigurado kabang i-unban ang player?
|
confirmunban = Sigurado kabang ibabalik mo ang manlalaro?
|
||||||
confirmadmin = Sigurado ka bang gusto mong gawing admin si "{0}[white]"?
|
confirmadmin = Sigurado ka bang gusto mong gawing admin si "{0}[white]"?
|
||||||
confirmunadmin = Sigurado kabang i-remove ang admin mula kay "{0}[white]"?
|
confirmunadmin = Sigurado kabang itanggal ang admin mula kay "{0}[white]"?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = Rason sa botohan sa pagalis
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = Gusto mo ba na iboto na matangal si "{0}[white]"?\nKung oo, sabihin mo ang rason mo:
|
||||||
joingame.title = Sumali sa Laro
|
joingame.title = Sumali sa Laro
|
||||||
joingame.ip = Address:
|
joingame.ip = Address:
|
||||||
disconnect = Disconnected.
|
disconnect = Nawalan ng koneksyon.
|
||||||
disconnect.error = Connection error.
|
disconnect.error = Nagkaproblema sa koneksyon.
|
||||||
disconnect.closed = Connection closed.
|
disconnect.closed = Sinarado ang koneksyon.
|
||||||
disconnect.timeout = Na-time out.
|
disconnect.timeout = Na-tanggal sa oras.
|
||||||
disconnect.data = Pumalya ang pag-load ng world data!
|
disconnect.data = Pumalya ang pag-load ng world data!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
||||||
cantconnect = Hindi kayant sumali sa larong ([accent]{0}[]).
|
cantconnect = Hindi kayant sumali sa larong ([accent]{0}[]).
|
||||||
@@ -317,26 +317,26 @@ server.error = [scarlet]Error hosting server.
|
|||||||
save.new = Bagong Save
|
save.new = Bagong Save
|
||||||
save.overwrite = Sigurado ka bang gusto mong i-overwrite ang save slot na ito?
|
save.overwrite = Sigurado ka bang gusto mong i-overwrite ang save slot na ito?
|
||||||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
save.nocampaign = Individual save files from the campaign cannot be imported.
|
||||||
overwrite = Overwrite
|
overwrite = Ipalitan
|
||||||
save.none = Walang nahanap na save!
|
save.none = Walang nahanap na save!
|
||||||
savefail = Hindi na save ang game!
|
savefail = Hindi na-save ang game!
|
||||||
save.delete.confirm = Sigurado ka bang gusto mo i delete intong save?
|
save.delete.confirm = Sigurado ka bang gusto mo itanggal itong save?
|
||||||
save.delete = Delete
|
save.delete = Itanggal
|
||||||
save.export = Export Save
|
save.export = Ipamigay ang Save
|
||||||
save.import.invalid = [accent]Hindi valid ang intong save!
|
save.import.invalid = [accent]Hindi puwede ang intong save!
|
||||||
save.import.fail = [scarlet]Pumalya ang pag-import ng save: [accent]{0}
|
save.import.fail = [scarlet]Pumalya ang pag-kuha ng save: [accent]{0}
|
||||||
save.export.fail = [scarlet]Pumalya ang pag-export ng save: [accent]{0}
|
save.export.fail = [scarlet]Pumalya ang pag-bigay ng save: [accent]{0}
|
||||||
save.import = Import Save
|
save.import = Kumuha ng Save
|
||||||
save.newslot = Save name:
|
save.newslot = Pangalan ng save:
|
||||||
save.rename = Rename
|
save.rename = Ipangalan ulit
|
||||||
save.rename.text = New name:
|
save.rename.text = Bagong pangalan:
|
||||||
selectslot = Pumili ng save.
|
selectslot = Pumili ng save.
|
||||||
slot = [accent]Slot {0}
|
slot = [accent]Slot {0}
|
||||||
editmessage = I-edit Message
|
editmessage = I-edit ang Mensahe
|
||||||
save.corrupted = Sira o kurakot ang save na ito.
|
save.corrupted = Sira ang save na ito.
|
||||||
empty = <empty>
|
empty = <empty>
|
||||||
on = On
|
on = Buksan
|
||||||
off = Off
|
off = Isara
|
||||||
save.search = I-Search ang mga saved games...
|
save.search = I-Search ang mga saved games...
|
||||||
save.autosave = Autosave: {0}
|
save.autosave = Autosave: {0}
|
||||||
save.map = Map: {0}
|
save.map = Map: {0}
|
||||||
@@ -350,11 +350,11 @@ delete = Tanggalin
|
|||||||
view.workshop = Tingnan Sa Workshop
|
view.workshop = Tingnan Sa Workshop
|
||||||
workshop.listing = I-edit ang Listahan sa Workshop
|
workshop.listing = I-edit ang Listahan sa Workshop
|
||||||
ok = OK
|
ok = OK
|
||||||
open = Open
|
open = Buksan
|
||||||
customize = I-customize ang Mga Panuntunan
|
customize = I-customize ang Mga Panuntunan
|
||||||
cancel = I-kansel
|
cancel = Itigilan
|
||||||
command = Command
|
command = Command
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][Nag-qu-queue]
|
||||||
|
|
||||||
command.mine = Mina
|
command.mine = Mina
|
||||||
command.repair = Ipagawa
|
command.repair = Ipagawa
|
||||||
@@ -362,15 +362,15 @@ command.rebuild = Itayo
|
|||||||
command.assist = Asistahan ang maglalaro
|
command.assist = Asistahan ang maglalaro
|
||||||
command.move = Galaw
|
command.move = Galaw
|
||||||
command.boost = Magpabilis
|
command.boost = Magpabilis
|
||||||
command.enterPayload = Pumasok sa payload na tipak
|
command.enterPayload = Pumasok sa payload
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = Ipasok ang Unit
|
||||||
command.loadBlocks = Load Blocks
|
command.loadBlocks = Ipasok ang tapak
|
||||||
command.unloadPayload = Unload Payload
|
command.unloadPayload = Linisin ang payload
|
||||||
command.loopPayload = Loop Unit Transfer
|
command.loopPayload = Loop Unit Transfer
|
||||||
stance.stop = Tigilan ang mga sunurin
|
stance.stop = Tigilan ang mga sunurin
|
||||||
stance.shoot = Paninindigan: Barilan
|
stance.shoot = Paninindigan: Barilan
|
||||||
stance.holdfire = Paninindigan: Huwag Bumaril
|
stance.holdfire = Paninindigan: Huwag Bumaril
|
||||||
stance.pursuetarget = Paninindigan: Habulin ang Target
|
stance.pursuetarget = Paninindigan: Habulin ang Iaatake
|
||||||
stance.patrol = Paninindigan: Patrolyang Lakarin
|
stance.patrol = Paninindigan: Patrolyang Lakarin
|
||||||
stance.ram = Paninindigan: Daan\n[lightgray]Tuwid na linyang paggalaw, walang paghanag ng path
|
stance.ram = Paninindigan: Daan\n[lightgray]Tuwid na linyang paggalaw, walang paghanag ng path
|
||||||
openlink = Buksan Link
|
openlink = Buksan Link
|
||||||
@@ -414,17 +414,17 @@ wave.guardianwarn = Ang Guardian ay papalapit na ng mga [accent]{0}[] wave.
|
|||||||
wave.guardianwarn.one = Ang Guardian ay papalapit na ng [accent]{0}[] wave.
|
wave.guardianwarn.one = Ang Guardian ay papalapit na ng [accent]{0}[] wave.
|
||||||
loadimage = I-Load ng Imahe
|
loadimage = I-Load ng Imahe
|
||||||
saveimage = I-Save ng Imahe
|
saveimage = I-Save ng Imahe
|
||||||
unknown = Unknown
|
unknown = Di-alam
|
||||||
custom = Custom
|
custom = Di-karaniwan
|
||||||
builtin = Built-In
|
builtin = Gawa sa sistema
|
||||||
map.delete.confirm = Sigurado ka bang gusto mong tanggalin ang mapang ito? Ang gawaing ito ay hindi pwedeng baguhin!
|
map.delete.confirm = Sigurado ka bang gusto mong tanggalin ang mapang ito? Ang gawaing ito ay hindi pwedeng baguhin!
|
||||||
map.random = [accent]Random Map
|
map.random = [accent]Kung-ano-anong Map
|
||||||
map.nospawn = Ang mapa na ito ay walang anumang mga core para sa player upang mai-spawn in! Mag-dagdag ng {0} core sa editor ng mapa!
|
map.nospawn = Ang mapa na ito ay walang anumang mga core para sa player upang maipabuhay! Mag-dagdag ng {0} core sa editor ng mapa!
|
||||||
map.nospawn.pvp = Ang mapa na ito ay walang anumang mga core ng kaaway para sa player upang i-spawn! Add [scarlet]non-orange[] cores to this map in the editor.
|
map.nospawn.pvp = Ang mapa na ito ay walang anumang mga core ng kaaway para sa player upang i-spawn! Add [scarlet]non-orange[] cores to this map in the editor.
|
||||||
map.nospawn.attack = Ang mapa na ito ay walang anumang mga core ng kaaway para sa pag-atake ng manlalaro! Add {0} cores to this map in the editor.
|
map.nospawn.attack = Ang mapa na ito ay walang anumang mga core ng kaaway para sa pag-atake ng manlalaro! Add {0} cores to this map in the editor.
|
||||||
map.invalid = Error loading map: corrupted o sira na map file.
|
map.invalid = Error loading map: corrupted o sira na map file.
|
||||||
workshop.update = Update Item
|
workshop.update = Ibago ang Item
|
||||||
workshop.error = Error sa pagkuha ng mga detalye ng workshop: {0}
|
workshop.error = Pagkakamali sa pagkuha ng mga detalye ng workshop: {0}
|
||||||
map.publish.confirm = Sigurado ka bang gusto mong i-publish ang mapang ito?\n\n[lightgray]Tiyaking sumasang-ayon ka muna sa Workshop EULA, o hindi lalabas ang iyong mga mapa!
|
map.publish.confirm = Sigurado ka bang gusto mong i-publish ang mapang ito?\n\n[lightgray]Tiyaking sumasang-ayon ka muna sa Workshop EULA, o hindi lalabas ang iyong mga mapa!
|
||||||
workshop.menu = I-select ang gusto mong gawin sa aytem na ito.
|
workshop.menu = I-select ang gusto mong gawin sa aytem na ito.
|
||||||
workshop.info = Item Info
|
workshop.info = Item Info
|
||||||
@@ -449,12 +449,12 @@ editor.mapinfo = Map Info
|
|||||||
editor.author = Author:
|
editor.author = Author:
|
||||||
editor.description = Description:
|
editor.description = Description:
|
||||||
editor.nodescription = Dapat meron paglalarawan ng hindi bababa sa 4 na character bago i-publish.
|
editor.nodescription = Dapat meron paglalarawan ng hindi bababa sa 4 na character bago i-publish.
|
||||||
editor.waves = Mga Waves:
|
editor.waves = Mga Magaatake:
|
||||||
editor.rules = Mga Rules:
|
editor.rules = Mga Alintuntunin:
|
||||||
editor.generation = Generation:
|
editor.generation = Pagbuo:
|
||||||
editor.objectives = Mga Objectives
|
editor.objectives = Mga Gawain
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = Proseso ng Map
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Edit Name
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||||
@@ -465,27 +465,27 @@ editor.publish.workshop = I-Publish Sa Workshop
|
|||||||
editor.newmap = New Map
|
editor.newmap = New Map
|
||||||
editor.center = Center
|
editor.center = Center
|
||||||
editor.search = Search maps...
|
editor.search = Search maps...
|
||||||
editor.filters = Filter Maps
|
editor.filters = I-filter ang Maps
|
||||||
editor.filters.mode = Gamemodes:
|
editor.filters.mode = Mode ng laro:
|
||||||
editor.filters.type = Map Type:
|
editor.filters.type = Uri ng Map:
|
||||||
editor.filters.search = Search In:
|
editor.filters.search = Hanapin Sa:
|
||||||
editor.filters.author = Author
|
editor.filters.author = Manggagawa
|
||||||
editor.filters.description = Deskripsyon
|
editor.filters.description = Deskripsyon
|
||||||
editor.shiftx = Shift X
|
editor.shiftx = Shift ang X
|
||||||
editor.shifty = Shift Y
|
editor.shifty = Shift ang Y
|
||||||
workshop = Workshop
|
workshop = Workshop
|
||||||
waves.title = Waves
|
waves.title = Magaatake
|
||||||
waves.team = Team
|
waves.team = Pangkat
|
||||||
waves.remove = Remove
|
waves.remove = Tanggal
|
||||||
waves.every = every
|
waves.every = lahat
|
||||||
waves.waves = wave(s)
|
waves.waves = mga manaatake
|
||||||
waves.health = health: {0}%
|
waves.health = kalusugan: {0}%
|
||||||
waves.perspawn = per spawn
|
waves.perspawn = para sa pagbubuhayan
|
||||||
waves.shields = shields/wave
|
waves.shields = shields/wave
|
||||||
waves.to = to
|
waves.to = sa
|
||||||
waves.spawn = spawn:
|
waves.spawn = bubuhayan:
|
||||||
waves.spawn.all = <all>
|
waves.spawn.all = <lahat>
|
||||||
waves.spawn.select = Spawn Select
|
waves.spawn.select = Pagpipilian sa pagbubuhayan
|
||||||
waves.spawn.none = [scarlet]no spawns found in map
|
waves.spawn.none = [scarlet]no spawns found in map
|
||||||
waves.max = max units
|
waves.max = max units
|
||||||
waves.guardian = Guardian
|
waves.guardian = Guardian
|
||||||
@@ -807,6 +807,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Mga planeta
|
planets = Mga planeta
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1079,6 +1083,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] pagbabawas ng pinsala
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min ng bilis
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min ng bilis
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] na tagal
|
ability.stat.duration = [stat]{0} sec[lightgray] na tagal
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] oras na pagbuo
|
ability.stat.buildtime = [stat]{0} sec[lightgray] oras na pagbuo
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Pinapayag lang ang Cire Depositing
|
bar.onlycoredeposit = Pinapayag lang ang Cire Depositing
|
||||||
|
|
||||||
@@ -1945,6 +1950,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Malaking Logic Display
|
block.large-logic-display.name = Malaking Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2235,6 +2241,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2486,6 +2493,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -822,6 +822,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planètes
|
planets = Planètes
|
||||||
|
|
||||||
@@ -1098,6 +1102,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
||||||
bar.drilltierreq = Meilleure Foreuse Requise
|
bar.drilltierreq = Meilleure Foreuse Requise
|
||||||
@@ -1967,6 +1972,7 @@ block.logic-processor.name = Processeur
|
|||||||
block.hyper-processor.name = Hyper Processeur
|
block.hyper-processor.name = Hyper Processeur
|
||||||
block.logic-display.name = Écran
|
block.logic-display.name = Écran
|
||||||
block.large-logic-display.name = Grand Écran
|
block.large-logic-display.name = Grand Écran
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Cellule de mémoire
|
block.memory-cell.name = Cellule de mémoire
|
||||||
block.memory-bank.name = Banque de mémoire
|
block.memory-bank.name = Banque de mémoire
|
||||||
|
|
||||||
@@ -2266,6 +2272,7 @@ block.memory-cell.description = Stocke des informations pour un processeur logiq
|
|||||||
block.memory-bank.description = Stocke des informations pour un processeur logique. Possède une plus grande capacité.
|
block.memory-bank.description = Stocke des informations pour un processeur logique. Possède une plus grande capacité.
|
||||||
block.logic-display.description = Affiche des images à partir des instructions d'un processeur logique.
|
block.logic-display.description = Affiche des images à partir des instructions d'un processeur logique.
|
||||||
block.large-logic-display.description = Affiche des images à partir des instructions d'un processeur logique. Possède une plus grande résolution qu'un écran.
|
block.large-logic-display.description = Affiche des images à partir des instructions d'un processeur logique. Possède une plus grande résolution qu'un écran.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettent un déploiement interplanétaire.
|
block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettent un déploiement interplanétaire.
|
||||||
block.repair-turret.description = Répare en continu l'unité endommagée la plus proche dans son périmètre. Accepte le liquide de refroidissement en option.
|
block.repair-turret.description = Répare en continu l'unité endommagée la plus proche dans son périmètre. Accepte le liquide de refroidissement en option.
|
||||||
|
|
||||||
@@ -2526,6 +2533,9 @@ laccess.progress = Progression de l'action, 0 à 1.\nRenvoie la progression de l
|
|||||||
laccess.speed = La vitesse maximale d'une unité, en blocs/sec.
|
laccess.speed = La vitesse maximale d'une unité, en blocs/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = L'ID d'une unité/bloc/ressource/liquide.\nCeci est l'inverse de l'instruction de recherche.
|
laccess.id = L'ID d'une unité/bloc/ressource/liquide.\nCeci est l'inverse de l'instruction de recherche.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Inconnu
|
lcategory.unknown = Inconnu
|
||||||
lcategory.unknown.description = Instructions sans catégorie.
|
lcategory.unknown.description = Instructions sans catégorie.
|
||||||
|
|||||||
@@ -827,6 +827,10 @@ difficulty.normal = Normál
|
|||||||
difficulty.hard = Nehéz
|
difficulty.hard = Nehéz
|
||||||
difficulty.eradication = Irtózatos
|
difficulty.eradication = Irtózatos
|
||||||
|
|
||||||
|
difficulty.enemyHealthMultiplier = Ellenség életereje: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Ellenségek száma: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Hullámidőzítő: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](Nincsenek módosítók)
|
||||||
planets = Bolygók
|
planets = Bolygók
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1105,6 +1109,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] sebzéscsökkentés
|
|||||||
ability.stat.minspeed = [stat]{0} mező/mp[lightgray] min. sebesség
|
ability.stat.minspeed = [stat]{0} mező/mp[lightgray] min. sebesség
|
||||||
ability.stat.duration = [stat]{0} mp[lightgray] időtartam
|
ability.stat.duration = [stat]{0} mp[lightgray] időtartam
|
||||||
ability.stat.buildtime = [stat]{0} mp[lightgray] építési idő
|
ability.stat.buildtime = [stat]{0} mp[lightgray] építési idő
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Nyersanyagtárolás csak a támaszpontban
|
bar.onlycoredeposit = Nyersanyagtárolás csak a támaszpontban
|
||||||
bar.drilltierreq = Erősebb fúró szükséges
|
bar.drilltierreq = Erősebb fúró szükséges
|
||||||
@@ -1199,7 +1204,7 @@ category.function = Funkció
|
|||||||
category.optional = Lehetséges fejlesztések
|
category.optional = Lehetséges fejlesztések
|
||||||
setting.alwaysmusic.name = Folyamatos zenelejátszás
|
setting.alwaysmusic.name = Folyamatos zenelejátszás
|
||||||
setting.alwaysmusic.description = Amikor engedélyezve van, akkor a zene folyamatosan szól a játékban.\nHa ki van kapcsolva, akkor csak véletlenszerű időközönként szólal meg.
|
setting.alwaysmusic.description = Amikor engedélyezve van, akkor a zene folyamatosan szól a játékban.\nHa ki van kapcsolva, akkor csak véletlenszerű időközönként szólal meg.
|
||||||
setting.skipcoreanimation.name = Támaszpont kilövés- és leszállás animáció kihagyása
|
setting.skipcoreanimation.name = Támaszpont animácójának kihagyása kilövéskor és leszálláskor
|
||||||
setting.landscape.name = Fekvő mód zárolása
|
setting.landscape.name = Fekvő mód zárolása
|
||||||
setting.shadows.name = Árnyékok
|
setting.shadows.name = Árnyékok
|
||||||
setting.blockreplace.name = Automatikus blokkjavaslatok
|
setting.blockreplace.name = Automatikus blokkjavaslatok
|
||||||
@@ -1977,6 +1982,7 @@ block.logic-processor.name = Logikai processzor
|
|||||||
block.hyper-processor.name = Hiperprocesszor
|
block.hyper-processor.name = Hiperprocesszor
|
||||||
block.logic-display.name = Logikai kijelző
|
block.logic-display.name = Logikai kijelző
|
||||||
block.large-logic-display.name = Nagy logikai kijelző
|
block.large-logic-display.name = Nagy logikai kijelző
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memóriacella
|
block.memory-cell.name = Memóriacella
|
||||||
block.memory-bank.name = Memóriabank
|
block.memory-bank.name = Memóriabank
|
||||||
|
|
||||||
@@ -2207,7 +2213,7 @@ block.surge-tower.description = Hosszútávú villanyoszlop, kevesebb elérhető
|
|||||||
block.diode.description = Az eltárolt áramot egy irányba engedi át, de csak akkor, ha a fogadó oldalon kevesebb van tárolva.
|
block.diode.description = Az eltárolt áramot egy irányba engedi át, de csak akkor, ha a fogadó oldalon kevesebb van tárolva.
|
||||||
block.battery.description = Áramot tárol el, ha túltermelés van. Leadja az áramot, ha hiány van.
|
block.battery.description = Áramot tárol el, ha túltermelés van. Leadja az áramot, ha hiány van.
|
||||||
block.battery-large.description = Áramot tárol el, ha túltermelés van. Leadja az áramot, ha hiány van. Nagyobb kapacitású a szokásos akkumulátornál.
|
block.battery-large.description = Áramot tárol el, ha túltermelés van. Leadja az áramot, ha hiány van. Nagyobb kapacitású a szokásos akkumulátornál.
|
||||||
block.combustion-generator.description = Áramot termel éghető anyagok, például szén, elégetésével.
|
block.combustion-generator.description = Áramot termel éghető anyagok, például a szén elégetésével.
|
||||||
block.thermal-generator.description = Forró környezetben áramot termel.
|
block.thermal-generator.description = Forró környezetben áramot termel.
|
||||||
block.steam-generator.description = Éghető anyagok elégetésével és víz gőzzé alakításával áramot termel.
|
block.steam-generator.description = Éghető anyagok elégetésével és víz gőzzé alakításával áramot termel.
|
||||||
block.differential-generator.description = Nagy mennyiségű áramot termel. A hűtőfolyadék és az égő piratit hőmérséklet-különbségét használja ki.
|
block.differential-generator.description = Nagy mennyiségű áramot termel. A hűtőfolyadék és az égő piratit hőmérséklet-különbségét használja ki.
|
||||||
@@ -2259,7 +2265,7 @@ block.tsunami.description = Erős folyadékhullámot lő az ellenségre. Eloltja
|
|||||||
block.silicon-crucible.description = Szilíciumot finomít homokból és szénből, piratitot igényel kiegészítő hőforrásként. Forró környezetben még hatékonyabb.
|
block.silicon-crucible.description = Szilíciumot finomít homokból és szénből, piratitot igényel kiegészítő hőforrásként. Forró környezetben még hatékonyabb.
|
||||||
block.disassembler.description = Ritka ásványi összetevőire bontja le a salakot, alacsony hatásfokkal. Képes tóriumot kinyerni.
|
block.disassembler.description = Ritka ásványi összetevőire bontja le a salakot, alacsony hatásfokkal. Képes tóriumot kinyerni.
|
||||||
block.overdrive-dome.description = Megnöveli a környező épületek termelési sebességét. A működtetése tóritkvarcot és szilíciumot igényel.
|
block.overdrive-dome.description = Megnöveli a környező épületek termelési sebességét. A működtetése tóritkvarcot és szilíciumot igényel.
|
||||||
block.payload-conveyor.description = Nagy méretű terhet mozgat, például gyárakból érkező egységeket. Mágneses. Használható súlytalanságban.
|
block.payload-conveyor.description = Nagy méretű terhet mozgat, például a gyárakból érkező egységeket. Mágneses. Használható súlytalanságban.
|
||||||
block.payload-router.description = Háromfelé osztja szét a beérkező terhet. Rendezőként is szolgál, ha van megadva szűrő. Mágneses. Használható súlytalanságban.
|
block.payload-router.description = Háromfelé osztja szét a beérkező terhet. Rendezőként is szolgál, ha van megadva szűrő. Mágneses. Használható súlytalanságban.
|
||||||
block.ground-factory.description = Földi egységeket gyárt. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
block.ground-factory.description = Földi egységeket gyárt. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
||||||
block.air-factory.description = Légi egységeket gyárt. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
block.air-factory.description = Légi egységeket gyárt. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
||||||
@@ -2276,6 +2282,7 @@ block.memory-cell.description = Információt tárol egy logikai processzor szá
|
|||||||
block.memory-bank.description = Információt tárol egy logikai processzor számára. Nagy kapacitású.
|
block.memory-bank.description = Információt tárol egy logikai processzor számára. Nagy kapacitású.
|
||||||
block.logic-display.description = Tetszőleges ábrákat jelenít meg egy logikai processzor alapján.
|
block.logic-display.description = Tetszőleges ábrákat jelenít meg egy logikai processzor alapján.
|
||||||
block.large-logic-display.description = Tetszőleges ábrákat jelenít meg egy logikai processzor alapján.
|
block.large-logic-display.description = Tetszőleges ábrákat jelenít meg egy logikai processzor alapján.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Hatalmas elektromágneses sínágyútorony. Képes a támaszpontokat szökési sebességre gyorsítani a bolygóközi bevetéshez.
|
block.interplanetary-accelerator.description = Hatalmas elektromágneses sínágyútorony. Képes a támaszpontokat szökési sebességre gyorsítani a bolygóközi bevetéshez.
|
||||||
block.repair-turret.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet. Opcionálisan elfogad hűtőfolyadékot.
|
block.repair-turret.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet. Opcionálisan elfogad hűtőfolyadékot.
|
||||||
|
|
||||||
@@ -2530,7 +2537,7 @@ logic.nounitbuild = [red]Az egységépítési logika itt nem megengedett.
|
|||||||
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
|
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
|
||||||
lenum.shoot = Lövés egy adott pontra.
|
lenum.shoot = Lövés egy adott pontra.
|
||||||
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
|
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
|
||||||
lenum.config = Épületkonfiguráció, például nyersanyag-válogató.
|
lenum.config = Épületkonfiguráció, például: nyersanyag-válogató.
|
||||||
lenum.enabled = Független attól, hogy engedélyezve van-e a blokk.
|
lenum.enabled = Független attól, hogy engedélyezve van-e a blokk.
|
||||||
|
|
||||||
laccess.currentammotype = Egy lövegtorony jelenlegi nyersanyag- vagy folyadéklőszere.
|
laccess.currentammotype = Egy lövegtorony jelenlegi nyersanyag- vagy folyadéklőszere.
|
||||||
@@ -2543,6 +2550,9 @@ laccess.progress = Művelet előrehaladása, 0 és 1 között.\nA termelés, a l
|
|||||||
laccess.speed = Az egység legnagyobb sebessége, mező/mp-ben.
|
laccess.speed = Az egység legnagyobb sebessége, mező/mp-ben.
|
||||||
laccess.size = Egy egység vagy épület mérete, vagy egy karakterlánc hossza.
|
laccess.size = Egy egység vagy épület mérete, vagy egy karakterlánc hossza.
|
||||||
laccess.id = Egy egység/blokk/nyersanyag/folyadék azonosítója.\nEz a keresési művelet fordítottja.
|
laccess.id = Egy egység/blokk/nyersanyag/folyadék azonosítója.\nEz a keresési művelet fordítottja.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Ismeretlen
|
lcategory.unknown = Ismeretlen
|
||||||
lcategory.unknown.description = Nem kategorizált utasítások.
|
lcategory.unknown.description = Nem kategorizált utasítások.
|
||||||
@@ -2624,7 +2634,7 @@ lenum.spawn = Ellenséges kezdőpont.\nLehet támaszpont vagy pozíció.
|
|||||||
lenum.building = Épület egy adott csoportban.
|
lenum.building = Épület egy adott csoportban.
|
||||||
|
|
||||||
lenum.core = Bármilyen támaszpont.
|
lenum.core = Bármilyen támaszpont.
|
||||||
lenum.storage = Raktárépület, például raktár.
|
lenum.storage = Raktárépület, például: raktár.
|
||||||
lenum.generator = Energiát termelő épületek.
|
lenum.generator = Energiát termelő épületek.
|
||||||
lenum.factory = Nyersanyagokat feldolgozó épületek.
|
lenum.factory = Nyersanyagokat feldolgozó épületek.
|
||||||
lenum.repair = Javítási pontok.
|
lenum.repair = Javítási pontok.
|
||||||
|
|||||||
@@ -34,7 +34,7 @@ load.system = Sistem
|
|||||||
load.mod = Mod
|
load.mod = Mod
|
||||||
load.scripts = Skrip
|
load.scripts = Skrip
|
||||||
|
|
||||||
be.update = Versi Bleeding Edge yang terbaru telah tersedia:
|
be.update = Versi Bleeding Edge terbaru telah tersedia:
|
||||||
be.update.confirm = Unduh dan mulai ulang sekarang?
|
be.update.confirm = Unduh dan mulai ulang sekarang?
|
||||||
be.updating = Memperbarui...
|
be.updating = Memperbarui...
|
||||||
be.ignore = Abaikan
|
be.ignore = Abaikan
|
||||||
@@ -58,8 +58,8 @@ schematic = Skema
|
|||||||
schematic.add = Menyimpan skema...
|
schematic.add = Menyimpan skema...
|
||||||
schematics = Kumpulan skema
|
schematics = Kumpulan skema
|
||||||
schematic.search = Cari skema...
|
schematic.search = Cari skema...
|
||||||
schematic.replace = Skema dengan nama tersebut sudah ada. Ganti dengan yang baru ?
|
schematic.replace = Skema dengan nama tersebut telah ada. Ganti dengan yang baru?
|
||||||
schematic.exists = Skema dengan nama tersebut sudah ada.
|
schematic.exists = Skema dengan nama tersebut telah ada.
|
||||||
schematic.import = Mengimpor skema...
|
schematic.import = Mengimpor skema...
|
||||||
schematic.exportfile = Ekspor Berkas
|
schematic.exportfile = Ekspor Berkas
|
||||||
schematic.importfile = Impor Berkas
|
schematic.importfile = Impor Berkas
|
||||||
@@ -183,6 +183,7 @@ mod.missing = Simpanan ini berisikan mod yang telah diperbarui atau sudah lama t
|
|||||||
mod.preview.missing = Sebelum mengunggah mod ini ke workshop, Anda harus memberi gambar pratinjau.\nBeri sebuah gambar bernama[accent] preview.png[] ke dalam folder mod dan coba lagi.
|
mod.preview.missing = Sebelum mengunggah mod ini ke workshop, Anda harus memberi gambar pratinjau.\nBeri sebuah gambar bernama[accent] preview.png[] ke dalam folder mod dan coba lagi.
|
||||||
mod.folder.missing = Hanya mod dengan format folder yang dapat diunggah ke workshop.\nUntuk mengubah mod menjadi folder, ekstrak mod dalam folder dan hapus arsip zip, kemudian mulai ulang game atau mod Anda.
|
mod.folder.missing = Hanya mod dengan format folder yang dapat diunggah ke workshop.\nUntuk mengubah mod menjadi folder, ekstrak mod dalam folder dan hapus arsip zip, kemudian mulai ulang game atau mod Anda.
|
||||||
mod.scripts.disable = Perangkat Anda tidak mendukung mod dengan skrip/JS. Anda harus menonaktifkan mod tersebut untuk dapat bermain.
|
mod.scripts.disable = Perangkat Anda tidak mendukung mod dengan skrip/JS. Anda harus menonaktifkan mod tersebut untuk dapat bermain.
|
||||||
|
|
||||||
mod.dependencies.error = [scarlet]Mod tidak memiliki dependensi
|
mod.dependencies.error = [scarlet]Mod tidak memiliki dependensi
|
||||||
mod.dependencies.soft = (opsional)
|
mod.dependencies.soft = (opsional)
|
||||||
mod.dependencies.download = Impor
|
mod.dependencies.download = Impor
|
||||||
@@ -279,9 +280,9 @@ trace.ips = IP:
|
|||||||
trace.names = Nama:
|
trace.names = Nama:
|
||||||
invalidid = ID klien tidak valid! Kirimkan laporan bug.
|
invalidid = ID klien tidak valid! Kirimkan laporan bug.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Larang
|
||||||
player.kick = Keluarkan
|
player.kick = Keluarkan
|
||||||
player.trace = lacak
|
player.trace = Lacak
|
||||||
player.admin = Beri/Lepas Admin
|
player.admin = Beri/Lepas Admin
|
||||||
player.team = Ganti Tim
|
player.team = Ganti Tim
|
||||||
|
|
||||||
@@ -302,7 +303,7 @@ confirmunban = Anda yakin ingin mengizinkan pemain ini untuk masuk lagi ?
|
|||||||
confirmadmin = Anda yakin ingin membuat pemain ini sebagai admin?
|
confirmadmin = Anda yakin ingin membuat pemain ini sebagai admin?
|
||||||
confirmunadmin = Anda yakin ingin menghapus status admin dari pemain ini?
|
confirmunadmin = Anda yakin ingin menghapus status admin dari pemain ini?
|
||||||
votekick.reason = Pilih-Alasan dikeluarkan
|
votekick.reason = Pilih-Alasan dikeluarkan
|
||||||
votekick.reason.message = Anda yakin ingin memulai pemungutan suara untuk mengeluarkan "{0}[white]" ?\nJika iya, masukkan alasan:
|
votekick.reason.message = Anda yakin ingin memulai pemungutan suara untuk mengeluarkan "{0}[white]"?\nJika ya, masukkan alasan:
|
||||||
joingame.title = Gabung Permainan
|
joingame.title = Gabung Permainan
|
||||||
joingame.ip = Alamat:
|
joingame.ip = Alamat:
|
||||||
disconnect = Terputus.
|
disconnect = Terputus.
|
||||||
@@ -758,7 +759,7 @@ guardian = Penjaga
|
|||||||
connectfail = [scarlet]Gagal menyambung ke server:\n\n[accent]{0}
|
connectfail = [scarlet]Gagal menyambung ke server:\n\n[accent]{0}
|
||||||
error.unreachable = Server tidak dapat dihubungi.\nApakah alamatnya benar?
|
error.unreachable = Server tidak dapat dihubungi.\nApakah alamatnya benar?
|
||||||
error.invalidaddress = Alamat tidak valid.
|
error.invalidaddress = Alamat tidak valid.
|
||||||
error.timedout = Kehabisan waktu!\nPastikan host mempunyai port penerusan, dan alamatnya benar!
|
error.timedout = Kehabisan waktu!\nPastikan host mengaktifkan port forwarding, dan alamatnya benar!
|
||||||
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
||||||
error.alreadyconnected = Sudah tersambung.
|
error.alreadyconnected = Sudah tersambung.
|
||||||
error.mapnotfound = File peta tidak ditemaukan!
|
error.mapnotfound = File peta tidak ditemaukan!
|
||||||
@@ -810,7 +811,7 @@ sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
|||||||
sector.capture = Sector [accent]{0}[white]Dikuasai!
|
sector.capture = Sector [accent]{0}[white]Dikuasai!
|
||||||
sector.capture.current = Sektor Dikuasai!
|
sector.capture.current = Sektor Dikuasai!
|
||||||
sector.changeicon = Ubah Ikon
|
sector.changeicon = Ubah Ikon
|
||||||
sector.noswitch.title = Tidak Dapat Berpindah Ke Sektor Lain
|
sector.noswitch.title = Tidak Dapat Berpindah Sektor
|
||||||
sector.noswitch = Anda tidak boleh berpindah ke sektor lain jika salah satu sektor Anda sedang di serang.\nSektor: [accent]{0}[] di [accent]{1}[]
|
sector.noswitch = Anda tidak boleh berpindah ke sektor lain jika salah satu sektor Anda sedang di serang.\nSektor: [accent]{0}[] di [accent]{1}[]
|
||||||
sector.view = Lihat Sektor
|
sector.view = Lihat Sektor
|
||||||
|
|
||||||
@@ -826,6 +827,11 @@ difficulty.normal = Normal
|
|||||||
difficulty.hard = Susah
|
difficulty.hard = Susah
|
||||||
difficulty.eradication = Pemusnahan
|
difficulty.eradication = Pemusnahan
|
||||||
|
|
||||||
|
difficulty.enemyHealthMultiplier = Nyawa Musuh: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Jumlah Musuh: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Waktu Gelombang: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](Tidak ada modifikasi)
|
||||||
|
|
||||||
planets = Planet
|
planets = Planet
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -915,7 +921,7 @@ sector.origin.name = Origin
|
|||||||
sector.onset.description = Permulaan Penaklukan Erekir. Kumpulkan sumber daya, produksi unit, dan mulailah meneliti teknologi.
|
sector.onset.description = Permulaan Penaklukan Erekir. Kumpulkan sumber daya, produksi unit, dan mulailah meneliti teknologi.
|
||||||
sector.aegis.description = Sektor ini mengandung deposit tungsten.\nRiset [accent]Bor Tumbukan[] untuk menambang sumber daya ini, dan hancurkan markas musuh di area tersebut.
|
sector.aegis.description = Sektor ini mengandung deposit tungsten.\nRiset [accent]Bor Tumbukan[] untuk menambang sumber daya ini, dan hancurkan markas musuh di area tersebut.
|
||||||
sector.lake.description = Danau lava di sektor ini sangat membatasi pilihan unit yang kita gunakan. Unit Kapal adalah satu-satunya pilihan.\nRiset [accent]pabrikator kapal[] dan produksi unit [accent]elude[] secepat mungkin.
|
sector.lake.description = Danau lava di sektor ini sangat membatasi pilihan unit yang kita gunakan. Unit Kapal adalah satu-satunya pilihan.\nRiset [accent]pabrikator kapal[] dan produksi unit [accent]elude[] secepat mungkin.
|
||||||
sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]Mech[] akan dibutuhkan untuk dataran yang sulit dilalui.
|
sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]Meka[] akan dibutuhkan untuk dataran yang sulit dilalui.
|
||||||
sector.atlas.description = Sektor ini memiliki dataran yang unik dan akan membutuhkan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin dibutuhkan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Pabrikator Ulang Tank[].
|
sector.atlas.description = Sektor ini memiliki dataran yang unik dan akan membutuhkan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin dibutuhkan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Pabrikator Ulang Tank[].
|
||||||
sector.split.description = Keberadaan musuh yang minim di sektor ini sangat bagus untuk menguji coba teknologi transportasi baru.
|
sector.split.description = Keberadaan musuh yang minim di sektor ini sangat bagus untuk menguji coba teknologi transportasi baru.
|
||||||
sector.basin.description = Kehadiran musuh dalam jumlah besar terdeteksi di sektor ini.\nBangun unit dengan cepat dan kuasai inti musuh untuk mendapatkan pijakan
|
sector.basin.description = Kehadiran musuh dalam jumlah besar terdeteksi di sektor ini.\nBangun unit dengan cepat dan kuasai inti musuh untuk mendapatkan pijakan
|
||||||
@@ -1104,6 +1110,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] pengurangan kerusakan
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] kecepatan minimal
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] kecepatan minimal
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] durasi
|
ability.stat.duration = [stat]{0} sec[lightgray] durasi
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] waktu membangun
|
ability.stat.buildtime = [stat]{0} sec[lightgray] waktu membangun
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
||||||
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
||||||
@@ -1946,11 +1953,11 @@ block.afflict.name = Afflict
|
|||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.tank-refabricator.name = Pabrikator Ulang Tank
|
block.tank-refabricator.name = Pabrikator Ulang Tank
|
||||||
block.mech-refabricator.name = Pabrikator Ulang Mech
|
block.mech-refabricator.name = Pabrikator Ulang Meka
|
||||||
block.ship-refabricator.name = Pabrikator Ulang Kapal
|
block.ship-refabricator.name = Pabrikator Ulang Kapal
|
||||||
block.tank-assembler.name = Perakitan Tank
|
block.tank-assembler.name = Perakitan Tank
|
||||||
block.ship-assembler.name = Perakitan Kapal
|
block.ship-assembler.name = Perakitan Kapal
|
||||||
block.mech-assembler.name = Perakitan Mech
|
block.mech-assembler.name = Perakitan Meka
|
||||||
block.reinforced-payload-conveyor.name = Konveyor Muatan yang Diperkuat
|
block.reinforced-payload-conveyor.name = Konveyor Muatan yang Diperkuat
|
||||||
block.reinforced-payload-router.name = Pengarah Muatan yang Diperkuat
|
block.reinforced-payload-router.name = Pengarah Muatan yang Diperkuat
|
||||||
block.payload-mass-driver.name = Penembak Muatan Massal
|
block.payload-mass-driver.name = Penembak Muatan Massal
|
||||||
@@ -1959,7 +1966,7 @@ block.canvas.name = Kanvas
|
|||||||
block.world-processor.name = Prosessor Dunia
|
block.world-processor.name = Prosessor Dunia
|
||||||
block.world-cell.name = Sel Dunia
|
block.world-cell.name = Sel Dunia
|
||||||
block.tank-fabricator.name = Pabrikator Tank
|
block.tank-fabricator.name = Pabrikator Tank
|
||||||
block.mech-fabricator.name = Pabrikator Mech
|
block.mech-fabricator.name = Pabrikator Meka
|
||||||
block.ship-fabricator.name = Pabrikator Kapal
|
block.ship-fabricator.name = Pabrikator Kapal
|
||||||
block.prime-refabricator.name = Pabrikator Ulang Perdana
|
block.prime-refabricator.name = Pabrikator Ulang Perdana
|
||||||
block.unit-repair-tower.name = Menara Perbaikan Unit
|
block.unit-repair-tower.name = Menara Perbaikan Unit
|
||||||
@@ -1976,6 +1983,7 @@ block.logic-processor.name = Prosesor Logika
|
|||||||
block.hyper-processor.name = Prosesor Raksasa
|
block.hyper-processor.name = Prosesor Raksasa
|
||||||
block.logic-display.name = Tampilan Logika
|
block.logic-display.name = Tampilan Logika
|
||||||
block.large-logic-display.name = Tampilan Logika Besar
|
block.large-logic-display.name = Tampilan Logika Besar
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Sel Memori
|
block.memory-cell.name = Sel Memori
|
||||||
block.memory-bank.name = Bank Memori
|
block.memory-bank.name = Bank Memori
|
||||||
|
|
||||||
@@ -1989,95 +1997,95 @@ team.blue.name = Biru
|
|||||||
hint.skip = Lewati
|
hint.skip = Lewati
|
||||||
hint.desktopMove = Gunakan [accent][[WASD][] untuk bergerak.
|
hint.desktopMove = Gunakan [accent][[WASD][] untuk bergerak.
|
||||||
hint.zoom = [accent]Gulir[] untuk membesarkan atau mengecilkan layar.
|
hint.zoom = [accent]Gulir[] untuk membesarkan atau mengecilkan layar.
|
||||||
hint.desktopShoot = [accent][[Klik Kanan][] untuk menembak.
|
hint.desktopShoot = [accent][[Klik Kiri][] untuk menembak.
|
||||||
hint.depositItems = Untuk memindahkan bahan, seret dari unit inti mu ke inti markas.
|
hint.depositItems = Untuk memindahkan bahan, seret dari unit intimu ke inti.
|
||||||
hint.respawn = Untuk muncul kembali seperti awal, tekan [accent][[V][].
|
hint.respawn = Untuk muncul kembali seperti awal, tekan [accent][[V][].
|
||||||
hint.respawn.mobile = Anda telah mengambil alih kendali dari sebuah unit atau bangunan. Untuk muncul kembali sebagai unit inti, [accent]ketuk avatar di kiri atas[].
|
hint.respawn.mobile = Anda telah mengambil alih kendali dari sebuah unit atau bangunan. Untuk muncul kembali sebagai unit inti, [accent]ketuk avatar di kiri atas[].
|
||||||
hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda permainan.
|
hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda permainan.
|
||||||
hint.breaking = [accent][Klik Kanan][] dan seret untuk menghancurkan blok.
|
hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
||||||
hint.breaking.mobile = Aktifkan \ue817 [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
||||||
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], 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.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]Penelitian[] untuk mempelajari teknologi baru.
|
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
||||||
hint.research.mobile = Gunakan tombol \ue875 [accent]Penelitian[] di \ue88c [accent]Menu[] untuk mempelajari teknologi baru.
|
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
||||||
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
||||||
hint.unitControl.mobile = [accent][Ketuk dua kali[] untuk mengendalikan unit atau turret sekutu.
|
hint.unitControl.mobile = [accent][Ketuk dua kali[] untuk mengendalikan unit atau turret sekutu.
|
||||||
hint.unitSelectControl = Untuk mengendalikan unit, masuk ke [accent]mode perintah[] dengan menahan tombol [accent][L-shift][]\nDalam mode perintah, klik dan seret untuk memilih unit. [accent][Klik Kanan][] pada suatu lokasi atau target untuk memerintahkan unit.
|
hint.unitSelectControl = Untuk mengendalikan unit, masuki [accent]mode perintah[] dengan menahan tombol [accent]L-shift[].\nDalam mode perintah, klik dan seret untuk memilih unit. [accent]Klik Kanan[] pada suatu lokasi atau target untuk memerintahkan unit.
|
||||||
hint.unitSelectControl.mobile = Untuk mengendalikan unit, masuk ke [accent]mode perintah[] dengan menekan tombol [accent]perintah[] di pojok kanan bawah.\nDalam mode perintah, tekan layar untuk beberapa saat dan seret untuk memilih unit. ketuk pada suatu lokasi atau target untuk memerintahkan unit.
|
hint.unitSelectControl.mobile = Untuk mengendalikan unit, masuki [accent]mode perintah[] dengan menekan tombol [accent]perintah[] di pojok kanan bawah.\nDalam mode perintah, tekan layar untuk beberapa saat dan seret untuk memilih unit. ketuk pada suatu lokasi atau target untuk memerintahkan unit.
|
||||||
hint.launch = Ketika sumber daya sudah mencukupi, Anda dapat [accent]Meluncurkan Inti[] dengan memilih sektor terdekat di \ue827 [accent]Peta[] di kanan bawah.
|
hint.launch = Ketika sumber daya sudah mencukupi, Anda dapat [accent]Meluncurkan Inti[] dengan memilih sektor terdekat di :map: [accent]Peta[] di kanan bawah.
|
||||||
hint.launch.mobile = Ketika sumber daya sudah mencukupi, Anda bisa [accent]Meluncurkan Inti[] dengan memilih sektor terdekat di \ue827 [accent]Peta[] dibagian \ue88c [accent]Menu[].
|
hint.launch.mobile = Ketika sumber daya sudah mencukupi, Anda bisa [accent]Meluncurkan Inti[] dengan memilih sektor terdekat di :map: [accent]Peta[] di bagian :menu: [accent]Menu[].
|
||||||
hint.schematicSelect = Tahan tombol [accent][[F][] dan seret ke bangunan untuk menyalin bangunan.\n\n[accent][[Klik tengah][] untuk menyalin satu jenis blok.
|
hint.schematicSelect = Tahan tombol [accent][[F][] dan seret ke bangunan untuk menyalin bangunan.\n\n[accent][[Klik tengah][] untuk menyalin satu jenis blok.
|
||||||
hint.rebuildSelect = Tahan tombol [accent][[B][] dan seret untuk memilih bagian blok yang hancur.\nIni akan membangun ulang secara otomatis.
|
hint.rebuildSelect = Tahan tombol [accent][[B][] dan seret untuk memilih bagian blok yang hancur.\nBlok akan dibangun ulang secara otomatis.
|
||||||
hint.rebuildSelect.mobile = Pilih Tombol \ue874 salin, lalu ketuk tombol \ue80f bangun kembali dan seret untuk memilih blok yang hancur.\nIni akan membangun ulang secara otomatis.
|
hint.rebuildSelect.mobile = Pilih Tombol :copy: salin, lalu ketuk tombol :wrench: bangun kembali dan seret untuk memilih blok yang hancur.\nIni akan membangun ulang secara otomatis.
|
||||||
hint.conveyorPathfind = Tahan [accent][[L-Ctrl][] ketika menarik konveyor untuk membuat jalur secara otomatis.
|
hint.conveyorPathfind = Tahan [accent][[L-Ctrl][] ketika menarik konveyor untuk membuat jalur secara otomatis.
|
||||||
hint.conveyorPathfind.mobile = Ketuk \ue844 [accent]mode diagonal[] dan tarik konveyor untuk membuat jalur secara otomatis.
|
hint.conveyorPathfind.mobile = Ketuk :diagonal: [accent]mode diagonal[] dan tarik konveyor untuk membuat jalur secara otomatis.
|
||||||
hint.boost = Tahan [accent][[L-Shift][] untuk terbang dengan unit.\n\nHanya beberapa unit darat yang memiliki pendorong.
|
hint.boost = Tahan [accent][[L-Shift][] untuk terbang dengan unit.\n\nHanya beberapa unit darat yang memiliki pendorong.
|
||||||
hint.payloadPickup = Tekan [accent][[[] untuk mengambil blok kecil atau unit.
|
hint.payloadPickup = Tekan [accent][[[] untuk mengambil blok kecil atau unit.
|
||||||
hint.payloadPickup.mobile = [accent]Ketuk dan tahan[] untuk mengambil blok kecil atau unit.
|
hint.payloadPickup.mobile = [accent]Ketuk dan tahan[] untuk mengambil blok kecil atau unit.
|
||||||
hint.payloadDrop = Tekan [accent]][] untuk menurunkan muatan.
|
hint.payloadDrop = Tekan [accent]][] untuk menurunkan muatan.
|
||||||
hint.payloadDrop.mobile = [accent]Tekan dan tahan[] di lokasi yang kosong untuk menurunkan muatan.
|
hint.payloadDrop.mobile = [accent]Tekan dan tahan[] di lokasi yang kosong untuk menurunkan muatan.
|
||||||
hint.waveFire = Menara [accent]Wave[] yang terisi dengan air akan memadamkan api dalam jangkauannya.
|
hint.waveFire = Menara [accent]Wave[] yang terisi dengan air akan memadamkan api dalam jangkauannya.
|
||||||
hint.generator = \uf879 [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energi ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas dengan \uf87f [accent]Simpul Daya[].
|
hint.generator = :combustion-generator: [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energi ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas dengan :power-node: [accent]Simpul Daya[].
|
||||||
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus seperti \uf861Duo atau \uf859Salvo dan amunisi yang lebih kuat seperti \uf835 [accent]Grafit[] untuk menghancurkan Penjaga.
|
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus atau amunisi yang lebih kuat seperti :graphite: [accent]Grafit[] :duo:Duo/:salvo:Salvo untuk menghancurkan Penjaga.
|
||||||
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakkan sebuah inti \uf868 [accent]Foundation[] diatas inti \uf869 [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakkan sebuah inti :core-foundation: [accent]Foundation[] diatas inti :core-shard: [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
||||||
hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti sektor [accent]Hutan Beku[] dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
|
hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan Beku[] dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
|
||||||
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
|
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
|
||||||
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang sejenis akan [accent]dihanguskan[].
|
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang sejenis akan [accent]dihanguskan[].
|
||||||
hint.factoryControl = Untuk menentukan [accent]tempat unit[] saat keluar dari pabrik, klik blok pabrik ketika dalam mode perintah, lalu klik kanan pada lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
|
hint.factoryControl = Untuk menentukan [accent]tempat keluar[] unit pabrik, klik blok pabrik ketika dalam mode perintah, lalu klik kanan pada lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
|
||||||
hint.factoryControl.mobile = Untuk menentukan [accent]tempat unit[] keluar dari pabrik, ketuk blok pabrik ketika dalam mode perintah, lalu ketuk pada lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
|
hint.factoryControl.mobile = Untuk menentukan [accent]tempat keluar[] unit pabrik, ketuk blok pabrik ketika dalam mode perintah, lalu ketuk pada lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
|
||||||
|
|
||||||
gz.mine = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan klik untuk mulai menambang.
|
gz.mine = Bergerak di dekat :ore-copper: [accent]bijih tembaga[] di tanah dan klik untuk mulai menambang.
|
||||||
gz.mine.mobile = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan ketuk untuk mulai menambang.
|
gz.mine.mobile = Bergerak di dekat :ore-copper: [accent]bijih tembaga[] di tanah dan ketuk untuk mulai menambang.
|
||||||
gz.research = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKlik pada sekumpulan bijih tembaga untuk menempatkannya.
|
gz.research = Buka :tree: pohon teknologi.\nRiset :mechanical-drill: [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKlik pada sekumpulan bijih tembaga untuk menempatkannya.
|
||||||
gz.research.mobile = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKetuk pada sekumpulan bijih tembaga untuk menempatkannya.\n\nKetuk \ue800 [accent]tanda centang[] di kanan bawah untuk mengonfirmasi.
|
gz.research.mobile = Buka :tree: pohon teknologi.\nRiset :mechanical-drill: [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKetuk pada sekumpulan bijih tembaga untuk menempatkannya.\n\nKetuk :ok: [accent]tanda centang[] di kanan bawah untuk mengonfirmasi.
|
||||||
gz.conveyors = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nKlik dan seret untuk menempatkan beberapa konveyor.\n[accent]Gulir[] untuk memutar arah konveyor.
|
gz.conveyors = Riset dan tempatkan :conveyor: [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nKlik dan seret untuk menempatkan beberapa konveyor.\n[accent]Gulir[] untuk memutar arah konveyor
|
||||||
gz.conveyors.mobile = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nTahan jari Anda sebentar dan seret untuk menempatkan beberapa konveyor.
|
gz.conveyors.mobile = Riset dan tempatkan :conveyor: [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nTahan jari Anda sebentar dan seret untuk menempatkan beberapa konveyor.
|
||||||
gz.drills = Perluas operasi penambangan.\ntempatkan lebih banyak Bor Mekanis.\nTambang 100 tembaga.
|
gz.drills = Perluas operasi penambangan.\ntempatkan lebih banyak Bor Mekanis.\nTambang 100 tembaga.
|
||||||
gz.lead = \uf837 [accent]Timah[] adalah sumber daya lain yang umum digunakan.\nSiapkan bor untuk menambang timah.
|
gz.lead = :lead: [accent]Timah[] adalah sumber daya lain yang umum digunakan.\nSiapkan bor untuk menambang timah.
|
||||||
gz.moveup = \ue804 Bergerak ke atas untuk objektif lebih lanjut.
|
gz.moveup = :up: Bergerak ke atas untuk objektif lebih lanjut.
|
||||||
gz.turrets = Riset dan tempatkan 2 menara \uf861 [accent]Duo[] untuk mempertahankan inti.\nMenara Duo membutuhkan amunisi \uf838 [accent]tembaga[] dari konveyor.
|
gz.turrets = Riset dan tempatkan 2 menara :duo: [accent]Duo[] untuk mempertahankan inti.\nMenara Duo membutuhkan amunisi :copper: [accent]tembaga[] dari konveyor.
|
||||||
gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
||||||
gz.walls = [accent]Dinding[] dapat menahan kerusakan yang mencapai bangunan.\nTempatkan \uf8ae [accent]dinding tembaga[] di sekitar menara.
|
gz.walls = [accent]Dinding[] dapat menahan kerusakan yang mencapai bangunan.\nTempatkan :copper-wall: [accent]dinding tembaga[] di sekitar menara.
|
||||||
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
||||||
gz.aa = Unit terbang tidak dapat dengan mudah dibunuh dengan menara standar.\nMenara \uf860 [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi membutuhkan \uf837 [accent]timah[] sebagai amunisi.
|
gz.aa = Unit terbang tidak dapat dengan mudah dibunuh dengan menara standar.\nMenara :scatter: [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi membutuhkan :lead: [accent]timah[] sebagai amunisi.
|
||||||
gz.scatterammo = Suplai Menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
gz.scatterammo = Suplai Menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
||||||
gz.supplyturret = [accent]Suplai Menara
|
gz.supplyturret = [accent]Suplai Menara
|
||||||
gz.zone1 = Ini adalah zona pendaratan musuh.
|
gz.zone1 = Ini adalah zona pendaratan musuh.
|
||||||
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
|
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
|
||||||
gz.zone3 = Gelombang akan dimulai sekarang. Bersiap.
|
gz.zone3 = Gelombang akan dimulai sekarang. Bersiap.
|
||||||
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menguasai sektor[].
|
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menaklukkan sektor[].
|
||||||
|
|
||||||
onset.mine = Klik untuk menambang \uf748 [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
|
onset.mine = Klik untuk menambang :beryllium: [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
|
||||||
onset.mine.mobile = Ketuk untuk menambang \uf748 [accent]berilium[] dari dinding.
|
onset.mine.mobile = Ketuk untuk menambang :beryllium: [accent]berilium[] dari dinding.
|
||||||
onset.research = Buka \ue875 pohon teknologi.\nRiset, dan tempatkan \uf73e [accent]kondensor turbin[] di ventilasi.\nIni akan menghasilkan [accent]tenaga[].
|
onset.research = Buka :tree: pohon teknologi.\nRiset, dan tempatkan :turbine-condenser: [accent]kondensor turbin[] di ventilasi.\nIni akan menghasilkan [accent]tenaga[].
|
||||||
onset.bore = Riset dan tempatkan \uf741 [accent]bor plasma[].\nIni secara otomatis menambang sumber daya dari dinding.
|
onset.bore = Riset dan tempatkan :plasma-bore: [accent]bor plasma[].\nIni secara otomatis menambang sumber daya dari dinding.
|
||||||
onset.power = Untuk [accent]menyalakan[] bor plasma, riset dan tempatkan \uf73d [accent]simpul sinar[].\nHubungkan kondensor turbin ke bor plasma.
|
onset.power = Untuk [accent]menyalakan[] bor plasma, riset dan tempatkan :beam-node: [accent]simpul sinar[].\nHubungkan kondensor turbin ke bor plasma.
|
||||||
onset.ducts = Riset dan tempatkan \uf799 [accent]pipa[] untuk memindahkan sumber daya yang ditambang dari bor plasma ke inti.\nklik dan seret untuk menempatkan beberapa pipa.\n[accent]Gulir[] untuk memutar.
|
onset.ducts = Riset dan tempatkan :duct: [accent]pipa[] untuk memindahkan sumber daya yang ditambang dari bor plasma ke inti.\nklik dan seret untuk menempatkan beberapa pipa.\n[accent]Gulir[] untuk memutar.
|
||||||
onset.ducts.mobile = Riset dan tempatkan \uf799 [accent]pipa[] untuk memindahkan sumber daya yang ditambang dari bor plasma ke inti.\n\nTahan jari Anda sebentar dan seret untuk menempatkan beberapa pipa.
|
onset.ducts.mobile = Riset dan tempatkan :duct: [accent]saluran[] untuk memindahkan sumber daya yang ditambang dari bor plasma ke inti.\n\nTahan jari Anda sebentar dan seret untuk menempatkan beberapa pipa.
|
||||||
onset.moremine = Perluas operasi penambangan.\n\nTempatkan lebih banyak Bor Plasma, nyalakan bor plasma menggunakan simpul sinar,\nlalu gunakan pipa untuk memindahkan sumber daya yang ditambang ke inti.\n\nTambang 200 berilium.
|
onset.moremine = Perluas operasi penambangan.\nTempatkan lebih banyak Bor Plasma, nyalakan bor plasma menggunakan simpul sinar,\nlalu gunakan pipa untuk memindahkan sumber daya yang ditambang ke inti.\n\nTambang 200 berilium.
|
||||||
onset.graphite = Blok yang lebih kompleks membutuhkan \uf835 [accent]grafit[].\nSiapkan bor plasma untuk menambang grafit.
|
onset.graphite = Blok yang lebih kompleks membutuhkan :graphite: [accent]grafit[].\nSiapkan bor plasma untuk menambang grafit.
|
||||||
onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset \uf74d [accent]penghancur tebing[] dan \uf779 [accent]tungku listrik silikon[].
|
onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset :cliff-crusher: [accent]penghancur tebing[] dan :silicon-arc-furnace: [accent]tungku listrik silikon[].
|
||||||
onset.arcfurnace = Tungku Listrik Silikon membutuhkan \uf834 [accent]pasir[] dan \uf835 [accent]grafit[] untuk membuat \uf82f [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
onset.arcfurnace = Tungku Listrik Silikon membutuhkan :sand: [accent]pasir[] dan :graphite: [accent]grafit[] untuk membuat :silicon: [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
||||||
onset.crusher = Gunakan \uf74d [accent]penghancur tebing[] untuk menambang pasir.
|
onset.crusher = Gunakan :cliff-crusher: [accent]penghancur tebing[] untuk menambang pasir.
|
||||||
onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh.\nRiset dan tempatkan \uf6a2 [accent]pabricator tank[].
|
onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh. Riset dan tempatkan :tank-fabricator: [accent]pabrikator tank[].
|
||||||
onset.makeunit = Produksi sebuah unit.\nGunakan tombol "?" dibagian menu bangunan untuk melihat persyaratan pabrik yang dipilih.
|
onset.makeunit = Produksi sebuah unit.\nGunakan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
|
||||||
onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\n\nTempatkan menara \uf6eb [accent]Breach[].\nMenara membutuhkan amunisi \uf748 [accent]berilium[].
|
onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\nTempatkan menara :breach: [accent]Breach[].\nMenara membutuhkan amunisi :beryllium: [accent]berilium[].
|
||||||
onset.turretammo = Suplai menara dengan [accent]amunisi berilium.[]
|
onset.turretammo = Suplai menara dengan [accent]amunisi berilium.[]
|
||||||
onset.walls = [accent]Dinding[] dapat mencegah kerusakan yang datang pada bangunan.\nTempatkan beberapa \uf6ee [accent]dinding berilium[] di sekitar menara.
|
onset.walls = [accent]Dinding[] dapat mencegah kerusakan yang datang pada bangunan.\nTempatkan beberapa :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
||||||
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
||||||
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
||||||
onset.attack = Musuh dalam keadaan rentan diserang. Luncurkan serangan balik.
|
onset.attack = Musuh dalam keadaan rentan diserang. Luncurkan serangan balik.
|
||||||
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan inti \uf725 [accent]Bastion[].
|
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan sebuah :core-bastion: inti.
|
||||||
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
||||||
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
||||||
onset.commandmode.mobile = Tekan tombol [accent]perintah[] dibagian bawah kiri untuk masuk ke [accent]mode perintah[].\nTekan dan tahan jari Anda, lalu [accent]seret[] untuk memilih unit.\n[accent]Ketuk[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
onset.commandmode.mobile = Tekan tombol [accent]perintah[] untuk masuk ke [accent]mode perintah[].\nTekan dan tahan jari Anda, lalu [accent]seret[] untuk memilih unit.\n[accent]Ketuk[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
||||||
aegis.tungsten = Tungsten dapat ditambang menggunakan [accent]bor tumbukan[].\nBangunan ini membutuhkan [accent]air[] dan [accent]tenaga[].
|
aegis.tungsten = Tungsten dapat ditambang menggunakan [accent]bor tumbukan[].\nBangunan ini membutuhkan [accent]air[] dan [accent]tenaga[].
|
||||||
|
|
||||||
split.pickup = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Tombol bawaannya ialah [ dan ] untuk mengambil dan menurunkan)
|
split.pickup = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Tombol bawaannya ialah [ dan ] untuk mengambil dan menurunkan)
|
||||||
split.pickup.mobile = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Untuk mengambil atau menurunkan sesuatu, tekan lama blok tersebut)
|
split.pickup.mobile = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Untuk mengambil atau menurunkan sesuatu, tekan lama blok tersebut)
|
||||||
split.acquire = Anda harus memperoleh beberapa tungsten untuk membangun unit.
|
split.acquire = Anda harus memperoleh beberapa tungsten untuk membangun unit.
|
||||||
split.build = Unit harus diangkut ke sisi lain tembok.\nTempatkan dua [accent]Penembak Muatan Massal[], satu di setiap sisi dinding.\nHubungkan penembak muatan massal dengan menekan salah satunya, lalu pilih penembak muatan massal yang lain.
|
split.build = Unit harus diangkut ke sisi lain tembok.\nTempatkan dua [accent]Penembak Muatan Massal[], satu di setiap sisi dinding.\nHubungkan penembak muatan massal dengan menekan salah satunya, lalu pilih penembak muatan massal yang lain.
|
||||||
split.container = Mirip dengan kontainer, unit juga dapat diangkut menggunakan [accent]Penembak Muatan Massal[].\nTempatkan pabrikator mech menghadap ke penembak muatan massal untuk memuat unit,\nlalu kirim mereka melintasi dinding untuk menyerang markas musuh.
|
split.container = Mirip dengan kontainer, unit juga dapat diangkut menggunakan [accent]Penembak Muatan Massal[].\nTempatkan pabrikator meka menghadap ke penembak muatan massal untuk memuat unit,\nlalu kirim mereka melintasi dinding untuk menyerang markas musuh.
|
||||||
|
|
||||||
item.copper.description = Digunakan pada semua tipe konstruksi dan amunisi.
|
item.copper.description = Digunakan pada semua tipe konstruksi dan amunisi.
|
||||||
item.copper.details = Tembaga. Logam yang sangat melimpah di Serpulo. Lemah secara struktural kecuali jika diperkuat.
|
item.copper.details = Tembaga. Logam yang sangat melimpah di Serpulo. Lemah secara struktural kecuali jika diperkuat.
|
||||||
@@ -2169,10 +2177,10 @@ block.scrap-wall-huge.description = Melindungi bangunan dari tembakan musuh.
|
|||||||
block.scrap-wall-gigantic.description = Melindungi bangunan dari tembakan musuh.
|
block.scrap-wall-gigantic.description = Melindungi bangunan dari tembakan musuh.
|
||||||
block.door.description = Dinding yang bisa dibuka dan ditutup.
|
block.door.description = Dinding yang bisa dibuka dan ditutup.
|
||||||
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
|
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
|
||||||
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan silikon untuk meningkatkan jangkauan dan efisiensi (Opsional).
|
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan silikon untuk meningkatkan jangkauan dan efisiensi.
|
||||||
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional).
|
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan phase fabric untuk meningkatkan jangkauan dan efisiensi.
|
||||||
block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional). Efek Pemercepat tidak dapat ditumpuk.
|
block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nDapat menggunakan phase fabric untuk meningkatkan jangkauan dan efisiensi. Efek Pemercepat tidak dapat ditumpuk.
|
||||||
block.force-projector.description = Menciptakan pelindung heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Jika terlalu banyak kerusakan yang diterima akan membuat proyektor kepanasan. Gunakan cairan pendingin untuk mencegah panas berlebih. Phase fabric meningkatkan ukuran pelindung. (Opsional)
|
block.force-projector.description = Menciptakan pelindung heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Jika terlalu banyak kerusakan yang diterima akan membuat proyektor kepanasan. Dapat menggunakan cairan pendingin untuk mencegah panas berlebih. Phase fabric meningkatkan ukuran pelindung.
|
||||||
block.shock-mine.description = Mengeluarkan setruman listrik setelah diinjak musuh.
|
block.shock-mine.description = Mengeluarkan setruman listrik setelah diinjak musuh.
|
||||||
block.conveyor.description = Memindahkan barang ke depan.
|
block.conveyor.description = Memindahkan barang ke depan.
|
||||||
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
|
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
|
||||||
@@ -2183,7 +2191,7 @@ block.phase-conveyor.description = Memindahkan barang secara instan melewati tan
|
|||||||
block.sorter.description = Jika barang yang masuk cocok dengan seleksi, barang akan diperbolehkan lewat ke depan. Jika tidak, barang akan dikeluarkan ke kiri dan kanan.
|
block.sorter.description = Jika barang yang masuk cocok dengan seleksi, barang akan diperbolehkan lewat ke depan. Jika tidak, barang akan dikeluarkan ke kiri dan kanan.
|
||||||
block.inverted-sorter.description = Sama seperti penyortir, namun mengeluarkan barang terpilih ke samping.
|
block.inverted-sorter.description = Sama seperti penyortir, namun mengeluarkan barang terpilih ke samping.
|
||||||
block.router.description = Mendistribusikan barang ke 3 arah secara merata.
|
block.router.description = Mendistribusikan barang ke 3 arah secara merata.
|
||||||
block.router.details = Bisa sangat menggangu. Jangan meletakkannya disamping bangunan pabrik, karena akan membuat laju pengeluaran tersumbat.
|
block.router.details = Bisa sangat menggangu. Jangan meletakkannya disamping bangunan pabrik, karena akan membuat laju pengeluaran barang tersumbat.
|
||||||
block.distributor.description = Mendistribusikan barang ke 7 arah secara merata.
|
block.distributor.description = Mendistribusikan barang ke 7 arah secara merata.
|
||||||
block.overflow-gate.description = Hanya mengeluarkan barang ke kiri dan ke kanan jika bagian depan tertutup.
|
block.overflow-gate.description = Hanya mengeluarkan barang ke kiri dan ke kanan jika bagian depan tertutup.
|
||||||
block.underflow-gate.description = Kebalikan dari gerbang luapan. Mengeluarkan barang ke depan jika bagian kiri dan kanan tertutup.
|
block.underflow-gate.description = Kebalikan dari gerbang luapan. Mengeluarkan barang ke depan jika bagian kiri dan kanan tertutup.
|
||||||
@@ -2192,7 +2200,7 @@ block.mechanical-pump.description = Memompa dan mengeluarkan cairan. Tidak membu
|
|||||||
block.rotary-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan tenaga.
|
block.rotary-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan tenaga.
|
||||||
block.impulse-pump.description = Memompa dan mengeluarkan cairan.
|
block.impulse-pump.description = Memompa dan mengeluarkan cairan.
|
||||||
block.conduit.description = Memindahkan cairan ke depan. Digunakan dengan pompa dan saluran lainnya.
|
block.conduit.description = Memindahkan cairan ke depan. Digunakan dengan pompa dan saluran lainnya.
|
||||||
block.pulse-conduit.description = Memindahkan cairan ke depan. Mengantarkan lebih cepat dan memiliki kapasitas yang lebih tinggi daripada saluran biasa.
|
block.pulse-conduit.description = Memindahkan cairan ke depan. Mengantarkan lebih cepat dan memiliki kapasitas yang lebih besar daripada saluran biasa.
|
||||||
block.plated-conduit.description = Memindahkan cairan ke depan. Tidak menerima cairan dari samping. Tidak bocor.
|
block.plated-conduit.description = Memindahkan cairan ke depan. Tidak menerima cairan dari samping. Tidak bocor.
|
||||||
block.liquid-router.description = Menerima cairan dari satu arah dan mengeluarkannya ke 3 arah secara rata. Dapat digunakan untuk menyimpan sejumlah cairan.
|
block.liquid-router.description = Menerima cairan dari satu arah dan mengeluarkannya ke 3 arah secara rata. Dapat digunakan untuk menyimpan sejumlah cairan.
|
||||||
block.liquid-container.description = Menyimpan jumlah cairan yang banyak. Mengeluarkan cairan ke segala arah, sama seperti pengarah cairan.
|
block.liquid-container.description = Menyimpan jumlah cairan yang banyak. Mengeluarkan cairan ke segala arah, sama seperti pengarah cairan.
|
||||||
@@ -2222,7 +2230,7 @@ block.blast-drill.description = Bor tercanggih. Membutuhkan banyak tenaga.
|
|||||||
block.water-extractor.description = Mengekstrak air dari tanah. Gunakan jika tidak ada sumber air di sekitar.
|
block.water-extractor.description = Mengekstrak air dari tanah. Gunakan jika tidak ada sumber air di sekitar.
|
||||||
block.cultivator.description = Menumbuhkan konsentrasi spora yang kecil di atmosfer menjadi polong spora.
|
block.cultivator.description = Menumbuhkan konsentrasi spora yang kecil di atmosfer menjadi polong spora.
|
||||||
block.cultivator.details = Teknologi yang dipulihkan. Digunakan untuk memproduksi biomassa dalam jumlah besar secara efisien. Kemungkinan merupakan inkubator awal dari spora yang sekarang menutupi Serpulo.
|
block.cultivator.details = Teknologi yang dipulihkan. Digunakan untuk memproduksi biomassa dalam jumlah besar secara efisien. Kemungkinan merupakan inkubator awal dari spora yang sekarang menutupi Serpulo.
|
||||||
block.oil-extractor.description = Menggunakan sejumlah besar tenaga, pasir, dan air untuk mengekstrak minyak.
|
block.oil-extractor.description = Menggunakan sejumlah besar tenaga, pasir, dan air untuk diolah menjadi minyak.
|
||||||
block.core-shard.description = Inti markas. Jika hancur, sektormu akan hilang.
|
block.core-shard.description = Inti markas. Jika hancur, sektormu akan hilang.
|
||||||
block.core-shard.details = Iterasi pertama. Padat. Bisa menggandakan dirinya (untuk menguasai sektor di sekitarnya). Dilengkapi dengan pendorong sekali pakai. Tidak didesain untuk perjalanan antar planet.
|
block.core-shard.details = Iterasi pertama. Padat. Bisa menggandakan dirinya (untuk menguasai sektor di sekitarnya). Dilengkapi dengan pendorong sekali pakai. Tidak didesain untuk perjalanan antar planet.
|
||||||
block.core-foundation.description = Inti markas. Lebih kuat. Menyimpan banyak sumber daya.
|
block.core-foundation.description = Inti markas. Lebih kuat. Menyimpan banyak sumber daya.
|
||||||
@@ -2250,7 +2258,7 @@ block.ripple.description = Menembakkan gugusan peluru ke musuh darat dari jarak
|
|||||||
block.cyclone.description = Menembakkan gumpalan peledak ke musuh terdekat.
|
block.cyclone.description = Menembakkan gumpalan peledak ke musuh terdekat.
|
||||||
block.spectre.description = Menembakkan peluru besar yang menembus pelindung ke target udara dan darat.
|
block.spectre.description = Menembakkan peluru besar yang menembus pelindung ke target udara dan darat.
|
||||||
block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitar. Membutuhkan pendingin untuk beroperasi.
|
block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitar. Membutuhkan pendingin untuk beroperasi.
|
||||||
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menargetkan satu musuh yang memiliki batas nyawa tertinggi.
|
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menargetkan satu musuh dengan batas nyawa tertinggi.
|
||||||
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
|
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
|
||||||
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak akan ditargetkan.
|
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak akan ditargetkan.
|
||||||
block.parallax.description = Menembakkan laser yang menarik target udara, juga merusaknya selama dalam proses.
|
block.parallax.description = Menembakkan laser yang menarik target udara, juga merusaknya selama dalam proses.
|
||||||
@@ -2275,6 +2283,7 @@ block.memory-cell.description = Menyimpan informasi untuk prosesor.
|
|||||||
block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas besar.
|
block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas besar.
|
||||||
block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
||||||
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar.
|
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
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 = Memulihkan unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin (Opsional).
|
block.repair-turret.description = Memulihkan unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin (Opsional).
|
||||||
|
|
||||||
@@ -2348,7 +2357,7 @@ block.beam-link.description = Mentransmisikan tenaga ke blok lain dengan jarak y
|
|||||||
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
|
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
|
||||||
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
||||||
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Menghasilkan air sebagai produk sampingan.
|
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Menghasilkan air sebagai produk sampingan.
|
||||||
block.flux-reactor.description = Menghasilkan daya dalam jumlah besar ketika dipanaskan. Membutuhkan sianogen sebagai penstabil. Daya yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
block.flux-reactor.description = Menghasilkan tenaga dalam jumlah besar ketika dipanaskan. Membutuhkan sianogen sebagai penstabil. Tenaga yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
||||||
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan phase fabric untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan phase fabric untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
||||||
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
||||||
block.regen-projector.description = Perlahan memperbaiki bangunan sekutu di perimeter persegi. Membutuhkan hidrogen. Gunakan phase fabric untuk meningkatkan efisiensi (Opsional).
|
block.regen-projector.description = Perlahan memperbaiki bangunan sekutu di perimeter persegi. Membutuhkan hidrogen. Gunakan phase fabric untuk meningkatkan efisiensi (Opsional).
|
||||||
@@ -2359,10 +2368,10 @@ block.ship-fabricator.description = Membangun unit Elude. Unit dapat digunakan s
|
|||||||
block.mech-fabricator.description = Membangun unit Merui. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
block.mech-fabricator.description = Membangun unit Merui. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||||
block.tank-assembler.description = Merakit Unit Tank besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
block.tank-assembler.description = Merakit Unit Tank besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
||||||
block.ship-assembler.description = Merakit Unit Kapal besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
block.ship-assembler.description = Merakit Unit Kapal besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
||||||
block.mech-assembler.description = Merakit Unit Mech besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
block.mech-assembler.description = Merakit Unit Meka besar dari blok dan unit yang dimasukkan. Tingkatan unit dapat ditingkatkan dengan menambahkan modul.
|
||||||
block.tank-refabricator.description = Meningkatkan unit tank yang dimasukkan ke tingkat kedua.
|
block.tank-refabricator.description = Meningkatkan unit tank yang dimasukkan ke tingkat kedua.
|
||||||
block.ship-refabricator.description = Meningkatkan unit kapal yang dimasukkan ke tingkat kedua.
|
block.ship-refabricator.description = Meningkatkan unit kapal yang dimasukkan ke tingkat kedua.
|
||||||
block.mech-refabricator.description = Meningkatkan unit mech yang dimasukkan ke tingkat kedua.
|
block.mech-refabricator.description = Meningkatkan unit meka yang dimasukkan ke tingkat kedua.
|
||||||
block.prime-refabricator.description = Meningkatkan unit yang dimasukkan ke tingkat ketiga.
|
block.prime-refabricator.description = Meningkatkan unit yang dimasukkan ke tingkat ketiga.
|
||||||
block.basic-assembler-module.description = Meningkatkan tingkat perakit ketika ditempatkan di sebelah batas konstruksi. Membutuhkan tenaga. Dapat digunakan sebagai penerima muatan.
|
block.basic-assembler-module.description = Meningkatkan tingkat perakit ketika ditempatkan di sebelah batas konstruksi. Membutuhkan tenaga. Dapat digunakan sebagai penerima muatan.
|
||||||
block.small-deconstructor.description = Mendekonstruksi bangunan dan unit yang dimasukkan. Mengembalikan 100% biaya pembangunan.
|
block.small-deconstructor.description = Mendekonstruksi bangunan dan unit yang dimasukkan. Mengembalikan 100% biaya pembangunan.
|
||||||
@@ -2451,7 +2460,7 @@ lst.operation = Melakukan operasi pada 1-2 variabel.
|
|||||||
lst.end = Loncati ke awal dari tumpukan perintah.
|
lst.end = Loncati ke awal dari tumpukan perintah.
|
||||||
lst.wait = Memberi jeda dalam detik yang ditentukan.
|
lst.wait = Memberi jeda dalam detik yang ditentukan.
|
||||||
lst.stop = Menghentikan eksekusi dari prosesor ini.
|
lst.stop = Menghentikan eksekusi dari prosesor ini.
|
||||||
lst.lookup = Mencari tipe barang/cairan/unit/blok dengan ID.\nJumlah hitungan dari setiap tipe dapat dilihat dengan:\n[accent]@unitCount[]/[accent]@itemCount[]/[accent]@liquidCount[]/[accent]@blockCount[]
|
lst.lookup = Mencari tipe barang/cairan/unit/blok dengan ID.\nJumlah hitungan dari setiap tipe dapat dilihat dengan:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\nUntuk operasi terbalik, artikan [accent]@id[] dari objek.
|
||||||
lst.jump = Loncati secara bersyarat ke pernyataan berikutnya.
|
lst.jump = Loncati secara bersyarat ke pernyataan berikutnya.
|
||||||
lst.unitbind = Menautkan ke unit jenis berikutnya, dan menyimpannya di [accent]@unit[].
|
lst.unitbind = Menautkan ke unit jenis berikutnya, dan menyimpannya di [accent]@unit[].
|
||||||
lst.unitcontrol = Mengendalikan unit yang saat ini dihubungkan.
|
lst.unitcontrol = Mengendalikan unit yang saat ini dihubungkan.
|
||||||
@@ -2533,7 +2542,7 @@ lenum.config = Pengaturan bangunan, misalnya menyortir barang.
|
|||||||
lenum.enabled = Menentukan aktif tidaknya suatu blok.
|
lenum.enabled = Menentukan aktif tidaknya suatu blok.
|
||||||
|
|
||||||
laccess.currentammotype = Bahan amunisi/cairan menara saat ini.
|
laccess.currentammotype = Bahan amunisi/cairan menara saat ini.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Jumlah sel dalam satu blok memori.
|
||||||
laccess.color = Warna lampu.
|
laccess.color = Warna lampu.
|
||||||
laccess.controller = Pengendali unit. Jika dikendalikan prosesor, mengembalikan prosesor.\nJika unit dalam barisan, mengembalikan leader.\nSebaliknya, mengembalikan unit itu sendiri.
|
laccess.controller = Pengendali unit. Jika dikendalikan prosesor, mengembalikan prosesor.\nJika unit dalam barisan, mengembalikan leader.\nSebaliknya, mengembalikan unit itu sendiri.
|
||||||
laccess.dead = Menentukan apakah unit/bangunan itu hancur atau tidak ada lagi.
|
laccess.dead = Menentukan apakah unit/bangunan itu hancur atau tidak ada lagi.
|
||||||
@@ -2542,6 +2551,9 @@ laccess.progress = Memeriksa hasil kemajuan, 0 sampai 1.\nMengembalikan hasil la
|
|||||||
laccess.speed = Kecepatan tertinggi dari suatu unit, dalam ubin/detik.
|
laccess.speed = Kecepatan tertinggi dari suatu unit, dalam ubin/detik.
|
||||||
laccess.size = Ukuran dari sebuah unit/bangunan atau panjang dari sebuah string.
|
laccess.size = Ukuran dari sebuah unit/bangunan atau panjang dari sebuah string.
|
||||||
laccess.id = ID suatu unit/blok/bahan/cairan.\nIni adalah kebalikan dari operasi pencarian.
|
laccess.id = ID suatu unit/blok/bahan/cairan.\nIni adalah kebalikan dari operasi pencarian.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Tak Diketahui
|
lcategory.unknown = Tak Diketahui
|
||||||
lcategory.unknown.description = Instruksi tanpa kategori.
|
lcategory.unknown.description = Instruksi tanpa kategori.
|
||||||
@@ -2569,7 +2581,7 @@ graphicstype.poly = Mengisi sebuah poligon beraturan.
|
|||||||
graphicstype.linepoly = Menggambar sebuah garis poligon beraturan.
|
graphicstype.linepoly = Menggambar sebuah garis poligon beraturan.
|
||||||
graphicstype.triangle = Mengisi sebuah segitiga.
|
graphicstype.triangle = Mengisi sebuah segitiga.
|
||||||
graphicstype.image = Membentuk sebuah gambar dari suatu konten.\nMisal: [accent]@router[] atau [accent]@dagger[].
|
graphicstype.image = Membentuk sebuah gambar dari suatu konten.\nMisal: [accent]@router[] atau [accent]@dagger[].
|
||||||
graphicstype.print = Mengambar teks dari buffer cetak.\nHanya karakter ASCII yang diperbolehkan.\nMenghapus cetak buffer.
|
graphicstype.print = Mengambar teks dari buffer cetak.\nHanya karakter ASCII yang diperbolehkan.\nMenghapus buffer cetak.
|
||||||
|
|
||||||
lenum.always = Selalu benar.
|
lenum.always = Selalu benar.
|
||||||
lenum.idiv = Pembagian integer.
|
lenum.idiv = Pembagian integer.
|
||||||
|
|||||||
@@ -805,6 +805,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Pianeti
|
planets = Pianeti
|
||||||
|
|
||||||
@@ -1078,6 +1082,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
||||||
|
|
||||||
@@ -1945,6 +1950,7 @@ block.logic-processor.name = Processore Logico
|
|||||||
block.hyper-processor.name = Iper Processore
|
block.hyper-processor.name = Iper Processore
|
||||||
block.logic-display.name = Display Logico
|
block.logic-display.name = Display Logico
|
||||||
block.large-logic-display.name = Grande Display Logico
|
block.large-logic-display.name = Grande Display Logico
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Cella di Memoria
|
block.memory-cell.name = Cella di Memoria
|
||||||
block.memory-bank.name = Banca di Memoria
|
block.memory-bank.name = Banca di Memoria
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2236,6 +2242,7 @@ block.memory-cell.description = Imagazzina le informazioni elaborate dai process
|
|||||||
block.memory-bank.description = Imagazzina le informazioni elaborate dai processori. Alta capacità.
|
block.memory-bank.description = Imagazzina le informazioni elaborate dai processori. Alta capacità.
|
||||||
block.logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
|
block.logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
|
||||||
block.large-logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
|
block.large-logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Una massiccia torre che utilizza potenti campi elettromagnetici. Accelera nuclei fino alla velocità di fuga per un impiego interplanetario.
|
block.interplanetary-accelerator.description = Una massiccia torre che utilizza potenti campi elettromagnetici. Accelera nuclei fino alla velocità di fuga per un impiego interplanetario.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2488,6 +2495,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -809,6 +809,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = 惑星
|
planets = 惑星
|
||||||
|
|
||||||
@@ -1084,6 +1088,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = コアにのみ搬入できます。
|
bar.onlycoredeposit = コアにのみ搬入できます。
|
||||||
|
|
||||||
@@ -1948,6 +1953,7 @@ block.logic-processor.name = ロジックプロセッサー
|
|||||||
block.hyper-processor.name = ハイパープロセッサー
|
block.hyper-processor.name = ハイパープロセッサー
|
||||||
block.logic-display.name = ロジックディスプレイ
|
block.logic-display.name = ロジックディスプレイ
|
||||||
block.large-logic-display.name = 大型ロジックディスプレイ
|
block.large-logic-display.name = 大型ロジックディスプレイ
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = メモリーセル
|
block.memory-cell.name = メモリーセル
|
||||||
block.memory-bank.name = メモリーバンク
|
block.memory-bank.name = メモリーバンク
|
||||||
team.malis.name = マリス
|
team.malis.name = マリス
|
||||||
@@ -2240,6 +2246,7 @@ block.memory-cell.description = 情報を格納します。
|
|||||||
block.memory-bank.description = より多くの情報を格納します。
|
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.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
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.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.core-bastion.description = 基本的な堅いコアです。一度破壊されると、セクターを失います。破壊されないようにしましょう。
|
block.core-bastion.description = 基本的な堅いコアです。一度破壊されると、セクターを失います。破壊されないようにしましょう。
|
||||||
@@ -2492,6 +2499,9 @@ laccess.progress = アクションの進行状況を0〜1で取得します。\n
|
|||||||
laccess.speed = ユニットの最高速度を返します。(単位:タイル/秒)
|
laccess.speed = ユニットの最高速度を返します。(単位:タイル/秒)
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = 不明
|
lcategory.unknown = 不明
|
||||||
lcategory.unknown.description = 未分類の指示です。
|
lcategory.unknown.description = 未分類の指示です。
|
||||||
lcategory.io = 入出力
|
lcategory.io = 入出力
|
||||||
|
|||||||
@@ -138,7 +138,7 @@ mods.report = 버그 제보하기
|
|||||||
mods.openfolder = 폴더 열기
|
mods.openfolder = 폴더 열기
|
||||||
mods.viewcontent = 콘텐츠 보기
|
mods.viewcontent = 콘텐츠 보기
|
||||||
mods.reload = 새로 고침
|
mods.reload = 새로 고침
|
||||||
mods.reloadexit = 게임이 종료된 후 모드를 불러올 것입니다.
|
mods.reloadexit = 모드를 불러오기 위해, 게임을 종료합니다. 재실행 해주세요.
|
||||||
mod.installed = [설치됨]
|
mod.installed = [설치됨]
|
||||||
mod.display = [gray]모드:[orange] {0}
|
mod.display = [gray]모드:[orange] {0}
|
||||||
mod.enabled = [lightgray]활성화됨
|
mod.enabled = [lightgray]활성화됨
|
||||||
@@ -458,7 +458,7 @@ editor.waves = 단계
|
|||||||
editor.rules = 규칙
|
editor.rules = 규칙
|
||||||
editor.generation = 지형 생성
|
editor.generation = 지형 생성
|
||||||
editor.objectives = 목표
|
editor.objectives = 목표
|
||||||
editor.locales = 언어 팩
|
editor.locales = 로케일 번들
|
||||||
editor.worldprocessors = 월드 프로세서
|
editor.worldprocessors = 월드 프로세서
|
||||||
editor.worldprocessors.editname = 이름 수정
|
editor.worldprocessors.editname = 이름 수정
|
||||||
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
||||||
@@ -536,7 +536,7 @@ editor.errorlegacy = 이 맵은 너무 오래됐고, 더 이상 지원하지 않
|
|||||||
editor.errornot = 맵 파일이 아닙니다.
|
editor.errornot = 맵 파일이 아닙니다.
|
||||||
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
|
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
|
||||||
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
|
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
|
||||||
editor.errorlocales = 잘못된 언어 팩을 읽는 동안 오류가 발생했습니다.
|
editor.errorlocales = 잘못된 로케일 번들을 읽는 동안 오류가 발생했습니다.
|
||||||
editor.update = 업데이트
|
editor.update = 업데이트
|
||||||
editor.randomize = 무작위
|
editor.randomize = 무작위
|
||||||
editor.moveup = 위로 이동
|
editor.moveup = 위로 이동
|
||||||
@@ -640,21 +640,21 @@ filter.option.percentile = 백분율
|
|||||||
filter.option.code = 코드
|
filter.option.code = 코드
|
||||||
filter.option.loop = 루프
|
filter.option.loop = 루프
|
||||||
|
|
||||||
locales.info = 여기에서 특정 언어에 대한 언어 팩을 맵에 추가할 수 있습니다. 언어 팩에서 각 속성에는 이름과 값이 있습니다. 이러한 속성은 이름을 사용하여 월드 프로세서와 목표에서 사용할 수 있습니다. 텍스트 서식 지정(플레이스홀더를 실제 값으로 대체)을 지원합니다.\n\n[cyan]예시 속성:\n[]이름: [accent]timer[]\n값: [accent]예시 타이머, 남은 시간: {0}[]\n\n[cyan]사용법:\n[]목표의 텍스트로 설정: [accent]@timer\n\n[]월드 프로세서에서 Print:\n[accent]localeprint "timer"\nformat time\n[gray](여기서 시간은 별도로 계산된 변수)
|
locales.info = 여기에서 특정 언어에 대한 로케일 번들을 맵에 추가할 수 있습니다. 로케일 번들에서 각 속성에는 이름과 값이 있습니다. 이러한 속성은 이름을 사용하여 월드 프로세서와 목표에서 사용할 수 있습니다. 텍스트 서식 지정(플레이스홀더를 실제 값으로 대체)을 지원합니다.\n\n[cyan]예시 속성:\n[]이름: [accent]timer[]\n값: [accent]예시 타이머, 남은 시간: {0}[]\n\n[cyan]사용법:\n[]목표의 텍스트로 설정: [accent]@timer\n\n[]월드 프로세서에서 Print:\n[accent]localeprint "timer"\nformat time\n[gray](여기서 시간은 별도로 계산된 변수)
|
||||||
locales.deletelocale = 이 언어 팩을 삭제하시겠습니까?
|
locales.deletelocale = 이 로케일 번들을 삭제하시겠습니까?
|
||||||
locales.applytoall = 모든 언어 팩에 변경 사항 적용
|
locales.applytoall = 모든 로케일 번들에 변경 사항 적용
|
||||||
locales.addtoother = 다른 언어 팩에 추가
|
locales.addtoother = 다른 로케일 번들에 추가
|
||||||
locales.rollback = 마지막으로 적용된 상태로 롤백
|
locales.rollback = 마지막으로 적용된 상태로 롤백
|
||||||
locales.filter = 속성 필터
|
locales.filter = 속성 필터
|
||||||
locales.searchname = 이름 검색...
|
locales.searchname = 이름 검색...
|
||||||
locales.searchvalue = 값 검색...
|
locales.searchvalue = 값 검색...
|
||||||
locales.searchlocale = 언어 팩 검색...
|
locales.searchlocale = 로케일 번들 검색...
|
||||||
locales.byname = 이름으로
|
locales.byname = 이름으로
|
||||||
locales.byvalue = 값으로
|
locales.byvalue = 값으로
|
||||||
locales.showcorrect = 모든 언어 팩에 존재하고 모든 곳에서 고유한 값을 갖는 속성을 표시
|
locales.showcorrect = 모든 로케일 번들에 존재하고 모든 곳에서 고유한 값을 갖는 속성을 표시
|
||||||
locales.showmissing = 일부 언어 팩에서 누락된 속성 표시
|
locales.showmissing = 일부 로케일 번들에서 누락된 속성 표시
|
||||||
locales.showsame = 다른 언어 팩에서 동일한 값을 갖는 속성 표시
|
locales.showsame = 다른 로케일 번들에서 동일한 값을 갖는 속성 표시
|
||||||
locales.viewproperty = 모든 언어 팩에서 보기
|
locales.viewproperty = 모든 로케일 번들에서 보기
|
||||||
locales.viewing = 속성 보기 "{0}"
|
locales.viewing = 속성 보기 "{0}"
|
||||||
locales.addicon = 아이콘 추가
|
locales.addicon = 아이콘 추가
|
||||||
|
|
||||||
@@ -826,6 +826,10 @@ difficulty.easy = 쉬움
|
|||||||
difficulty.normal = 보통
|
difficulty.normal = 보통
|
||||||
difficulty.hard = 어려움
|
difficulty.hard = 어려움
|
||||||
difficulty.eradication = 극한
|
difficulty.eradication = 극한
|
||||||
|
difficulty.enemyHealthMultiplier = 적의 체력: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = 적의 수: {0}
|
||||||
|
difficulty.waveTimeMultiplier = 단계 타이머: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](옵션 없음)
|
||||||
|
|
||||||
planets = 태양계
|
planets = 태양계
|
||||||
|
|
||||||
@@ -863,16 +867,16 @@ sector.mycelialBastion.name = 균사 요새
|
|||||||
sector.frontier.name = 국경 지방
|
sector.frontier.name = 국경 지방
|
||||||
|
|
||||||
sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지녔습니다. 적은 위협적이지 않지만, 자원도 풍부하진 않습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n이제 출격할 시간입니다.
|
sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지녔습니다. 적은 위협적이지 않지만, 자원도 풍부하진 않습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n이제 출격할 시간입니다.
|
||||||
sector.frozenForest.description = 산과 가까운 이곳에도, 포자가 퍼졌습니다. 혹한의 추위조차 포자가 퍼지는 것을 억누를 수 없습니다.\n화력 발전기를 건설하고, 멘더를 사용하는 방법을 배워야 합니다.
|
sector.frozenForest.description = 산과 가까운 이곳에도, 포자가 퍼졌습니다. 혹한의 추위조차 포자가 퍼지는 것을 억누를 수 없었습니다.\n화력 발전기를 건설하고, 멘더를 사용하는 방법을 배우세요.
|
||||||
sector.saltFlats.description = 사막의 변두리에는 소금으로 이루어진 평원이 있습니다. 이곳에선 매우 적은 자원만 발견되었습니다.\n\n하지만 자원이 희소한 이곳에서도 적들의 요새가 포착되었습니다. 그들을 사막의 모래로 만들어버리세요.
|
sector.saltFlats.description = 사막의 변두리에는 소금으로 이루어진 평원이 있습니다. 이곳에선 매우 적은 자원만 발견되었습니다.\n\n하지만 자원이 희소한 이곳에서도 적들의 요새가 포착되었습니다. 그들을 사막의 모래로 만들어버리세요.
|
||||||
sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 탈환하여 강화 유리를 제련하고, 포탑과 드릴에 물을 공급하여 더 강력한 방어선을 구축하여야 합니다.
|
sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 탈환하여 강화 유리를 제련하고, 포탑과 드릴에 물을 공급하여 더 강력한 방어선을 구축하여야 합니다.
|
||||||
sector.ruinousShores.description = 폐허를 지나서 나오는 해안선. 한때, 이곳에는 해안 방어기지가 있었습니다.\n많은 부분이 소실되었습니다. 기본적인 방어 시설을 제외한 모든 것이 고철 덩어리가 되었습니다. \n외부로 세력을 확장하기 위한 첫 발걸음으로, 무너진 시설을 재건하고 잃어버린 기술을 다시 회수하십시오.
|
sector.ruinousShores.description = 폐허를 지나서 나오는 해안선. 한때, 이곳에는 해안 방어기지가 있었습니다.\n많은 부분이 소실되었고, 기본적인 방어 시설을 제외한 모든 것이 고철 덩어리가 되었습니다. \n외부로 세력을 확장하기 위한 첫 발걸음으로, 무너진 시설을 재건하고 잃어버린 기술을 다시 회수하십시오.
|
||||||
sector.stainedMountains.description = 더 내륙에는 아직 포자에 오염되지 않은 산맥이 있습니다.\n이 지역에서 티타늄을 채굴하고 이것을 어떻게 사용하는지 배우십시오.\n\n이곳은 더 강력한 적이 주둔하고 있습니다. 적이 가장 강력한 유닛을 준비할 시간을 주지 마십시오.
|
sector.stainedMountains.description = 더 내륙에는 아직 포자에 오염되지 않은 산맥이 있습니다.\n이 지역에서 티타늄을 채굴하고 이것을 어떻게 사용하는지 배우십시오.\n\n이곳은 더 강력한 적이 주둔하고 있습니다. 적이 가장 강력한 유닛을 준비할 시간을 주지 마십시오.
|
||||||
sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이곳에 전초기지를 설립했습니다. 대거를 생산해 적의 기지를 박살 내고 우리가 잃어버린 것을 되찾아야 합니다!
|
sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이곳에 전초기지를 설립했습니다. 대거를 생산해 적의 기지를 박살 내고 우리가 잃어버린 것을 되찾아야 합니다!
|
||||||
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 가공기술을 익히는 것이 도움이 될 것입니다.
|
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 가공기술을 익히는 것이 도움이 될 것입니다.
|
||||||
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
||||||
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익혀 보세요.
|
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익혀 보세요.
|
||||||
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n그것들을 파괴하십시오.\n대거와 크롤러 기체를 사용하여 두 개의 기지를 파괴하여야 합니다.
|
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n그것들을 파괴하십시오.\n대거 유닛을 사용하여 두 개의 코어를 파괴하세요.
|
||||||
sector.biomassFacility.description = 포자가 탄생한 곳. 이곳은 포자를 연구하고 최초로 생산했던 시설입니다.\n이 시설에 남아있는 기술을 습득하고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하십시오. \n\n[lightgray]이 시설이 붕괴한 후에, 시설 내에 배양되던 대량의 포자가 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다.
|
sector.biomassFacility.description = 포자가 탄생한 곳. 이곳은 포자를 연구하고 최초로 생산했던 시설입니다.\n이 시설에 남아있는 기술을 습득하고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하십시오. \n\n[lightgray]이 시설이 붕괴한 후에, 시설 내에 배양되던 대량의 포자가 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다.
|
||||||
sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 기록에 따르면 한 때 [accent]플라스터늄[]을 생산하는 시설이 존재했습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 구축하고, 공장들을 연구하여야 합니다.
|
sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 기록에 따르면 한 때 [accent]플라스터늄[]을 생산하는 시설이 존재했습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 구축하고, 공장들을 연구하여야 합니다.
|
||||||
sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있는 지역을 공격하거나, 적에게 침공당한 지역을 효과적으로 수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 강탈하십시오.
|
sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있는 지역을 공격하거나, 적에게 침공당한 지역을 효과적으로 수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 강탈하십시오.
|
||||||
@@ -1105,8 +1109,9 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] 피해 감소
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/초[lightgray] 최소 속도
|
ability.stat.minspeed = [stat]{0} tiles/초[lightgray] 최소 속도
|
||||||
ability.stat.duration = [stat]{0} 초[lightgray] 지속 시간
|
ability.stat.duration = [stat]{0} 초[lightgray] 지속 시간
|
||||||
ability.stat.buildtime = [stat]{0} 초[lightgray] 건설 시간
|
ability.stat.buildtime = [stat]{0} 초[lightgray] 건설 시간
|
||||||
|
bar.displaytoolarge = 크기 초과\n(가능한 최대 크기: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
bar.onlycoredeposit = 코어에만 투입할 수 있음
|
||||||
bar.drilltierreq = 더 좋은 드릴 필요
|
bar.drilltierreq = 더 좋은 드릴 필요
|
||||||
bar.nobatterypower = 배터리 전력 부족
|
bar.nobatterypower = 배터리 전력 부족
|
||||||
bar.noresources = 자원 부족
|
bar.noresources = 자원 부족
|
||||||
@@ -1198,7 +1203,7 @@ category.crafting = 입력/출력
|
|||||||
category.function = 기능
|
category.function = 기능
|
||||||
category.optional = 선택적 향상
|
category.optional = 선택적 향상
|
||||||
setting.alwaysmusic.name = 항상 음악 재생
|
setting.alwaysmusic.name = 항상 음악 재생
|
||||||
setting.alwaysmusic.description = 이 기능을 활성화하면, 게임 내에서 음악이 항상 반복 재생됩니다.\n비활성화하면, 무작위 간격으로만 재생됩니다.
|
setting.alwaysmusic.description = 이 설정을 활성화하면, 게임 내에서 OST가 항상 반복 재생됩니다.\n비활성화하면, 무작위 간격으로만 재생됩니다.
|
||||||
setting.skipcoreanimation.name = 코어 발사/착륙 애니메이션 건너뛰기
|
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
|
||||||
@@ -1432,7 +1437,7 @@ rules.unitcapvariable = 코어 유닛 수 제한 추가
|
|||||||
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
||||||
rules.unitcap = 기본 유닛 제한
|
rules.unitcap = 기본 유닛 제한
|
||||||
rules.limitarea = 맵 영역 제한
|
rules.limitarea = 맵 영역 제한
|
||||||
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
rules.enemycorebuildradius = 코어 건설금지 범위:[lightgray] (타일)
|
||||||
rules.extracorebuildradius = 추가 건설금지 범위:[lightgray] (타일)
|
rules.extracorebuildradius = 추가 건설금지 범위:[lightgray] (타일)
|
||||||
rules.wavespacing = 단계 간격:[lightgray] (초)
|
rules.wavespacing = 단계 간격:[lightgray] (초)
|
||||||
rules.initialwavespacing = 첫 단계 간격:[lightgray] (초)
|
rules.initialwavespacing = 첫 단계 간격:[lightgray] (초)
|
||||||
@@ -1734,7 +1739,7 @@ block.power-void.name = 전력 소멸기
|
|||||||
block.power-source.name = 전력 공급기
|
block.power-source.name = 전력 공급기
|
||||||
block.unloader.name = 언로더
|
block.unloader.name = 언로더
|
||||||
block.vault.name = 창고
|
block.vault.name = 창고
|
||||||
block.wave.name = 파도
|
block.wave.name = 웨이브
|
||||||
block.tsunami.name = 쓰나미
|
block.tsunami.name = 쓰나미
|
||||||
block.swarmer.name = 스웜
|
block.swarmer.name = 스웜
|
||||||
block.salvo.name = 살보
|
block.salvo.name = 살보
|
||||||
@@ -1779,7 +1784,7 @@ block.spectre.name = 스펙터
|
|||||||
block.meltdown.name = 멜트다운
|
block.meltdown.name = 멜트다운
|
||||||
block.foreshadow.name = 포어쉐도우
|
block.foreshadow.name = 포어쉐도우
|
||||||
block.container.name = 컨테이너
|
block.container.name = 컨테이너
|
||||||
block.launch-pad.name = 발사 패드 (구)
|
block.launch-pad.name = 발사 패드 [lightgray](구)
|
||||||
block.advanced-launch-pad.name = 발사 패드
|
block.advanced-launch-pad.name = 발사 패드
|
||||||
block.landing-pad.name = 착륙 패드
|
block.landing-pad.name = 착륙 패드
|
||||||
|
|
||||||
@@ -1789,7 +1794,7 @@ block.air-factory.name = 항공 공장
|
|||||||
block.naval-factory.name = 해양 공장
|
block.naval-factory.name = 해양 공장
|
||||||
block.additive-reconstructor.name = 애디티브 재구성기
|
block.additive-reconstructor.name = 애디티브 재구성기
|
||||||
block.multiplicative-reconstructor.name = 멀티플리커티브 재구성기
|
block.multiplicative-reconstructor.name = 멀티플리커티브 재구성기
|
||||||
block.exponential-reconstructor.name = 엑스포우넨설 재구성기
|
block.exponential-reconstructor.name = 엑스포우네설 재구성기
|
||||||
block.tetrative-reconstructor.name = 테러티브 재구성기
|
block.tetrative-reconstructor.name = 테러티브 재구성기
|
||||||
block.payload-conveyor.name = 화물 컨베이어
|
block.payload-conveyor.name = 화물 컨베이어
|
||||||
block.payload-router.name = 화물 분배기
|
block.payload-router.name = 화물 분배기
|
||||||
@@ -1802,7 +1807,7 @@ block.payload-source.name = 화물 공급기
|
|||||||
block.disassembler.name = 광재 분해기
|
block.disassembler.name = 광재 분해기
|
||||||
block.silicon-crucible.name = 실리콘 도가니
|
block.silicon-crucible.name = 실리콘 도가니
|
||||||
block.overdrive-dome.name = 대형 과부하 프로젝터
|
block.overdrive-dome.name = 대형 과부하 프로젝터
|
||||||
block.interplanetary-accelerator.name = 성간 코어 가속기
|
block.interplanetary-accelerator.name = 성간 가속기
|
||||||
block.constructor.name = 건설기
|
block.constructor.name = 건설기
|
||||||
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
||||||
block.large-constructor.name = 대형 건설기
|
block.large-constructor.name = 대형 건설기
|
||||||
@@ -1977,6 +1982,7 @@ block.logic-processor.name = 로직 프로세서
|
|||||||
block.hyper-processor.name = 하이퍼 프로세서
|
block.hyper-processor.name = 하이퍼 프로세서
|
||||||
block.logic-display.name = 로직 디스플레이
|
block.logic-display.name = 로직 디스플레이
|
||||||
block.large-logic-display.name = 대형 로직 디스플레이
|
block.large-logic-display.name = 대형 로직 디스플레이
|
||||||
|
block.tile-logic-display.name = 타일형 로직 디스플레이
|
||||||
block.memory-cell.name = 메모리 셀
|
block.memory-cell.name = 메모리 셀
|
||||||
block.memory-bank.name = 메모리 보관소
|
block.memory-bank.name = 메모리 보관소
|
||||||
|
|
||||||
@@ -1997,7 +2003,7 @@ hint.respawn.mobile = 유닛 혹은 포탑을 조종할 수 있습니다. 유닛
|
|||||||
hint.desktopPause = 게임을 일시 정지/재개하기 위해 [accent][[Space][]를 누르십시오.
|
hint.desktopPause = 게임을 일시 정지/재개하기 위해 [accent][[Space][]를 누르십시오.
|
||||||
hint.breaking = 블록을 부수려면 [accent]우클릭[]한 후 드래그하십시오.
|
hint.breaking = 블록을 부수려면 [accent]우클릭[]한 후 드래그하십시오.
|
||||||
hint.breaking.mobile = 블록을 부수려면 오른쪽 하단의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오.
|
hint.breaking.mobile = 블록을 부수려면 오른쪽 하단의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오.
|
||||||
hint.blockInfo = 블록 정보를 확인하려면, [accent]건설 목록[]에서 블록을 선택한 후 오른쪽의 [accent][[?][] 버튼을 누르십시오.
|
hint.blockInfo = 블록의 입력해야 할 자원과 통계를 확인하려면, 오른쪽 하단 [accent]건설 목록[]에서 블록을 선택한 후 블록 이름 오른쪽의 [accent][[?][] 버튼을 누르십시오.
|
||||||
hint.derelict = [accent]버려진[] 구조물은 더 이상 작동하지 않는 오래된 기지의 부서진 잔해입니다.\n\n이 구조물은 [accent]철거[]하여 자원을 얻을 수 있습니다.
|
hint.derelict = [accent]버려진[] 구조물은 더 이상 작동하지 않는 오래된 기지의 부서진 잔해입니다.\n\n이 구조물은 [accent]철거[]하여 자원을 얻을 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.
|
||||||
@@ -2096,7 +2102,7 @@ item.scrap.details = 오래된 구조물과 유닛의 잔해. 미량의 다양
|
|||||||
item.silicon.description = 복잡한 전자 장치나 유도탄에 사용되는 유용한 반도체입니다.
|
item.silicon.description = 복잡한 전자 장치나 유도탄에 사용되는 유용한 반도체입니다.
|
||||||
item.plastanium.description = 고급 유닛, 절연 및 파편화 탄약에 사용됩니다.
|
item.plastanium.description = 고급 유닛, 절연 및 파편화 탄약에 사용됩니다.
|
||||||
item.phase-fabric.description = 최첨단 전자 구조물과 자가 수리 기술에 사용되는 물질입니다.
|
item.phase-fabric.description = 최첨단 전자 구조물과 자가 수리 기술에 사용되는 물질입니다.
|
||||||
item.surge-alloy.description = 서지 합금, 줄여서 설금. 첨단 무기 및 반작용 방어 구조물에 사용되는 고급 합금입니다.
|
item.surge-alloy.description = 첨단 무기 및 반작용 방어 구조물에 사용되는 고급 합금입니다.
|
||||||
item.spore-pod.description = 석유, 폭발물과 연료로 전환하는 데 사용되는 합성 포자 버섯입니다.
|
item.spore-pod.description = 석유, 폭발물과 연료로 전환하는 데 사용되는 합성 포자 버섯입니다.
|
||||||
item.spore-pod.details = 포자, 합성 생명체로 판단됩니다. 타 유기체에 치명적인 독가스를 내뿜으며. 매우 빠르게 퍼집니다. 특정한 조건에서 인화성이 매우 높습니다.
|
item.spore-pod.details = 포자, 합성 생명체로 판단됩니다. 타 유기체에 치명적인 독가스를 내뿜으며. 매우 빠르게 퍼집니다. 특정한 조건에서 인화성이 매우 높습니다.
|
||||||
item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다.
|
item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다.
|
||||||
@@ -2274,8 +2280,9 @@ block.logic-processor.description = 로직 실행문을 순서대로 무한히
|
|||||||
block.hyper-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 유닛 또는 건물을 제어하는 데 쓰일 수 있습니다. 로직 프로세서보다 실행 속도가 더 빠릅니다.
|
block.hyper-processor.description = 로직 실행문을 순서대로 무한히 실행합니다. 유닛 또는 건물을 제어하는 데 쓰일 수 있습니다. 로직 프로세서보다 실행 속도가 더 빠릅니다.
|
||||||
block.memory-cell.description = 프로세서를 위한 데이터를 저장합니다.
|
block.memory-cell.description = 프로세서를 위한 데이터를 저장합니다.
|
||||||
block.memory-bank.description = 프로세서를 위한 데이터를 저장합니다. 큰 용량을 지니고 있습니다.
|
block.memory-bank.description = 프로세서를 위한 데이터를 저장합니다. 큰 용량을 지니고 있습니다.
|
||||||
block.logic-display.description = 프로세서를 이용해 임의로 그래픽을 출력할 수 있습니다.
|
block.logic-display.description = 프로세서를 이용해 임의로 그래픽을 표시할 수 있습니다.
|
||||||
block.large-logic-display.description = 프로세서를 이용해 임의로 그래픽을 출력할 수 있습니다.
|
block.large-logic-display.description = 프로세서를 이용해 임의로 그래픽을 표시할 수 있습니다.
|
||||||
|
block.tile-logic-display.description = 프로세서를 이용해 임의로 그래픽을 표시할 수 있습니다.\n주변 다른 타일형 디스플레이 블록에 원활하게 연결됩니다.
|
||||||
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 행성 간 이동을 위한 탈출 속도까지 코어를 가속합니다.
|
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 행성 간 이동을 위한 탈출 속도까지 코어를 가속합니다.
|
||||||
block.repair-turret.description = 피해를 입은 가장 가까운 유닛을 지속적으로 수리합니다. 선택적으로 냉각수를 넣을 수 있습니다.
|
block.repair-turret.description = 피해를 입은 가장 가까운 유닛을 지속적으로 수리합니다. 선택적으로 냉각수를 넣을 수 있습니다.
|
||||||
|
|
||||||
@@ -2312,7 +2319,7 @@ block.vent-condenser.description = 분출구에서 나오는 가스를 물로
|
|||||||
block.plasma-bore.description = 광석 벽을 향하여 배치하면 자원을 끊임없이 출력합니다. 소량의 전력이 필요합니다.
|
block.plasma-bore.description = 광석 벽을 향하여 배치하면 자원을 끊임없이 출력합니다. 소량의 전력이 필요합니다.
|
||||||
block.large-plasma-bore.description = 더 큰 플라즈마 채광기. 텅스텐과 토륨을 채굴할 수 있습니다. 수소와 전력이 필요합니다.
|
block.large-plasma-bore.description = 더 큰 플라즈마 채광기. 텅스텐과 토륨을 채굴할 수 있습니다. 수소와 전력이 필요합니다.
|
||||||
block.cliff-crusher.description = 벽을 부수고 모래를 끊임없이 배출합니다. 전력이 필요합니다. 효율은 벽의 유형에 따라 다릅니다.
|
block.cliff-crusher.description = 벽을 부수고 모래를 끊임없이 배출합니다. 전력이 필요합니다. 효율은 벽의 유형에 따라 다릅니다.
|
||||||
block.large-cliff-crusher.description = 벽을 부수고 모래를 끊임없이 배출합니다. 전력과 오존이 필요합니다. 효율은 벽의 유형에 따라 다릅니다. 선택적으로 텅스텐을 소모하여 효율성을 높입니다.
|
block.large-cliff-crusher.description = 벽을 부수고 모래를 끊임없이 배출합니다. 전력과 수소가 필요합니다. 효율은 벽의 유형에 따라 다릅니다. 선택적으로 흑연을 소모하여 효율성을 높입니다.
|
||||||
block.impact-drill.description = 광석에 배치하면 자원을 한번에 몰아서, 끊임없이 출력합니다. 전력과 물이 필요합니다.
|
block.impact-drill.description = 광석에 배치하면 자원을 한번에 몰아서, 끊임없이 출력합니다. 전력과 물이 필요합니다.
|
||||||
block.eruption-drill.description = 개선된 충격 드릴. 토륨을 채굴할 수 있습니다. 수소가 필요합니다.
|
block.eruption-drill.description = 개선된 충격 드릴. 토륨을 채굴할 수 있습니다. 수소가 필요합니다.
|
||||||
block.reinforced-conduit.description = 유체를 앞으로 이동합니다. 측면에서 파이프가 아닌 입력을 허용하지 않습니다.
|
block.reinforced-conduit.description = 유체를 앞으로 이동합니다. 측면에서 파이프가 아닌 입력을 허용하지 않습니다.
|
||||||
@@ -2345,7 +2352,7 @@ block.unit-cargo-loader.description = 화물용 드론을 제작합니다. 드
|
|||||||
block.unit-cargo-unload-point.description = 화물 드론의 하역지점 역할을 합니다. 선택한 필터와 일치하는 자원을 받아들입니다.
|
block.unit-cargo-unload-point.description = 화물 드론의 하역지점 역할을 합니다. 선택한 필터와 일치하는 자원을 받아들입니다.
|
||||||
block.beam-node.description = 전력을 다른 블록에 직선 방향으로 전송합니다. 소량의 전력을 저장합니다.
|
block.beam-node.description = 전력을 다른 블록에 직선 방향으로 전송합니다. 소량의 전력을 저장합니다.
|
||||||
block.beam-tower.description = 전력을 다른 블록에 직선 방향으로 전송합니다. 대량의 전력을 저장합니다. 장거리 연결이 가능합니다.
|
block.beam-tower.description = 전력을 다른 블록에 직선 방향으로 전송합니다. 대량의 전력을 저장합니다. 장거리 연결이 가능합니다.
|
||||||
block.beam-link.description = Transmits power over vast distances.\nOnly capable of connecting to adjacent structures or other beam links.
|
block.beam-link.description = 매우 먼 거리에 전력을 전송합니다.\n인접한 구조물이나 다른 빔 링크에만 연결할 수 있습니다.
|
||||||
block.turbine-condenser.description = 분출구에 배치할 때 전력을 발생시킵니다. 소량의 물을 생산합니다.
|
block.turbine-condenser.description = 분출구에 배치할 때 전력을 발생시킵니다. 소량의 물을 생산합니다.
|
||||||
block.chemical-combustion-chamber.description = 아르키사이트와 오존으로 전력을 생산합니다.
|
block.chemical-combustion-chamber.description = 아르키사이트와 오존으로 전력을 생산합니다.
|
||||||
block.pyrolysis-generator.description = 아르키사이트와 광재로 많은 양의 전력을 생산합니다. 부산물로 물이 발생합니다.
|
block.pyrolysis-generator.description = 아르키사이트와 광재로 많은 양의 전력을 생산합니다. 부산물로 물이 발생합니다.
|
||||||
@@ -2480,7 +2487,7 @@ lst.sync = 네트워크 전체에서 변수를 동기화합니다.\n1초에 최
|
|||||||
lst.playsound = 소리를 재생합니다.\n볼륨과 팬은 전역 값이 될 수도 있고, 위치를 기준으로 계산될 수도 있습니다.
|
lst.playsound = 소리를 재생합니다.\n볼륨과 팬은 전역 값이 될 수도 있고, 위치를 기준으로 계산될 수도 있습니다.
|
||||||
lst.makemarker = 월드에 새로운 논리 마커를 만듭니다.\n 이 마커를 식별할 ID를 제공해야 합니다.\n 현재 마커는 월드당 20,000개로 제한되어 있습니다.
|
lst.makemarker = 월드에 새로운 논리 마커를 만듭니다.\n 이 마커를 식별할 ID를 제공해야 합니다.\n 현재 마커는 월드당 20,000개로 제한되어 있습니다.
|
||||||
lst.setmarker = 마커의 속성을 설정합니다.\n사용된 ID는 마커 만들기 지침에서와 동일해야 합니다.
|
lst.setmarker = 마커의 속성을 설정합니다.\n사용된 ID는 마커 만들기 지침에서와 동일해야 합니다.
|
||||||
lst.localeprint = 텍스트 버퍼에 맵 언어 팩 속성 값을 추가합니다.\n맵 편집기에서 맵 언어 팩을 설정하려면 [accent]맵 정보 > 언어 팩[]을 선택합니다.\n클라이언트가 모바일 기기인 경우 먼저 ".mobile"로 끝나는 속성을 print하려고 시도합니다.
|
lst.localeprint = 텍스트 버퍼에 맵 로케일 번들 속성 값을 추가합니다.\n맵 편집기에서 맵 로케일 번들을 설정하려면 [accent]맵 정보 > 로케일 번들[]을 선택합니다.\n클라이언트가 모바일 기기인 경우 먼저 ".mobile"로 끝나는 속성을 print하려고 시도합니다.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
@@ -2519,7 +2526,7 @@ lglobal.@liquidCount = 게임의 액체 콘텐츠 유형의 총 수; 조회 지
|
|||||||
lglobal.@server = 코드가 서버 또는 싱글 플레이어에서 실행되는 경우 true, 그렇지 않은 경우 false
|
lglobal.@server = 코드가 서버 또는 싱글 플레이어에서 실행되는 경우 true, 그렇지 않은 경우 false
|
||||||
lglobal.@client = 코드가 서버에 연결된 클라이언트에서 실행되는 경우 true
|
lglobal.@client = 코드가 서버에 연결된 클라이언트에서 실행되는 경우 true
|
||||||
|
|
||||||
lglobal.@clientLocale = 코드를 실행하는 클라이언트의 언어 팩. 예: en_US (한국어는 ko_KR)
|
lglobal.@clientLocale = 코드를 실행하는 클라이언트의 로케일 번들. 예: en_US (한국어는 ko_KR)
|
||||||
lglobal.@clientUnit = 코드를 실행하는 클라이언트의 단위
|
lglobal.@clientUnit = 코드를 실행하는 클라이언트의 단위
|
||||||
lglobal.@clientName = 코드를 실행하는 클라이언트의 플레이어 이름
|
lglobal.@clientName = 코드를 실행하는 클라이언트의 플레이어 이름
|
||||||
lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
|
lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
|
||||||
@@ -2543,6 +2550,9 @@ laccess.progress = 작업 진행률, 0 에서 1 로 감.\n포탑 재장전이나
|
|||||||
laccess.speed = 유닛의 최대 속도, 타일/초.
|
laccess.speed = 유닛의 최대 속도, 타일/초.
|
||||||
laccess.size = 유닛/건물의 크기 또는 줄의 길이.
|
laccess.size = 유닛/건물의 크기 또는 줄의 길이.
|
||||||
laccess.id = 유닛/블록/아이템/액체의 ID.\n이것은 조회 작업의 역순입니다.
|
laccess.id = 유닛/블록/아이템/액체의 ID.\n이것은 조회 작업의 역순입니다.
|
||||||
|
laccess.displaywidth = 디스플레이 블록의 픽셀 단위 너비.
|
||||||
|
laccess.displayheight = 디스플레이 블록의 픽셀 단위 높이.
|
||||||
|
laccess.bufferusage = 디스플레이의 그래픽 버퍼에 있는 처리되지 않은 명령의 수.
|
||||||
|
|
||||||
lcategory.unknown = 알 수 없음
|
lcategory.unknown = 알 수 없음
|
||||||
lcategory.unknown.description = 분류되지 않은 설명
|
lcategory.unknown.description = 분류되지 않은 설명
|
||||||
@@ -2682,7 +2692,7 @@ lenum.getblock = 좌표에서 건물, 층, 블록 유형을 가져옵니다.\n
|
|||||||
lenum.within = 좌표 주변 유닛 발견 여부
|
lenum.within = 좌표 주변 유닛 발견 여부
|
||||||
lenum.boost = 이륙 시작/중단
|
lenum.boost = 이륙 시작/중단
|
||||||
|
|
||||||
lenum.flushtext = 해당되는 경우, 프린트 버퍼의 내용을 마커에 플러시.\nFetch가 true로 설정된 경우, 맵 언어 팩 또는 게임 번들에서 속성을 가져오려고 시도합니다.
|
lenum.flushtext = 해당되는 경우, 프린트 버퍼의 내용을 마커에 플러시.\nFetch가 true로 설정된 경우, 맵 로케일 번들 또는 게임 번들에서 속성을 가져오려고 시도합니다.
|
||||||
lenum.texture = 게임의 texture atlas에서 직접 가져온 텍스처 이름(케밥식 명명 스타일 사용).\n printFlush가 true로 설정된 경우, 텍스트 인수로 텍스트 버퍼 내용을 사용합니다.
|
lenum.texture = 게임의 texture atlas에서 직접 가져온 텍스처 이름(케밥식 명명 스타일 사용).\n printFlush가 true로 설정된 경우, 텍스트 인수로 텍스트 버퍼 내용을 사용합니다.
|
||||||
lenum.texturesize = 타일의 텍스처 크기. 0 값은 마커 너비를 원래 텍스처 크기에 맞게 조정합니다.
|
lenum.texturesize = 타일의 텍스처 크기. 0 값은 마커 너비를 원래 텍스처 크기에 맞게 조정합니다.
|
||||||
lenum.autoscale = 플레이어의 확대/축소 레벨에 맞춰 마커의 크기를 조정할지 여부.
|
lenum.autoscale = 플레이어의 확대/축소 레벨에 맞춰 마커의 크기를 조정할지 여부.
|
||||||
|
|||||||
@@ -800,6 +800,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1073,6 +1077,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1935,6 +1940,7 @@ block.logic-processor.name = Loginis Procesorius
|
|||||||
block.hyper-processor.name = Hiper Procesorius
|
block.hyper-processor.name = Hiper Procesorius
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2225,6 +2231,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2476,6 +2483,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -811,6 +811,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planeten
|
planets = Planeten
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1085,6 +1089,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
||||||
|
|
||||||
@@ -1948,6 +1953,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2238,6 +2244,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2489,6 +2496,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -800,6 +800,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1073,6 +1077,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1935,6 +1940,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2225,6 +2231,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2476,6 +2483,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -807,6 +807,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planety
|
planets = Planety
|
||||||
|
|
||||||
@@ -1082,6 +1086,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] redukcja uszkodzeń
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sek[lightgray] czas trwania
|
ability.stat.duration = [stat]{0} sek[lightgray] czas trwania
|
||||||
ability.stat.buildtime = [stat]{0} sek[lightgray] czas budowy
|
ability.stat.buildtime = [stat]{0} sek[lightgray] czas budowy
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
||||||
|
|
||||||
@@ -1955,6 +1960,7 @@ block.logic-processor.name = Procesor Logiczny
|
|||||||
block.hyper-processor.name = Hiperprocesor
|
block.hyper-processor.name = Hiperprocesor
|
||||||
block.logic-display.name = Wyświetlacz Logiczny
|
block.logic-display.name = Wyświetlacz Logiczny
|
||||||
block.large-logic-display.name = Duży Wyświetlacz Logiczny
|
block.large-logic-display.name = Duży Wyświetlacz Logiczny
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Komórka Pamięci
|
block.memory-cell.name = Komórka Pamięci
|
||||||
block.memory-bank.name = Bank Pamięci
|
block.memory-bank.name = Bank Pamięci
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2246,6 +2252,7 @@ block.memory-cell.description = Przechowuje dane dla procesora.
|
|||||||
block.memory-bank.description = Przechowuje dane dla procesora. Duża pojemność.
|
block.memory-bank.description = Przechowuje dane dla procesora. Duża pojemność.
|
||||||
block.logic-display.description = Wyświetla obraz z procesora.
|
block.logic-display.description = Wyświetla obraz z procesora.
|
||||||
block.large-logic-display.description = Wyświetla obraz z procesora.
|
block.large-logic-display.description = Wyświetla obraz z procesora.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Masywna elektromagnetyczna wieża. Przyspiesza rdzeń do prędkości ucieczki by wylądować na innych planetach.
|
block.interplanetary-accelerator.description = Masywna elektromagnetyczna wieża. Przyspiesza rdzeń do prędkości ucieczki by wylądować na innych planetach.
|
||||||
block.repair-turret.description = Na bieżąco naprawia najbliższą uszkodzoną jednostkę w jej sąsiedztwie. Opcjonalnie akceptuje chłodziwo.
|
block.repair-turret.description = Na bieżąco naprawia najbliższą uszkodzoną jednostkę w jej sąsiedztwie. Opcjonalnie akceptuje chłodziwo.
|
||||||
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
|
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
|
||||||
@@ -2513,6 +2520,9 @@ laccess.progress = Postęp akcji, od 0 do 1.\nZwraca produkcję, przeładowanie
|
|||||||
laccess.speed = Najwyższa prędkość jednostki, w kratkach/sec.
|
laccess.speed = Najwyższa prędkość jednostki, w kratkach/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID jednostki/bloku/przedmiotu/płynu.\nOdwrotnośc operacji wyszukiwania.
|
laccess.id = ID jednostki/bloku/przedmiotu/płynu.\nOdwrotnośc operacji wyszukiwania.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Inne
|
lcategory.unknown = Inne
|
||||||
lcategory.unknown.description = Niezkategoryzowane instrukcje.
|
lcategory.unknown.description = Niezkategoryzowane instrukcje.
|
||||||
|
|||||||
@@ -826,6 +826,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planetas
|
planets = Planetas
|
||||||
|
|
||||||
@@ -1104,6 +1108,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
||||||
bar.drilltierreq = Broca melhor necessária.
|
bar.drilltierreq = Broca melhor necessária.
|
||||||
@@ -1965,6 +1970,7 @@ block.logic-processor.name = Processador Lógico
|
|||||||
block.hyper-processor.name = Hiper Processador
|
block.hyper-processor.name = Hiper Processador
|
||||||
block.logic-display.name = Monitor Lógico
|
block.logic-display.name = Monitor Lógico
|
||||||
block.large-logic-display.name = Monitor Lógico Grande
|
block.large-logic-display.name = Monitor Lógico Grande
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Célula de Memória
|
block.memory-cell.name = Célula de Memória
|
||||||
block.memory-bank.name = Banco de Memória
|
block.memory-bank.name = Banco de Memória
|
||||||
|
|
||||||
@@ -2265,6 +2271,7 @@ block.memory-cell.description = Guarda informações para um processador lógico
|
|||||||
block.memory-bank.description = Guarda informações para um processador lógico. Capacidade alta.
|
block.memory-bank.description = Guarda informações para um processador lógico. Capacidade alta.
|
||||||
block.logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
block.logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
||||||
block.large-logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
block.large-logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
|
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
|
||||||
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
|
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
|
||||||
|
|
||||||
@@ -2523,6 +2530,9 @@ laccess.progress = Progresso da ação, 0 a 1.\nRetorna a produção, a recarga
|
|||||||
laccess.speed = Velocidade máxima de uma unidade, em ladrilhos/seg.
|
laccess.speed = Velocidade máxima de uma unidade, em ladrilhos/seg.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Desconhecido
|
lcategory.unknown = Desconhecido
|
||||||
lcategory.unknown.description = Instruções não categorizadas.
|
lcategory.unknown.description = Instruções não categorizadas.
|
||||||
|
|||||||
@@ -824,6 +824,10 @@ difficulty.easy = Fácil
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Difícil
|
difficulty.hard = Difícil
|
||||||
difficulty.eradication = Erradicação
|
difficulty.eradication = Erradicação
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planetas
|
planets = Planetas
|
||||||
|
|
||||||
@@ -1100,6 +1104,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] redução de dano
|
|||||||
ability.stat.minspeed = [stat]{0} blocos/seg.[lightgray] velocidade mínima
|
ability.stat.minspeed = [stat]{0} blocos/seg.[lightgray] velocidade mínima
|
||||||
ability.stat.duration = [stat]{0} seg.[lightgray] duração
|
ability.stat.duration = [stat]{0} seg.[lightgray] duração
|
||||||
ability.stat.buildtime = [stat]{0} seg.[lightgray] tempo de construção
|
ability.stat.buildtime = [stat]{0} seg.[lightgray] tempo de construção
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Depósito no núcleo permitido apenas
|
bar.onlycoredeposit = Depósito no núcleo permitido apenas
|
||||||
bar.drilltierreq = Melhor broca necessária
|
bar.drilltierreq = Melhor broca necessária
|
||||||
@@ -1982,6 +1987,7 @@ block.logic-processor.name = Processador Lógico
|
|||||||
block.hyper-processor.name = Hiper-processador
|
block.hyper-processor.name = Hiper-processador
|
||||||
block.logic-display.name = Ecrã Lógico
|
block.logic-display.name = Ecrã Lógico
|
||||||
block.large-logic-display.name = Ecrã Lógico Grande
|
block.large-logic-display.name = Ecrã Lógico Grande
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Célula de Memória
|
block.memory-cell.name = Célula de Memória
|
||||||
block.memory-bank.name = Banco de Memória
|
block.memory-bank.name = Banco de Memória
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2285,6 +2291,7 @@ block.memory-cell.description = Guarda informações para um processador lógico
|
|||||||
block.memory-bank.description = Guarda informações para um processador lógico. Capacidade alta.
|
block.memory-bank.description = Guarda informações para um processador lógico. Capacidade alta.
|
||||||
block.logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
block.logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
||||||
block.large-logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
block.large-logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
|
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
|
||||||
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
|
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
|
||||||
|
|
||||||
@@ -2544,6 +2551,9 @@ laccess.progress = Progresso da ação, 0 a 1.\nRetorna a produção, a recarga
|
|||||||
laccess.speed = Velocidade máxima de uma unidade, em ladrilhos/seg.
|
laccess.speed = Velocidade máxima de uma unidade, em ladrilhos/seg.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Desconhecido
|
lcategory.unknown = Desconhecido
|
||||||
lcategory.unknown.description = Instruções não categorizadas.
|
lcategory.unknown.description = Instruções não categorizadas.
|
||||||
|
|||||||
@@ -809,6 +809,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planete
|
planets = Planete
|
||||||
|
|
||||||
@@ -1084,6 +1088,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1948,6 +1953,7 @@ block.logic-processor.name = Procesor Logic
|
|||||||
block.hyper-processor.name = Hiperprocesor
|
block.hyper-processor.name = Hiperprocesor
|
||||||
block.logic-display.name = Monitor Logic
|
block.logic-display.name = Monitor Logic
|
||||||
block.large-logic-display.name = Monitor Logic Mare
|
block.large-logic-display.name = Monitor Logic Mare
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
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.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2240,6 +2246,7 @@ block.memory-cell.description = Stochează informație pt un procesor.
|
|||||||
block.memory-bank.description = Stochează informație pt un procesor. Capacitate mare.
|
block.memory-bank.description = Stochează informație pt un procesor. Capacitate mare.
|
||||||
block.logic-display.description = Afișează grafica transmisă de un procesor logic.
|
block.logic-display.description = Afișează grafica transmisă de un procesor logic.
|
||||||
block.large-logic-display.description = Afișează grafica transmisă de un procesor logic.
|
block.large-logic-display.description = Afișează grafica transmisă de un procesor logic.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
|
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
|
||||||
block.repair-turret.description = Repară încontinuu cea mai deteriorată unitate din vecinătate. Poate accepta răcitor.
|
block.repair-turret.description = Repară încontinuu cea mai deteriorată unitate din vecinătate. Poate accepta răcitor.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2496,6 +2503,9 @@ laccess.progress = Progresul acțiunii, de la 0 la 1.\nReturnează progresul pro
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -812,6 +812,10 @@ difficulty.easy = Лёгкая
|
|||||||
difficulty.normal = Нормальная
|
difficulty.normal = Нормальная
|
||||||
difficulty.hard = Сложная
|
difficulty.hard = Сложная
|
||||||
difficulty.eradication = Истребляющая
|
difficulty.eradication = Истребляющая
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Планеты
|
planets = Планеты
|
||||||
|
|
||||||
@@ -1087,6 +1091,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
|
|||||||
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
|
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
|
||||||
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
|
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
|
||||||
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
|
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Доступен перенос только в ядро
|
bar.onlycoredeposit = Доступен перенос только в ядро
|
||||||
|
|
||||||
@@ -1953,6 +1958,7 @@ block.logic-processor.name = Логический процессор
|
|||||||
block.hyper-processor.name = Гипер процессор
|
block.hyper-processor.name = Гипер процессор
|
||||||
block.logic-display.name = Логический дисплей
|
block.logic-display.name = Логический дисплей
|
||||||
block.large-logic-display.name = Большой логический дисплей
|
block.large-logic-display.name = Большой логический дисплей
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Ячейка памяти
|
block.memory-cell.name = Ячейка памяти
|
||||||
block.memory-bank.name = Блок памяти
|
block.memory-bank.name = Блок памяти
|
||||||
team.malis.name = Малис
|
team.malis.name = Малис
|
||||||
@@ -2247,6 +2253,7 @@ block.memory-cell.description = Хранит информацию для лог
|
|||||||
block.memory-bank.description = Хранит информацию для логического процессора. Большая ёмкость.
|
block.memory-bank.description = Хранит информацию для логического процессора. Большая ёмкость.
|
||||||
block.logic-display.description = Отображает произвольную графику из логического процессора.
|
block.logic-display.description = Отображает произвольную графику из логического процессора.
|
||||||
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Ускоряет ядро, позволяя преодолеть гравитацию для межпланетного развёртывания.
|
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Ускоряет ядро, позволяя преодолеть гравитацию для межпланетного развёртывания.
|
||||||
block.repair-turret.description = Непрерывно ремонтирует ближайшую поврежденную единицу в своем радиусе. Опционально использует охлаждающую жидкость.
|
block.repair-turret.description = Непрерывно ремонтирует ближайшую поврежденную единицу в своем радиусе. Опционально использует охлаждающую жидкость.
|
||||||
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
|
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
|
||||||
@@ -2503,6 +2510,9 @@ laccess.progress = Прогресс действия от 0 до 1. Возвра
|
|||||||
laccess.speed = Максимальная скорость единицы, в плитках/сек.
|
laccess.speed = Максимальная скорость единицы, в плитках/сек.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = Идентификатор единицы/блока/предмета/жидкости.\nЭто обратная операция поиска.
|
laccess.id = Идентификатор единицы/блока/предмета/жидкости.\nЭто обратная операция поиска.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Неизвестно
|
lcategory.unknown = Неизвестно
|
||||||
lcategory.unknown.description = Нет категории.
|
lcategory.unknown.description = Нет категории.
|
||||||
lcategory.io = Ввод и вывод
|
lcategory.io = Ввод и вывод
|
||||||
|
|||||||
@@ -810,6 +810,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Planete
|
planets = Planete
|
||||||
|
|
||||||
@@ -1086,6 +1090,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
||||||
|
|
||||||
@@ -1950,6 +1955,7 @@ block.logic-processor.name = Logički Procesor
|
|||||||
block.hyper-processor.name = Hiper Procesor
|
block.hyper-processor.name = Hiper Procesor
|
||||||
block.logic-display.name = Logički Displej
|
block.logic-display.name = Logički Displej
|
||||||
block.large-logic-display.name = Veliki Logički Displej
|
block.large-logic-display.name = Veliki Logički Displej
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memorijska Ćelija
|
block.memory-cell.name = Memorijska Ćelija
|
||||||
block.memory-bank.name = Memorijska Banka
|
block.memory-bank.name = Memorijska Banka
|
||||||
team.malis.name = Baštovan
|
team.malis.name = Baštovan
|
||||||
@@ -2243,6 +2249,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
|
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
|
||||||
@@ -2499,6 +2506,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Maksimalna brzina jedinice, u polja/sekundi.
|
laccess.speed = Maksimalna brzina jedinice, u polja/sekundi.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Nepoznato
|
lcategory.unknown = Nepoznato
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -800,6 +800,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1073,6 +1077,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1935,6 +1940,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2225,6 +2231,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2476,6 +2483,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -811,6 +811,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = ดาว
|
planets = ดาว
|
||||||
|
|
||||||
@@ -1087,6 +1091,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] ความเสียห
|
|||||||
ability.stat.minspeed = [stat]{0} ช่อง/วิ[lightgray] ความเร็วต่ำสุด
|
ability.stat.minspeed = [stat]{0} ช่อง/วิ[lightgray] ความเร็วต่ำสุด
|
||||||
ability.stat.duration = [stat]{0} วิ[lightgray] ระยะเวลา
|
ability.stat.duration = [stat]{0} วิ[lightgray] ระยะเวลา
|
||||||
ability.stat.buildtime = [stat]{0} วิ[lightgray] ความในการสร้าง
|
ability.stat.buildtime = [stat]{0} วิ[lightgray] ความในการสร้าง
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
|
|
||||||
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
||||||
@@ -1952,6 +1957,7 @@ block.logic-processor.name = ตัวประมวลผลลอจิก
|
|||||||
block.hyper-processor.name = ตัวประมวลผลไฮเปอร์
|
block.hyper-processor.name = ตัวประมวลผลไฮเปอร์
|
||||||
block.logic-display.name = หน้าจอลอจิก
|
block.logic-display.name = หน้าจอลอจิก
|
||||||
block.large-logic-display.name = หน้าจอลอจิกขนาดใหญ่
|
block.large-logic-display.name = หน้าจอลอจิกขนาดใหญ่
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = เซลล์ความจำ
|
block.memory-cell.name = เซลล์ความจำ
|
||||||
block.memory-bank.name = ธนาคารความจำ
|
block.memory-bank.name = ธนาคารความจำ
|
||||||
|
|
||||||
@@ -2253,6 +2259,7 @@ block.memory-cell.description = เก็บข้อมูลเป็นตั
|
|||||||
block.memory-bank.description = เก็บข้อมูลเป็นตัวเลขสำหรับตัวประมวลผลลอจิกไว้สื่อสารกันไปมา มีพื้นที่เยอะมาก
|
block.memory-bank.description = เก็บข้อมูลเป็นตัวเลขสำหรับตัวประมวลผลลอจิกไว้สื่อสารกันไปมา มีพื้นที่เยอะมาก
|
||||||
block.logic-display.description = แสดงกราฟิกโดยควบคุมจากตัวประมวลผลลอจิก
|
block.logic-display.description = แสดงกราฟิกโดยควบคุมจากตัวประมวลผลลอจิก
|
||||||
block.large-logic-display.description = แสดงกราฟิกโดยควบคุมจากตัวประมวลผลลอจิก มีขนาดใหญ่กว่า
|
block.large-logic-display.description = แสดงกราฟิกโดยควบคุมจากตัวประมวลผลลอจิก มีขนาดใหญ่กว่า
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = หอคอยเรลกันแม่เหล็กไฟฟ้าขนาดมหึมา เร่งความเร็วแกนกลางเพื่อบินสู่อวกาศไปยังดาวเคราะห์อื่นๆ
|
block.interplanetary-accelerator.description = หอคอยเรลกันแม่เหล็กไฟฟ้าขนาดมหึมา เร่งความเร็วแกนกลางเพื่อบินสู่อวกาศไปยังดาวเคราะห์อื่นๆ
|
||||||
block.repair-turret.description = ซ่อมแซมยูนิตที่อยู่ในรัศมีของมันอย่างต่อเนื่อง สามารถใช้ของเหลวมาหล่อเย็นเพื่อเพิ่มประสิทธิภาพได้
|
block.repair-turret.description = ซ่อมแซมยูนิตที่อยู่ในรัศมีของมันอย่างต่อเนื่อง สามารถใช้ของเหลวมาหล่อเย็นเพื่อเพิ่มประสิทธิภาพได้
|
||||||
|
|
||||||
@@ -2513,6 +2520,9 @@ laccess.progress = ความคืบหน้าการดำเนิน
|
|||||||
laccess.speed = ความเร็วสูงสุดของยูนิตในหน่วย ช่อง/วินาที
|
laccess.speed = ความเร็วสูงสุดของยูนิตในหน่วย ช่อง/วินาที
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID ของยูนิต/บล็อก/ไอเท็ม/ของเหลว\nคำสั่งนี้จะตรงกันข้ามกับคำสั่ง lookup
|
laccess.id = ID ของยูนิต/บล็อก/ไอเท็ม/ของเหลว\nคำสั่งนี้จะตรงกันข้ามกับคำสั่ง lookup
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = ไม่ทราบ
|
lcategory.unknown = ไม่ทราบ
|
||||||
lcategory.unknown.description = คำสั่งที่ไม่อยู่ในหมวดหมู่ใดๆเลย
|
lcategory.unknown.description = คำสั่งที่ไม่อยู่ในหมวดหมู่ใดๆเลย
|
||||||
|
|||||||
@@ -800,6 +800,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
planets = Planets
|
planets = Planets
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -1073,6 +1077,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1935,6 +1940,7 @@ block.logic-processor.name = Logic Processor
|
|||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hyper Processor
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
block.memory-bank.name = Memory Bank
|
block.memory-bank.name = Memory Bank
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2225,6 +2231,7 @@ block.memory-cell.description = Stores information for a logic processor.
|
|||||||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||||||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2476,6 +2483,9 @@ laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload o
|
|||||||
laccess.speed = Top speed of a unit, in tiles/sec.
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = Unknown
|
lcategory.unknown = Unknown
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
lcategory.io = Input & Output
|
lcategory.io = Input & Output
|
||||||
|
|||||||
@@ -809,6 +809,10 @@ difficulty.easy = Kolay
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Zor
|
difficulty.hard = Zor
|
||||||
difficulty.eradication = Absürd
|
difficulty.eradication = Absürd
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Gezegenler
|
planets = Gezegenler
|
||||||
|
|
||||||
@@ -1083,6 +1087,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] hasar indüksiyonu
|
|||||||
ability.stat.minspeed = [stat]{0} blok/sn[lightgray] min hız
|
ability.stat.minspeed = [stat]{0} blok/sn[lightgray] min hız
|
||||||
ability.stat.duration = [stat]{0} sn[lightgray] süre
|
ability.stat.duration = [stat]{0} sn[lightgray] süre
|
||||||
ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
|
ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
||||||
|
|
||||||
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||||
@@ -1948,6 +1953,7 @@ block.logic-processor.name = İşlemci
|
|||||||
block.hyper-processor.name = Hiper İşlemci
|
block.hyper-processor.name = Hiper İşlemci
|
||||||
block.logic-display.name = Ekran
|
block.logic-display.name = Ekran
|
||||||
block.large-logic-display.name = Büyük Ekran
|
block.large-logic-display.name = Büyük Ekran
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Bellek Hücresi
|
block.memory-cell.name = Bellek Hücresi
|
||||||
block.memory-bank.name = Bellek Bankası
|
block.memory-bank.name = Bellek Bankası
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
@@ -2240,6 +2246,7 @@ block.memory-cell.description = Bilgi saklar.
|
|||||||
block.memory-bank.description = Bilgi saklar. Yüksek kapasiteye sahiptir.
|
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.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
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 birimi tamir eder. Soğutucu kullanabilir.
|
block.repair-turret.description = Sürekli en yakın birimi tamir eder. Soğutucu kullanabilir.
|
||||||
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
|
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
|
||||||
@@ -2496,6 +2503,9 @@ laccess.progress = Bir şeyin oluş aşaması, örnek: bir turetin yeniden doldu
|
|||||||
laccess.speed = Bir Birimin Maks hızı, blok/sn.
|
laccess.speed = Bir Birimin Maks hızı, blok/sn.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = Bir birim/blok/eşya/sıvı kimliği. \nBu arama operasyonun zıttıdır.
|
laccess.id = Bir birim/blok/eşya/sıvı kimliği. \nBu arama operasyonun zıttıdır.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
lcategory.unknown = ???
|
lcategory.unknown = ???
|
||||||
lcategory.unknown.description = Kategorize edilmemiş talimatlar
|
lcategory.unknown.description = Kategorize edilmemiş talimatlar
|
||||||
lcategory.io = Giriş & Çıkış
|
lcategory.io = Giriş & Çıkış
|
||||||
|
|||||||
@@ -818,6 +818,10 @@ difficulty.easy = Easy
|
|||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Hard
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Eradication
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Планети
|
planets = Планети
|
||||||
|
|
||||||
@@ -1094,6 +1098,7 @@ ability.stat.damagereduction = [lightgray]Зменшення шкоди: [stat]{
|
|||||||
ability.stat.minspeed = [lightgray]Мінімальна швидкість: [stat]{0} плиток за сек.
|
ability.stat.minspeed = [lightgray]Мінімальна швидкість: [stat]{0} плиток за сек.
|
||||||
ability.stat.duration = [lightgray]Тривалість: [stat]{0} за сек.
|
ability.stat.duration = [lightgray]Тривалість: [stat]{0} за сек.
|
||||||
ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за сек.
|
ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за сек.
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
||||||
bar.drilltierreq = Потрібен ліпший бур
|
bar.drilltierreq = Потрібен ліпший бур
|
||||||
@@ -1961,6 +1966,7 @@ block.logic-processor.name = Логічний процесор
|
|||||||
block.hyper-processor.name = Гіперпроцесор
|
block.hyper-processor.name = Гіперпроцесор
|
||||||
block.logic-display.name = Логічний дисплей
|
block.logic-display.name = Логічний дисплей
|
||||||
block.large-logic-display.name = Великий логічний дисплей
|
block.large-logic-display.name = Великий логічний дисплей
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
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
|
||||||
|
|
||||||
@@ -2263,6 +2269,7 @@ block.memory-cell.description = Англійська назва: Memory Cell\nЗ
|
|||||||
block.memory-bank.description = Англійська назва: Memory Bank\nЗберігає інформацію для логічного процесора. Висока місткість.
|
block.memory-bank.description = Англійська назва: Memory Bank\nЗберігає інформацію для логічного процесора. Висока місткість.
|
||||||
block.logic-display.description = Англійська назва: Logic Display\nПоказує довільну графіку з логічного процесора.
|
block.logic-display.description = Англійська назва: Logic Display\nПоказує довільну графіку з логічного процесора.
|
||||||
block.large-logic-display.description = Англійська назва: Large Logic Display\nПоказує довільну графіку з логічного процесора.
|
block.large-logic-display.description = Англійська назва: Large Logic Display\nПоказує довільну графіку з логічного процесора.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Англійська назва: Interplanetary Accelerator\nВелика електромагнітна башта-рейкотрон. Прискорює ядра, щоби подолати планетне тяжіння для міжпланетного розгортання.
|
block.interplanetary-accelerator.description = Англійська назва: Interplanetary Accelerator\nВелика електромагнітна башта-рейкотрон. Прискорює ядра, щоби подолати планетне тяжіння для міжпланетного розгортання.
|
||||||
block.repair-turret.description = Англійська назва: Repair Turret\nБезпервно ремонтує найближчу пошкоджену одиницю. Для прискорення ремонтування можна охолодити.
|
block.repair-turret.description = Англійська назва: Repair Turret\nБезпервно ремонтує найближчу пошкоджену одиницю. Для прискорення ремонтування можна охолодити.
|
||||||
|
|
||||||
@@ -2523,6 +2530,9 @@ laccess.progress = Прогрес дії, від 0 до 1.\nПовертає в
|
|||||||
laccess.speed = Максимальна швидкість одиниці, у плитках за секунду.
|
laccess.speed = Максимальна швидкість одиниці, у плитках за секунду.
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = Ідентифікатор одиниці/блоку/предмету/рідини.\nЦе зворотна операція до операції пошуку.
|
laccess.id = Ідентифікатор одиниці/блоку/предмету/рідини.\nЦе зворотна операція до операції пошуку.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Невідома категорія
|
lcategory.unknown = Невідома категорія
|
||||||
lcategory.unknown.description = Команди без категорії.
|
lcategory.unknown.description = Команди без категорії.
|
||||||
|
|||||||
@@ -826,6 +826,10 @@ difficulty.easy = Dễ
|
|||||||
difficulty.normal = Vừa
|
difficulty.normal = Vừa
|
||||||
difficulty.hard = Khó
|
difficulty.hard = Khó
|
||||||
difficulty.eradication = Hủy diệt
|
difficulty.eradication = Hủy diệt
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = Hành tinh
|
planets = Hành tinh
|
||||||
|
|
||||||
@@ -1105,6 +1109,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] giảm sát thương
|
|||||||
ability.stat.minspeed = tốc độ tối thiểu [stat]{0} ô/giây[lightgray]
|
ability.stat.minspeed = tốc độ tối thiểu [stat]{0} ô/giây[lightgray]
|
||||||
ability.stat.duration = thời hạn [stat]{0} giây[lightgray]
|
ability.stat.duration = thời hạn [stat]{0} giây[lightgray]
|
||||||
ability.stat.buildtime = thời gian xây [stat]{0} giây[lightgray]
|
ability.stat.buildtime = thời gian xây [stat]{0} giây[lightgray]
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
bar.onlycoredeposit = Chỉ được phép đưa vào lõi
|
bar.onlycoredeposit = Chỉ được phép đưa vào lõi
|
||||||
bar.drilltierreq = Cần máy khoan tốt hơn
|
bar.drilltierreq = Cần máy khoan tốt hơn
|
||||||
@@ -1977,6 +1982,7 @@ block.logic-processor.name = Bộ xử lý trung cấp
|
|||||||
block.hyper-processor.name = Bộ xử lý siêu cấp
|
block.hyper-processor.name = Bộ xử lý siêu cấp
|
||||||
block.logic-display.name = Màn hình hiển thị
|
block.logic-display.name = Màn hình hiển thị
|
||||||
block.large-logic-display.name = Màn hình hiển thị lớn
|
block.large-logic-display.name = Màn hình hiển thị lớn
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = Ô bộ nhớ
|
block.memory-cell.name = Ô bộ nhớ
|
||||||
block.memory-bank.name = Khối bộ nhớ
|
block.memory-bank.name = Khối bộ nhớ
|
||||||
|
|
||||||
@@ -2276,6 +2282,7 @@ block.memory-cell.description = Lưu trữ thông tin cho bộ xử lý.
|
|||||||
block.memory-bank.description = Lưu trữ thông tin cho bộ xử lý. Dung lượng cao.
|
block.memory-bank.description = Lưu trữ thông tin cho bộ xử lý. Dung lượng cao.
|
||||||
block.logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lý.
|
block.logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lý.
|
||||||
block.large-logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lý.
|
block.large-logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lý.
|
||||||
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
block.interplanetary-accelerator.description = Tòa tháp súng điện từ cỡ lớn. Tăng tốc vật phóng đến vận tốc thoát để triển khai giữa các hành tinh.
|
block.interplanetary-accelerator.description = Tòa tháp súng điện từ cỡ lớn. Tăng tốc vật phóng đến vận tốc thoát để triển khai giữa các hành tinh.
|
||||||
block.repair-turret.description = Sửa chữa những đơn vị bị hư hỏng trong khu vực nhất định. Tùy chọn làm mát để tăng hiệu quả.
|
block.repair-turret.description = Sửa chữa những đơn vị bị hư hỏng trong khu vực nhất định. Tùy chọn làm mát để tăng hiệu quả.
|
||||||
|
|
||||||
@@ -2543,6 +2550,9 @@ laccess.progress = Tiến trình thực hiện, 0 đến 1.\nTrả về tiến t
|
|||||||
laccess.speed = Tốc độ cao nhất của đơn vị, tính bằng ô/giây.
|
laccess.speed = Tốc độ cao nhất của đơn vị, tính bằng ô/giây.
|
||||||
laccess.size = Kích thước của đơn vị/công trình hoặc độ dài của chuỗi ký tự.
|
laccess.size = Kích thước của đơn vị/công trình hoặc độ dài của chuỗi ký tự.
|
||||||
laccess.id = Định danh của một đơn vị/khối/vật phẩm/chất lỏng.\nViệc này làm ngược lại với thao tác tra cứu.
|
laccess.id = Định danh của một đơn vị/khối/vật phẩm/chất lỏng.\nViệc này làm ngược lại với thao tác tra cứu.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = Không xác định
|
lcategory.unknown = Không xác định
|
||||||
lcategory.unknown.description = Chỉ lệnh không được phân loại.
|
lcategory.unknown.description = Chỉ lệnh không được phân loại.
|
||||||
|
|||||||
@@ -819,6 +819,10 @@ difficulty.easy = 簡單模式
|
|||||||
difficulty.normal = 普通模式
|
difficulty.normal = 普通模式
|
||||||
difficulty.hard = 困難模式
|
difficulty.hard = 困難模式
|
||||||
difficulty.eradication = 滅絕模式
|
difficulty.eradication = 滅絕模式
|
||||||
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
||||||
|
|
||||||
planets = 行星
|
planets = 行星
|
||||||
|
|
||||||
@@ -1096,6 +1100,7 @@ ability.stat.damagereduction = [stat]{0}%[lightgray]傷害減免
|
|||||||
ability.stat.minspeed = [stat]{0} 格/秒[lightgray]最低速度
|
ability.stat.minspeed = [stat]{0} 格/秒[lightgray]最低速度
|
||||||
ability.stat.duration = [stat]{0} 秒[lightgray]持續時間
|
ability.stat.duration = [stat]{0} 秒[lightgray]持續時間
|
||||||
ability.stat.buildtime = [stat]{0} 秒[lightgray]建造時間
|
ability.stat.buildtime = [stat]{0} 秒[lightgray]建造時間
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
|
||||||
|
|
||||||
bar.onlycoredeposit = 僅允許向核心放置物品
|
bar.onlycoredeposit = 僅允許向核心放置物品
|
||||||
@@ -1966,6 +1971,7 @@ block.logic-processor.name = 邏輯處理器
|
|||||||
block.hyper-processor.name = 超級處理器
|
block.hyper-processor.name = 超級處理器
|
||||||
block.logic-display.name = 顯示器
|
block.logic-display.name = 顯示器
|
||||||
block.large-logic-display.name = 大型顯示器
|
block.large-logic-display.name = 大型顯示器
|
||||||
|
block.tile-logic-display.name = Tiled Logic Display
|
||||||
block.memory-cell.name = 記憶單元
|
block.memory-cell.name = 記憶單元
|
||||||
block.memory-bank.name = 記憶體
|
block.memory-bank.name = 記憶體
|
||||||
|
|
||||||
@@ -2262,6 +2268,7 @@ block.memory-cell.description = 為邏輯處理器儲存資料。
|
|||||||
block.memory-bank.description = 為邏輯處理器儲存資料。具備更大容量。
|
block.memory-bank.description = 為邏輯處理器儲存資料。具備更大容量。
|
||||||
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.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||||
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.repair-turret.description = 持續修復最靠近的受損單位。能使用冷卻劑。
|
||||||
block.core-bastion.description = 基地的核心。具有裝甲。一旦所有基地核心被摧毀,此區域即戰敗。
|
block.core-bastion.description = 基地的核心。具有裝甲。一旦所有基地核心被摧毀,此區域即戰敗。
|
||||||
@@ -2521,6 +2528,9 @@ laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝
|
|||||||
laccess.speed = 單位最快速度(格子/秒)
|
laccess.speed = 單位最快速度(格子/秒)
|
||||||
laccess.size = Size of a unit/building or the length of a string.
|
laccess.size = Size of a unit/building or the length of a string.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||||
|
laccess.displaywidth = Width of a display block in pixels.
|
||||||
|
laccess.displayheight = Height of a display block in pixels.
|
||||||
|
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||||
|
|
||||||
lcategory.unknown = 未知
|
lcategory.unknown = 未知
|
||||||
lcategory.unknown.description = Uncategorized instructions.
|
lcategory.unknown.description = Uncategorized instructions.
|
||||||
|
|||||||
@@ -174,3 +174,6 @@ sasha0552
|
|||||||
1ue999
|
1ue999
|
||||||
6-BennyLi-9
|
6-BennyLi-9
|
||||||
SeuEarth
|
SeuEarth
|
||||||
|
The4codeblocks
|
||||||
|
cardillan
|
||||||
|
Justacommonegg
|
||||||
|
|||||||
@@ -599,3 +599,4 @@
|
|||||||
63083=landing-pad|block-landing-pad-ui
|
63083=landing-pad|block-landing-pad-ui
|
||||||
63082=stone-vent|block-stone-vent-ui
|
63082=stone-vent|block-stone-vent-ui
|
||||||
63081=basalt-vent|block-basalt-vent-ui
|
63081=basalt-vent|block-basalt-vent-ui
|
||||||
|
63080=tile-logic-display|block-tile-logic-display-ui
|
||||||
|
|||||||
@@ -158,6 +158,7 @@ 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 BuildTeamChangeEvent = Packages.mindustry.game.EventType.BuildTeamChangeEvent
|
||||||
|
const TileFloorChangeEvent = Packages.mindustry.game.EventType.TileFloorChangeEvent
|
||||||
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 BuildDamageEvent = Packages.mindustry.game.EventType.BuildDamageEvent
|
const BuildDamageEvent = Packages.mindustry.game.EventType.BuildDamageEvent
|
||||||
@@ -190,6 +191,8 @@ const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent
|
|||||||
const FileTreeInitEvent = Packages.mindustry.game.EventType.FileTreeInitEvent
|
const FileTreeInitEvent = Packages.mindustry.game.EventType.FileTreeInitEvent
|
||||||
const MusicRegisterEvent = Packages.mindustry.game.EventType.MusicRegisterEvent
|
const MusicRegisterEvent = Packages.mindustry.game.EventType.MusicRegisterEvent
|
||||||
const ClientLoadEvent = Packages.mindustry.game.EventType.ClientLoadEvent
|
const ClientLoadEvent = Packages.mindustry.game.EventType.ClientLoadEvent
|
||||||
|
const ModContentLoadEvent = Packages.mindustry.game.EventType.ModContentLoadEvent
|
||||||
|
const AtlasPackEvent = Packages.mindustry.game.EventType.AtlasPackEvent
|
||||||
const ContentInitEvent = Packages.mindustry.game.EventType.ContentInitEvent
|
const ContentInitEvent = Packages.mindustry.game.EventType.ContentInitEvent
|
||||||
const BlockInfoEvent = Packages.mindustry.game.EventType.BlockInfoEvent
|
const BlockInfoEvent = Packages.mindustry.game.EventType.BlockInfoEvent
|
||||||
const CoreItemDeliverEvent = Packages.mindustry.game.EventType.CoreItemDeliverEvent
|
const CoreItemDeliverEvent = Packages.mindustry.game.EventType.CoreItemDeliverEvent
|
||||||
|
|||||||
@@ -86,6 +86,8 @@ public class Vars implements Loadable{
|
|||||||
public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?labels=bug&template=bug_report.md";
|
public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?labels=bug&template=bug_report.md";
|
||||||
/** list of built-in servers.*/
|
/** list of built-in servers.*/
|
||||||
public static final Seq<ServerGroup> defaultServers = Seq.with();
|
public static final Seq<ServerGroup> defaultServers = Seq.with();
|
||||||
|
/** maximum openGL errors logged */
|
||||||
|
public static final int maxGlErrors = 100;
|
||||||
/** maximum size of any block, do not change unless you know what you're doing */
|
/** maximum size of any block, do not change unless you know what you're doing */
|
||||||
public static final int maxBlockSize = 16;
|
public static final int maxBlockSize = 16;
|
||||||
/** maximum distance between mine and core that supports automatic transferring */
|
/** maximum distance between mine and core that supports automatic transferring */
|
||||||
@@ -446,6 +448,8 @@ public class Vars implements Loadable{
|
|||||||
settings.setDataDirectory(Core.files.local("saves/"));
|
settings.setDataDirectory(Core.files.local("saves/"));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//needed to make sure binding values are correct
|
||||||
|
Vars.android = app.isAndroid();
|
||||||
settings.defaults("locale", "default", "blocksync", true);
|
settings.defaults("locale", "default", "blocksync", true);
|
||||||
keybinds.setDefaults(Binding.values());
|
keybinds.setDefaults(Binding.values());
|
||||||
settings.setAutosave(false);
|
settings.setAutosave(false);
|
||||||
|
|||||||
@@ -159,7 +159,7 @@ public class Pathfinder implements Runnable{
|
|||||||
if(!other.solid()){
|
if(!other.solid()){
|
||||||
boolean otherNearSolid = false;
|
boolean otherNearSolid = false;
|
||||||
for(int j = 0; j < 4; j++){
|
for(int j = 0; j < 4; j++){
|
||||||
Tile othernear = other.nearby(i);
|
Tile othernear = other.nearby(j);
|
||||||
if(othernear != null && othernear.solid()){
|
if(othernear != null && othernear.solid()){
|
||||||
otherNearSolid = true;
|
otherNearSolid = true;
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -158,7 +158,7 @@ public class Blocks{
|
|||||||
payloadConveyor, payloadRouter, reinforcedPayloadConveyor, reinforcedPayloadRouter, payloadMassDriver, largePayloadMassDriver, smallDeconstructor, deconstructor, constructor, largeConstructor, payloadLoader, payloadUnloader,
|
payloadConveyor, payloadRouter, reinforcedPayloadConveyor, reinforcedPayloadRouter, payloadMassDriver, largePayloadMassDriver, smallDeconstructor, deconstructor, constructor, largeConstructor, payloadLoader, payloadUnloader,
|
||||||
|
|
||||||
//logic
|
//logic
|
||||||
message, switchBlock, microProcessor, logicProcessor, hyperProcessor, largeLogicDisplay, logicDisplay, memoryCell, memoryBank,
|
message, switchBlock, microProcessor, logicProcessor, hyperProcessor, largeLogicDisplay, logicDisplay, logicDisplayTile, memoryCell, memoryBank,
|
||||||
canvas, reinforcedMessage,
|
canvas, reinforcedMessage,
|
||||||
worldProcessor, worldCell, worldMessage, worldSwitch,
|
worldProcessor, worldCell, worldMessage, worldSwitch,
|
||||||
|
|
||||||
@@ -1945,13 +1945,12 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
itemBridge = new BufferedItemBridge("bridge-conveyor"){{
|
itemBridge = new BufferedItemBridge("bridge-conveyor"){{
|
||||||
requirements(Category.distribution, with(Items.lead, 10, Items.copper, 10));
|
requirements(Category.distribution, with(Items.lead, 6, Items.copper, 6));
|
||||||
fadeIn = moveArrows = false;
|
fadeIn = moveArrows = false;
|
||||||
range = 4;
|
range = 4;
|
||||||
speed = 74f;
|
speed = 74f;
|
||||||
arrowSpacing = 6f;
|
arrowSpacing = 6f;
|
||||||
bufferCapacity = 14;
|
bufferCapacity = 14;
|
||||||
buildCostMultiplier = 2f;
|
|
||||||
}};
|
}};
|
||||||
|
|
||||||
phaseConveyor = new ItemBridge("phase-conveyor"){{
|
phaseConveyor = new ItemBridge("phase-conveyor"){{
|
||||||
@@ -2051,7 +2050,7 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
ductBridge = new DuctBridge("duct-bridge"){{
|
ductBridge = new DuctBridge("duct-bridge"){{
|
||||||
requirements(Category.distribution, with(Items.beryllium, 20));
|
requirements(Category.distribution, with(Items.beryllium, 15));
|
||||||
health = 90;
|
health = 90;
|
||||||
speed = 4f;
|
speed = 4f;
|
||||||
buildCostMultiplier = 2f;
|
buildCostMultiplier = 2f;
|
||||||
@@ -2156,6 +2155,7 @@ public class Blocks{
|
|||||||
requirements(Category.liquid, with(Items.metaglass, 1));
|
requirements(Category.liquid, with(Items.metaglass, 1));
|
||||||
liquidCapacity = 20f;
|
liquidCapacity = 20f;
|
||||||
health = 45;
|
health = 45;
|
||||||
|
explosivenessScale = flammabilityScale = 10f/20f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
pulseConduit = new Conduit("pulse-conduit"){{
|
pulseConduit = new Conduit("pulse-conduit"){{
|
||||||
@@ -2163,6 +2163,7 @@ public class Blocks{
|
|||||||
liquidCapacity = 40f;
|
liquidCapacity = 40f;
|
||||||
liquidPressure = 1.025f;
|
liquidPressure = 1.025f;
|
||||||
health = 90;
|
health = 90;
|
||||||
|
explosivenessScale = flammabilityScale = 16f/40f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
platedConduit = new ArmoredConduit("plated-conduit"){{
|
platedConduit = new ArmoredConduit("plated-conduit"){{
|
||||||
@@ -2170,6 +2171,7 @@ public class Blocks{
|
|||||||
liquidCapacity = 50f;
|
liquidCapacity = 50f;
|
||||||
liquidPressure = 1.025f;
|
liquidPressure = 1.025f;
|
||||||
health = 220;
|
health = 220;
|
||||||
|
explosivenessScale = flammabilityScale = 16f/50f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
liquidRouter = new LiquidRouter("liquid-router"){{
|
liquidRouter = new LiquidRouter("liquid-router"){{
|
||||||
@@ -2177,6 +2179,8 @@ public class Blocks{
|
|||||||
liquidCapacity = 120f;
|
liquidCapacity = 120f;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
solid = false;
|
solid = false;
|
||||||
|
|
||||||
|
explosivenessScale = flammabilityScale = 20f/120f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
liquidContainer = new LiquidRouter("liquid-container"){{
|
liquidContainer = new LiquidRouter("liquid-container"){{
|
||||||
@@ -2206,6 +2210,7 @@ public class Blocks{
|
|||||||
range = 4;
|
range = 4;
|
||||||
hasPower = false;
|
hasPower = false;
|
||||||
liquidCapacity = 100f;
|
liquidCapacity = 100f;
|
||||||
|
explosivenessScale = flammabilityScale = 20f/100f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
phaseConduit = new LiquidBridge("phase-conduit"){{
|
phaseConduit = new LiquidBridge("phase-conduit"){{
|
||||||
@@ -2216,6 +2221,7 @@ public class Blocks{
|
|||||||
hasPower = true;
|
hasPower = true;
|
||||||
canOverdrive = false;
|
canOverdrive = false;
|
||||||
pulse = true;
|
pulse = true;
|
||||||
|
explosivenessScale = flammabilityScale = 20f/100f;
|
||||||
liquidCapacity = 100f;
|
liquidCapacity = 100f;
|
||||||
consumePower(0.30f);
|
consumePower(0.30f);
|
||||||
}};
|
}};
|
||||||
@@ -2240,6 +2246,7 @@ public class Blocks{
|
|||||||
health = 250;
|
health = 250;
|
||||||
researchCostMultiplier = 3;
|
researchCostMultiplier = 3;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
|
explosivenessScale = flammabilityScale = 20f/50f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
reinforcedLiquidJunction = new LiquidJunction("reinforced-liquid-junction"){{
|
reinforcedLiquidJunction = new LiquidJunction("reinforced-liquid-junction"){{
|
||||||
@@ -2260,6 +2267,7 @@ public class Blocks{
|
|||||||
researchCostMultiplier = 1;
|
researchCostMultiplier = 1;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
health = 250;
|
health = 250;
|
||||||
|
explosivenessScale = flammabilityScale = 20f/120f;
|
||||||
|
|
||||||
((Conduit)reinforcedConduit).rotBridgeReplacement = this;
|
((Conduit)reinforcedConduit).rotBridgeReplacement = this;
|
||||||
}};
|
}};
|
||||||
@@ -2272,6 +2280,8 @@ public class Blocks{
|
|||||||
underBullets = true;
|
underBullets = true;
|
||||||
solid = false;
|
solid = false;
|
||||||
health = 250;
|
health = 250;
|
||||||
|
|
||||||
|
explosivenessScale = flammabilityScale = 40f/150f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
reinforcedLiquidContainer = new LiquidRouter("reinforced-liquid-container"){{
|
reinforcedLiquidContainer = new LiquidRouter("reinforced-liquid-container"){{
|
||||||
@@ -4368,6 +4378,7 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
outlineColor = Pal.darkOutline;
|
outlineColor = Pal.darkOutline;
|
||||||
|
|
||||||
|
liquidCapacity = 50f;
|
||||||
liquidConsumed = 10f / 60f;
|
liquidConsumed = 10f / 60f;
|
||||||
targetInterval = 5f;
|
targetInterval = 5f;
|
||||||
newTargetInterval = 30f;
|
newTargetInterval = 30f;
|
||||||
@@ -4449,16 +4460,17 @@ public class Blocks{
|
|||||||
shrinkY = 0.1f;
|
shrinkY = 0.1f;
|
||||||
buildingDamageMultiplier = 0.3f;
|
buildingDamageMultiplier = 0.3f;
|
||||||
}},
|
}},
|
||||||
Items.carbide, new ArtilleryBulletType(2.5f, 500, "shell"){{
|
Items.carbide, new ArtilleryBulletType(3.25f, 700, "shell"){{
|
||||||
hitEffect = new MultiEffect(Fx.titanExplosion, Fx.titanSmoke);
|
hitEffect = new MultiEffect(Fx.titanExplosionSmall, Fx.titanSmokeSmall);
|
||||||
despawnEffect = Fx.none;
|
despawnEffect = Fx.none;
|
||||||
knockback = 3f;
|
knockback = 3f;
|
||||||
lifetime = 140f;
|
lifetime = 140f;
|
||||||
height = 19f;
|
height = 28f;
|
||||||
width = 17f;
|
width = 15f;
|
||||||
splashDamageRadius = 55f;
|
splashDamageRadius = 36f;
|
||||||
splashDamage = 650f;
|
splashDamage = 750f;
|
||||||
rangeChange = 10f*8f;
|
rangeChange = 10f*8f;
|
||||||
|
reloadMultiplier = 0.8f;
|
||||||
scaledSplashDamage = true;
|
scaledSplashDamage = true;
|
||||||
backColor = hitColor = trailColor = Color.valueOf("ab8ec5");
|
backColor = hitColor = trailColor = Color.valueOf("ab8ec5");
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
@@ -4483,6 +4495,30 @@ public class Blocks{
|
|||||||
shrinkX = 0.2f;
|
shrinkX = 0.2f;
|
||||||
shrinkY = 0.1f;
|
shrinkY = 0.1f;
|
||||||
buildingDamageMultiplier = 0.2f;
|
buildingDamageMultiplier = 0.2f;
|
||||||
|
fragLifeMin = 1.5f;
|
||||||
|
|
||||||
|
fragBullets = 12;
|
||||||
|
fragBullet = new ArtilleryBulletType(0.5f, 50, "shell"){{
|
||||||
|
hitEffect = new MultiEffect(Fx.titanExplosionFrag, Fx.titanLightSmall, new WaveEffect(){{
|
||||||
|
lifetime = 8f;
|
||||||
|
strokeFrom = 1f;
|
||||||
|
sizeTo = 8f;
|
||||||
|
}});
|
||||||
|
|
||||||
|
despawnEffect = Fx.hitBulletColor;
|
||||||
|
width = 8f;
|
||||||
|
height = 12f;
|
||||||
|
lifetime = 50f;
|
||||||
|
knockback = 0.5f;
|
||||||
|
splashDamageRadius = 22f;
|
||||||
|
splashDamage = 50f;
|
||||||
|
scaledSplashDamage = true;
|
||||||
|
pierceArmor = true;
|
||||||
|
backColor = frontColor = hitColor = Color.valueOf("ab8ec5");
|
||||||
|
frontColor = Color.white;
|
||||||
|
buildingDamageMultiplier = 0.25f;
|
||||||
|
shrinkY = 0.3f;
|
||||||
|
}};
|
||||||
}},
|
}},
|
||||||
Items.oxide, new ArtilleryBulletType(2.5f, 300, "shell"){{
|
Items.oxide, new ArtilleryBulletType(2.5f, 300, "shell"){{
|
||||||
hitEffect = new MultiEffect(Fx.titanExplosionLarge, Fx.titanSmokeLarge, Fx.smokeAoeCloud);
|
hitEffect = new MultiEffect(Fx.titanExplosionLarge, Fx.titanSmokeLarge, Fx.smokeAoeCloud);
|
||||||
@@ -4491,7 +4527,7 @@ public class Blocks{
|
|||||||
lifetime = 190f;
|
lifetime = 190f;
|
||||||
height = 19f;
|
height = 19f;
|
||||||
width = 17f;
|
width = 17f;
|
||||||
reloadMultiplier = 0.8f;
|
reloadMultiplier = 0.65f;
|
||||||
splashDamageRadius = 110f;
|
splashDamageRadius = 110f;
|
||||||
rangeChange = 8f;
|
rangeChange = 8f;
|
||||||
splashDamage = 300f;
|
splashDamage = 300f;
|
||||||
@@ -4618,6 +4654,7 @@ public class Blocks{
|
|||||||
Items.thorium, new BasicBulletType(){{
|
Items.thorium, new BasicBulletType(){{
|
||||||
damage = 90;
|
damage = 90;
|
||||||
reloadMultiplier = 0.85f;
|
reloadMultiplier = 0.85f;
|
||||||
|
rangeChange = -120f;
|
||||||
speed = 9.5f;
|
speed = 9.5f;
|
||||||
width = height = 16;
|
width = height = 16;
|
||||||
pierceCap = 2;
|
pierceCap = 2;
|
||||||
@@ -4632,7 +4669,7 @@ public class Blocks{
|
|||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
backColor = trailColor = hitColor = Color.valueOf("e89dbd");
|
backColor = trailColor = hitColor = Color.valueOf("e89dbd");
|
||||||
trailChance = 0.44f;
|
trailChance = 0.44f;
|
||||||
ammoMultiplier = 2f;
|
ammoMultiplier = 1f;
|
||||||
|
|
||||||
lifetime = 34f;
|
lifetime = 34f;
|
||||||
rotationOffset = 90f;
|
rotationOffset = 90f;
|
||||||
@@ -4642,10 +4679,8 @@ public class Blocks{
|
|||||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||||
}},
|
}},
|
||||||
Items.silicon, new BasicBulletType(){{
|
Items.silicon, new BasicBulletType(){{
|
||||||
damage = 35;
|
damage = 37;
|
||||||
homingPower = 0.045f;
|
homingPower = 0.045f;
|
||||||
|
|
||||||
reloadMultiplier = 0.9f;
|
|
||||||
speed = 9f;
|
speed = 9f;
|
||||||
width = height = 16;
|
width = height = 16;
|
||||||
shrinkY = 0.3f;
|
shrinkY = 0.3f;
|
||||||
@@ -4658,7 +4693,7 @@ public class Blocks{
|
|||||||
smokeEffect = Fx.shootSmokeDisperse;
|
smokeEffect = Fx.shootSmokeDisperse;
|
||||||
frontColor = Pal.graphiteAmmoFront;
|
frontColor = Pal.graphiteAmmoFront;
|
||||||
backColor = trailColor = hitColor = Pal.graphiteAmmoBack;
|
backColor = trailColor = hitColor = Pal.graphiteAmmoBack;
|
||||||
ammoMultiplier = 3f;
|
ammoMultiplier = 4f;
|
||||||
|
|
||||||
lifetime = 34f;
|
lifetime = 34f;
|
||||||
rotationOffset = 90f;
|
rotationOffset = 90f;
|
||||||
@@ -4773,6 +4808,7 @@ public class Blocks{
|
|||||||
|
|
||||||
afflict = new PowerTurret("afflict"){{
|
afflict = new PowerTurret("afflict"){{
|
||||||
requirements(Category.turret, with(Items.surgeAlloy, 125, Items.silicon, 200, Items.graphite, 250, Items.oxide, 40));
|
requirements(Category.turret, with(Items.surgeAlloy, 125, Items.silicon, 200, Items.graphite, 250, Items.oxide, 40));
|
||||||
|
buildCostMultiplier = 1.5f;
|
||||||
|
|
||||||
shootType = new BasicBulletType(){{
|
shootType = new BasicBulletType(){{
|
||||||
shootEffect = new MultiEffect(Fx.shootTitan, new WaveEffect(){{
|
shootEffect = new MultiEffect(Fx.shootTitan, new WaveEffect(){{
|
||||||
@@ -4817,8 +4853,8 @@ public class Blocks{
|
|||||||
width = 9f;
|
width = 9f;
|
||||||
hitSize = 5f;
|
hitSize = 5f;
|
||||||
height = 15f;
|
height = 15f;
|
||||||
pierce = true;
|
pierceCap = 3;
|
||||||
lifetime = 35f;
|
lifetime = 28f;
|
||||||
pierceBuilding = true;
|
pierceBuilding = true;
|
||||||
hitColor = backColor = trailColor = Pal.surge;
|
hitColor = backColor = trailColor = Pal.surge;
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
@@ -4831,7 +4867,7 @@ public class Blocks{
|
|||||||
lifetime = 10f;
|
lifetime = 10f;
|
||||||
}};
|
}};
|
||||||
buildingDamageMultiplier = 0.3f;
|
buildingDamageMultiplier = 0.3f;
|
||||||
homingPower = 0.2f;
|
homingPower = 0.1f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
bulletInterval = 3f;
|
bulletInterval = 3f;
|
||||||
@@ -5000,7 +5036,7 @@ public class Blocks{
|
|||||||
deathExplosionEffect = Fx.massiveExplosion;
|
deathExplosionEffect = Fx.massiveExplosion;
|
||||||
shootOnDeath = true;
|
shootOnDeath = true;
|
||||||
shake = 10f;
|
shake = 10f;
|
||||||
bullet = new ExplosionBulletType(1500f, 65f){{
|
bullet = new ExplosionBulletType(1000f, 65f){{
|
||||||
hitColor = Pal.redLight;
|
hitColor = Pal.redLight;
|
||||||
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
|
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
|
||||||
lifetime = 10f;
|
lifetime = 10f;
|
||||||
@@ -5009,13 +5045,13 @@ public class Blocks{
|
|||||||
}});
|
}});
|
||||||
|
|
||||||
collidesAir = false;
|
collidesAir = false;
|
||||||
buildingDamageMultiplier = 0.25f;
|
buildingDamageMultiplier = 0.1f;
|
||||||
|
|
||||||
ammoMultiplier = 1f;
|
ammoMultiplier = 1f;
|
||||||
fragLifeMin = 0.1f;
|
fragLifeMin = 0.1f;
|
||||||
fragBullets = 7;
|
fragBullets = 7;
|
||||||
fragBullet = new ArtilleryBulletType(3.4f, 32){{
|
fragBullet = new ArtilleryBulletType(3.4f, 32){{
|
||||||
buildingDamageMultiplier = 0.3f;
|
buildingDamageMultiplier = 0.1f;
|
||||||
drag = 0.02f;
|
drag = 0.02f;
|
||||||
hitEffect = Fx.massiveExplosion;
|
hitEffect = Fx.massiveExplosion;
|
||||||
despawnEffect = Fx.scatheSlash;
|
despawnEffect = Fx.scatheSlash;
|
||||||
@@ -5024,7 +5060,7 @@ public class Blocks{
|
|||||||
width = height = 18f;
|
width = height = 18f;
|
||||||
collidesTiles = false;
|
collidesTiles = false;
|
||||||
splashDamageRadius = 40f;
|
splashDamageRadius = 40f;
|
||||||
splashDamage = 160f;
|
splashDamage = 100f;
|
||||||
backColor = trailColor = hitColor = Pal.redLight;
|
backColor = trailColor = hitColor = Pal.redLight;
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
smokeEffect = Fx.shootBigSmoke2;
|
smokeEffect = Fx.shootBigSmoke2;
|
||||||
@@ -5054,7 +5090,7 @@ public class Blocks{
|
|||||||
shootEffect = Fx.shootBig;
|
shootEffect = Fx.shootBig;
|
||||||
smokeEffect = Fx.shootSmokeMissileColor;
|
smokeEffect = Fx.shootSmokeMissileColor;
|
||||||
hitColor = Color.valueOf("ffd37f");
|
hitColor = Color.valueOf("ffd37f");
|
||||||
ammoMultiplier = 5f;
|
ammoMultiplier = 3f;
|
||||||
reloadMultiplier = 0.8f;
|
reloadMultiplier = 0.8f;
|
||||||
|
|
||||||
spawnUnit = new MissileUnitType("scathe-missile-phase"){{
|
spawnUnit = new MissileUnitType("scathe-missile-phase"){{
|
||||||
@@ -5099,6 +5135,10 @@ public class Blocks{
|
|||||||
shootOnDeath = true;
|
shootOnDeath = true;
|
||||||
shake = 10f;
|
shake = 10f;
|
||||||
bullet = new ExplosionBulletType(400f, 120f){{
|
bullet = new ExplosionBulletType(400f, 120f){{
|
||||||
|
//stats must be mirrored to the bullet that the unit uses
|
||||||
|
reloadMultiplier = 0.8f;
|
||||||
|
ammoMultiplier = 3f;
|
||||||
|
|
||||||
hitColor = engineColor;
|
hitColor = engineColor;
|
||||||
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
|
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
|
||||||
lifetime = 10f;
|
lifetime = 10f;
|
||||||
@@ -5109,7 +5149,6 @@ public class Blocks{
|
|||||||
collidesAir = false;
|
collidesAir = false;
|
||||||
buildingDamageMultiplier = 0.1f;
|
buildingDamageMultiplier = 0.1f;
|
||||||
|
|
||||||
ammoMultiplier = 1f;
|
|
||||||
fragLifeMin = 0.1f;
|
fragLifeMin = 0.1f;
|
||||||
fragBullets = 7;
|
fragBullets = 7;
|
||||||
fragBullet = new ArtilleryBulletType(3.4f, 32){{
|
fragBullet = new ArtilleryBulletType(3.4f, 32){{
|
||||||
@@ -5191,18 +5230,25 @@ public class Blocks{
|
|||||||
deathExplosionEffect = Fx.massiveExplosion;
|
deathExplosionEffect = Fx.massiveExplosion;
|
||||||
shootOnDeath = true;
|
shootOnDeath = true;
|
||||||
shake = 10f;
|
shake = 10f;
|
||||||
bullet = new ExplosionBulletType(300f, 40f){{
|
bullet = new ExplosionBulletType(1800f, 40f){{
|
||||||
|
//mirror stats
|
||||||
|
ammoMultiplier = 1f;
|
||||||
|
rangeChange = -8f*9f;
|
||||||
|
reloadMultiplier = 0.9f;
|
||||||
|
lightning = 10;
|
||||||
|
lightningDamage = 45f;
|
||||||
|
lightningLength = 12;
|
||||||
|
|
||||||
hitColor = engineColor;
|
hitColor = engineColor;
|
||||||
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall);
|
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall);
|
||||||
|
|
||||||
collidesAir = false;
|
collidesAir = false;
|
||||||
buildingDamageMultiplier = 0.1f;
|
buildingDamageMultiplier = 0.1f;
|
||||||
|
|
||||||
ammoMultiplier = 1f;
|
|
||||||
fragLifeMin = 0.1f;
|
fragLifeMin = 0.1f;
|
||||||
fragBullets = 5;
|
fragBullets = 5;
|
||||||
fragRandomSpread = 0f;
|
fragRandomSpread = 0f;
|
||||||
fragSpread = 30f;
|
fragSpread = 20f;
|
||||||
fragBullet = new BulletType(){{
|
fragBullet = new BulletType(){{
|
||||||
shootEffect = Fx.shootBig;
|
shootEffect = Fx.shootBig;
|
||||||
smokeEffect = Fx.shootSmokeMissileColor;
|
smokeEffect = Fx.shootSmokeMissileColor;
|
||||||
@@ -5238,10 +5284,10 @@ public class Blocks{
|
|||||||
deathExplosionEffect = Fx.massiveExplosion;
|
deathExplosionEffect = Fx.massiveExplosion;
|
||||||
shootOnDeath = true;
|
shootOnDeath = true;
|
||||||
shake = 10f;
|
shake = 10f;
|
||||||
bullet = new ExplosionBulletType(360f, 35f){{
|
bullet = new ExplosionBulletType(180f, 35f){{
|
||||||
lightning = 6;
|
lightning = 4;
|
||||||
lightningDamage = 35f;
|
lightningDamage = 25f;
|
||||||
lightningLength = 8;
|
lightningLength = 6;
|
||||||
|
|
||||||
hitColor = engineColor;
|
hitColor = engineColor;
|
||||||
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall, Fx.scatheLightSmall, new WaveEffect(){{
|
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall, Fx.scatheLightSmall, new WaveEffect(){{
|
||||||
@@ -5968,6 +6014,7 @@ public class Blocks{
|
|||||||
);
|
);
|
||||||
size = 3;
|
size = 3;
|
||||||
consumePower(1.2f);
|
consumePower(1.2f);
|
||||||
|
researchCostMultiplier = 0.5f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
airFactory = new UnitFactory("air-factory"){{
|
airFactory = new UnitFactory("air-factory"){{
|
||||||
@@ -5978,6 +6025,7 @@ public class Blocks{
|
|||||||
);
|
);
|
||||||
size = 3;
|
size = 3;
|
||||||
consumePower(1.2f);
|
consumePower(1.2f);
|
||||||
|
researchCostMultiplier = 0.5f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
navalFactory = new UnitFactory("naval-factory"){{
|
navalFactory = new UnitFactory("naval-factory"){{
|
||||||
@@ -6585,6 +6633,10 @@ public class Blocks{
|
|||||||
size = 6;
|
size = 6;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
logicDisplayTile = new TileableLogicDisplay("tile-logic-display"){{
|
||||||
|
requirements(Category.logic, with(Items.lead, 8, Items.silicon, 8, Items.metaglass, 8, Items.phaseFabric, 3));
|
||||||
|
}};
|
||||||
|
|
||||||
canvas = new CanvasBlock("canvas"){{
|
canvas = new CanvasBlock("canvas"){{
|
||||||
requirements(Category.logic, BuildVisibility.shown, with(Items.silicon, 10, Items.beryllium, 10));
|
requirements(Category.logic, BuildVisibility.shown, with(Items.silicon, 10, Items.beryllium, 10));
|
||||||
|
|
||||||
|
|||||||
@@ -459,6 +459,38 @@ public class Fx{
|
|||||||
}
|
}
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
titanExplosionSmall = new Effect(22f, 120f, e -> {
|
||||||
|
color(e.color);
|
||||||
|
stroke(e.fout() * 3f);
|
||||||
|
float circleRad = 6f + e.finpow() * 45f;
|
||||||
|
Lines.circle(e.x, e.y, circleRad);
|
||||||
|
|
||||||
|
rand.setSeed(e.id);
|
||||||
|
for(int i = 0; i < 12; i++){
|
||||||
|
float angle = rand.random(360f);
|
||||||
|
float lenRand = rand.random(0.5f, 1f);
|
||||||
|
Lines.lineAngle(e.x, e.y, angle, e.foutpow() * 50f * rand.random(1f, 0.6f) + 2f, e.finpow() * 50f * lenRand + 6f);
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
|
||||||
|
titanExplosionFrag = new Effect(20f, 50f, e -> {
|
||||||
|
color(e.color);
|
||||||
|
stroke(e.fout() * 2f);
|
||||||
|
float circleRad = 6f + e.finpow() * 20f;
|
||||||
|
Lines.circle(e.x, e.y, circleRad);
|
||||||
|
|
||||||
|
rand.setSeed(e.id);
|
||||||
|
for(int i = 0; i < 8; i++){
|
||||||
|
float angle = rand.random(360f);
|
||||||
|
float lenRand = rand.random(0.5f, 1f);
|
||||||
|
Tmp.v1.trns(angle, circleRad);
|
||||||
|
|
||||||
|
for(int s : Mathf.signs){
|
||||||
|
Drawf.tri(e.x + Tmp.v1.x, e.y + Tmp.v1.y, e.foutpow() * 15f, e.fout() * 20f * lenRand + 6f, angle + 90f + s * 90f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
|
||||||
titanSmoke = new Effect(300f, 300f, b -> {
|
titanSmoke = new Effect(300f, 300f, b -> {
|
||||||
float intensity = 3f;
|
float intensity = 3f;
|
||||||
|
|
||||||
@@ -498,6 +530,26 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
}),
|
}),
|
||||||
|
titanSmokeSmall = new Effect(200f, 200f, b -> {
|
||||||
|
float intensity = 2.5f;
|
||||||
|
|
||||||
|
color(b.color, 0.7f);
|
||||||
|
for(int i = 0; i < 4; i++){
|
||||||
|
rand.setSeed(b.id*2 + i);
|
||||||
|
float lenScl = rand.random(0.5f, 1f);
|
||||||
|
int fi = i;
|
||||||
|
b.scaled(b.lifetime * lenScl, e -> {
|
||||||
|
randLenVectors(e.id + fi - 1, e.fin(Interp.pow10Out), (int)(2.9f * intensity), 18f * intensity, (x, y, in, out) -> {
|
||||||
|
float fout = e.fout(Interp.pow5Out) * rand.random(0.5f, 1f);
|
||||||
|
float rad = fout * ((2f + intensity) * 2.35f);
|
||||||
|
|
||||||
|
Fill.circle(e.x + x, e.y + y, rad);
|
||||||
|
Drawf.light(e.x + x, e.y + y, rad * 2.5f, b.color, 0.5f);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
|
||||||
|
|
||||||
smokeAoeCloud = new Effect(60f * 3f, 250f, e -> {
|
smokeAoeCloud = new Effect(60f * 3f, 250f, e -> {
|
||||||
color(e.color, 0.65f);
|
color(e.color, 0.65f);
|
||||||
@@ -617,6 +669,13 @@ public class Fx{
|
|||||||
Fill.circle(e.x, e.y, circleRad);
|
Fill.circle(e.x, e.y, circleRad);
|
||||||
}).layer(Layer.bullet + 2f),
|
}).layer(Layer.bullet + 2f),
|
||||||
|
|
||||||
|
titanLightSmall = new Effect(40f, 100f, e -> {
|
||||||
|
float circleRad = 6f + e.finpow() * 20f;
|
||||||
|
|
||||||
|
color(e.color, e.foutpow());
|
||||||
|
Fill.circle(e.x, e.y, circleRad);
|
||||||
|
}).layer(Layer.bullet + 2f),
|
||||||
|
|
||||||
scatheSlash = new Effect(40f, 160f, e -> {
|
scatheSlash = new Effect(40f, 160f, e -> {
|
||||||
Draw.color(e.color);
|
Draw.color(e.color);
|
||||||
for(int s : Mathf.signs){
|
for(int s : Mathf.signs){
|
||||||
|
|||||||
@@ -87,6 +87,7 @@ public class Planets{
|
|||||||
};
|
};
|
||||||
campaignRuleDefaults.fog = true;
|
campaignRuleDefaults.fog = true;
|
||||||
campaignRuleDefaults.showSpawns = true;
|
campaignRuleDefaults.showSpawns = true;
|
||||||
|
campaignRuleDefaults.rtsAI = true;
|
||||||
|
|
||||||
unlockedOnLand.add(Blocks.coreBastion);
|
unlockedOnLand.add(Blocks.coreBastion);
|
||||||
}};
|
}};
|
||||||
@@ -148,6 +149,7 @@ public class Planets{
|
|||||||
r.showSpawns = false;
|
r.showSpawns = false;
|
||||||
r.coreDestroyClear = true;
|
r.coreDestroyClear = true;
|
||||||
};
|
};
|
||||||
|
showRtsAIRule = true;
|
||||||
iconColor = Color.valueOf("7d4dff");
|
iconColor = Color.valueOf("7d4dff");
|
||||||
atmosphereColor = Color.valueOf("3c1b8f");
|
atmosphereColor = Color.valueOf("3c1b8f");
|
||||||
atmosphereRadIn = 0.02f;
|
atmosphereRadIn = 0.02f;
|
||||||
|
|||||||